Lens-Keeper Tiluatchek

Terros Deepdelve's page

94 posts. Organized Play character for PatheticWretch.


Full Name

Terros Deepdelve

Race

Dwarf

Classes/Levels

Kineticist 2 | HP 28/28 | AC 16; Tch 13; FF 16 | F +9; R +6; W +1 | CMB+0; CMD 13 | Speed 20 ft | Init +5 | Kinetic Blade: +4 (1d6+6) | Perc +8

Strength 9
Dexterity 16
Constitution 20
Intelligence 8
Wisdom 12
Charisma 5

About Terros Deepdelve

Terros Deepdelve
Male Dwarf Kineticist 2
LN Medium Humanoid (Dwarf)
Init +5 (Reactionary); Senses Darkvision; Perception +8
Languages Common, Dwarven
________________________________________________________________________
DEFENSE
________________________________________________________________________
AC 16, touch 13, flat-footed 16
    (+3 Dex, +3 armor)
hp 28 (2d8, +10 Con, +2 favored, +3 toughness)
Fort +9, Ref +6, Will +1
Defensive Abilities Defensive Training, DR 1/Adamantine
________________________________________________________________________
OFFENSE
________________________________________________________________________
Speed 20 ft. (4 squares)
Melee Kinetic Blade +4 (1d6+6/x2)
Ranged Earth Blast +4 (1d6+6/x2)
Base Atk +1; CMB +0; CMD 13 (17 vs. bull rush or trip)
Special Attacks Giant Hunter, Burn (8/max)
Elemental Focus Earth
Wild Talents (ECL [1/2 class level] 1*, Concentration +6) *Stonesinger
    1st (at will) basic geokinesis
________________________________________________________________________
STATISTICS
________________________________________________________________________
Abilities STR 9, DEX 16, CON 20, INT 8, WIS 12, CHA 5
Feats Weapon Finesse, Toughness*
Traits Defensive Strategist, Reactionary
Skills Acrobatics +7 (Jump +3), Appraise -1, Bluff -3, Climb +2, Diplomacy -3, Disguise -3, Escape Artist +2, Fly +2, Heal +1, Intimidate -3, Perception +8, Ride +2, Sense Motive +1, Stealth +6, Survival +1, Swim -2 Armor Check Penalty -1
SQ Gather Power, Infusion (Kinetic Blade), Flesh of Stone, Utility Wild Talent (Kinetic Cover)
Combat Gear wand of cure light wounds, potion of cure light wounds, acid flask (x3) Other Gear gauntlet (spiked/cold iron), dagger (cold iron), javelin (x3), sling, bullets (10), studded leather armor, outfit (cold-weather), MW backpack, bandolier, bedroll, rations (trail/per day)(x3), rope (silk/50 ft.), torch (x2), waterskin, bell, candle, chalk, charcoal, fishhook, string, flint and steel, parchment, sewing needle, signal whistle, oil (flask)(x3), smokestick, tindertwig (x2), MW perception tool, 758 gp

SPECIAL ABILITIES:

Burn (Ex): At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can't be healed by any means other than getting a full night's rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can't be reduced or redirected, and a kineticist incapable of taking nonlethal damage can't accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can't choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.
Darkvision (Ex): Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Defensive Training (Ex): Dwarves get a +4 dodge bonus to AC against humanoid creatures of the giant subtype.
Elemental Focus (Su): At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She can select aether (telekinesis), air (aerokinesis), earth (geokinesis), fire (pyrokinesis), or water (hydrokinesis). She gains her selected element's basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis) as a bonus wild talent. See Elements for the specific abilities granted by each element.
Gather Power (Su): If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.
Flesh of Stone: Your skin hardens like stone, dampening the impact of most attacks. You gain DR 1/adamantine. This DR increases by 1 for every 2 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the DR by 1 until the next time your burn is removed, to a maximum DR equal to your kineticist level. Whenever you accept burn while using an earth wild talent, the energy surging through you causes your damage reduction to change from DR/adamantine to DR/— for 1 round. You can dismiss and restore this effect as an immediate action.
Giant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. This racial trait replaces the hatred racial trait.
Infusion (Su): At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion.
Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast's normal effects.
The burn cost listed in each infusion's Burn entry is added to the burn cost of the kinetic blast the infusion modifies.
The DC for a save against an infusion is based on the associated kinetic blast's effective spell level, not the level of the infusion. The DCs for form infusions are calculated using the kineticist's Dexterity modifier instead of her Constitution modifier. When a kineticist modifies a kinetic blast with a form infusion and a substance infusion that both require saving throws, each target first attempts a saving throw against the form infusion. If a target succeeds and a successful save negates the infusion's effects, the entire kinetic blast is negated; otherwise, the target then attempts a saving throw against the substance infusion. If a kineticist's form and substance infusions both alter the kinetic blast's damage, apply the substance infusion's alteration first.
At 5th, 11th, and 17th levels, a kineticist can replace one of her infusions with another infusion of the same effective spell level or lower. She can't replace an infusion that she used to qualify for another of her wild talents.
Kinetic Blast (Sp): At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element.
As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn't have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion), and she can't use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor.
Kinetic Cover: You call up elemental matter to defend yourself and your allies from attacks. As a standard action, you can select one face of a square within 30 feet of you and move elemental matter to block that face, providing total cover from that direction. The face you select must be supported by the ground, and the kinetic cover cannot support more than 5 pounds of weight. Water, ice, and telekinetic force are translucent, but earth, metal, mud, and the like are opaque and block line of sight. A creature who strikes the cover can easily destroy it. Regardless of its composition, the cover has hardness 0, AC 5, and 2 hit points per kineticist level you possess. You can have a number of kinetic covers in existence equal to your Constitution modifier + 1/2 your kineticist level.
Language: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Stability (Ex): Dwarves receive a +4 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Steady (Ex): Dwarves never have their speed reduced by armor or encumbrance.
Stonesinger: Some dwarves' affinity for the earth grants them greater powers. Dwarves with this racial trait are treated as one level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the deep earth bloodline or earth elemental bloodline, and revelations of the oracle's stone mystery. This ability does not give them early access to level-based powers; it only affects the powers they could use without this ability. This racial trait replaces stonecunning.
Unstoppable: Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves. This racial trait replaces hardy.
Weapon Familiarity (Ex): Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

BACKGROUND:

An unusually gruff-looking dwarf stands nearby, his arms folded across his chest. He wears a sturdy-looking set of studded leather armor. His skin looks almost as if he had been hewn from solid rock.

He steps forward, and it is as if the weight of a giant landed where he stepped. Pebbles at his feet are displaced and shake.

"Terros deepdelve, at yer service," he nods.

PFS:

Boons and Vanities:
Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).
Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name-such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item-would help realize the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name--such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item--would help realize the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action's impact on the PC's fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
Prized Find: You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).

PFS# 132076-35
XP 2
Prestige/Fame 2/4
Faction The Exchange
-Faction Card [0 goals]
Scenarios Completed
*The Confirmation [1 XP, 2 PP, 430 gp]
-Bought wand of cure light wounds [-2 PP], potion of cure light wounds [-50 gp], MW perception tool [-50 gp]
*The Wounded Wisp [1 XP, 2 PP, 430 gp]

Level Progression:

Level 1:
Class Taken: Kineticist
Class Feature Gained: burn, elemental focus, gather power, infusion, kinetic blast
Hit points Gained: 1d8, +5 (Con), +1 favored, +3 toughness
Skill Points (3): acrobatics (1), perception (1), stealth (1)
Feats: weapon finesse

Level 2:
Class Taken: Kineticist
Class Feature Gained: Elemental defense, utility wild talent
Hit points Gained: 1d8, +5 (Con), +1 favored
Skill Points (3): acrobatics (1), climb (1), perception (1)

Dice:

[dice=Kinetic Blade (bludgeoning, piercing, or slashing)]1d20+4;1d6+1+5[/dice]

[dice=Earth Blast (bludgeoning, piercing, or slashing)]1d20+4;1d6+1+5[/dice]