Tobias "Toby" Hawthorn's page

632 posts. Alias of Dennis Muldoon.

Full Name

Tobias "Toby" Hawthorn


Rougarou Aquakineticist 9 | hp 74/97 (>3 Burn: 83/106 hp) | NL 60 (from burn 54), Burn 6/9, Buffer 0/1 | AC 20, T 14, FF 17 (>3 burn: AC 21, T 15) |


| F +14, R +12, W +9 (>3 burn: F +15, R +13) | H2O blast +9/5d6+10 B | Per +6 (low-light), SM +1 | Change shape 1/1 | Speed 30ft (+10 on flat, +20 downhill), Swim 20ft | Elem. Over. +3/+6, cold-resist: | Init +3 (+4)



About Tobias "Toby" Hawthorn

Tobias Hawthorn
Male rougarou hydrokineticist 9
Init +3; Senses low-light vision, scent; Perception +6
AC 20, touch 14, flat-footed 17 (+6 armor, +1 deflection, +3 Dex)
hp 97 (9d8+49)
Fort +14, Ref +12, Will +9
Speed 30 ft., climb (earth and stone) 5 ft., swim 20 ft.
Melee cold iron dagger +9/+4 (1d4/19-20) or
. . bite +9 (1d4)
Special Attacks kinetic blast, metakinesis (empower, maximize)
Kineticist Wild Talents Known
. . Defense—shroud of water
. . Infusions—draining infusion (DC 21), extended range, kinetic blade, kinetic whip, quenching infusion
. . Blasts—cold blast (5d6+2 cold), ice blast (10d6+15 ½ cold and ½ piercing), underwater cold blast (5d6+10 ½ cold and ½ piercing), water blast (5d6+10)
. . Utility—basic aquakinesis, cold adaptation, elemental grip, slick, waterdancer, watersense
Str 10, Dex 16, Con 21, Int 8, Wis 12, Cha 12
Base Atk +6; CMB +6; CMD 20
Feats Ability Focus (draining infusion), Bludgeoner[UC], Iron Will, Point-Blank Shot, Weapon Finesse
Traits competitive, trap finder
Skills Acrobatics +14, Climb +8, Disable Device +16, Heal +5, Intimidate +5, Knowledge (nature) +3, Perception +6, Profession (Blacksmith) +5, Profession (shepherd) +5, Stealth +11, Swim +15, Use Magic Device +5
Languages Azlanti, Common, Rougarou
SQ burn (3 points/round, max 8), call of the deep, change shape (wolf; beast shape I), elemental overflow +3, expanded element (water), gather power, ice propagation, infusion specialization 2, internal buffer 1, ocean’s caress, water breathing
Combat Gear potion of cure light wounds; Other Gear +2 mithral shirt, cold iron dagger, belt of mighty constitution +2, cloak of resistance +2, lucky horseshoe[OA], ring of protection +1, bedroll, chalk, masterwork backpack[APG], silk rope (50 ft.), thieves' tools, waterskin, wooden holy symbol of Kurgess, 13 gp, 8 sp, 9 cp
Special Abilities
Bludgeoner Inflict nonlethal damage with bludgeoning weapons
Burn 3/round (9 nonlethal/burn, 8/day) Burn HP to gain greater effects on your wild talents.
Call of the Deep Gain waterdancer & watersense, ignore the effects of currents with speeds up to 60 ft.
Change Shape (wolf; beast shape I, 1/day) (Su) You can change your form.
Climb (5 feet, earth and stone) You have a climb speed, but only on limited surfaces.
Cold Adaptation (Sp) Endure elements against cold, and gain Cold Resistance = 2x current burn
Cold Blast (Sp) Level 4; Burn 0
Draining Infusion (DC 21) Blast only effects targets with the same subtype as your blast, but ignores DR, immunities or resistances
Elemental Grip (DC 18) (Sp) hold monster against creatures with a subtype matching one of your elements.
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Expanded Element This is a dummy ability to consolidate the expanded elements into a single entry in the statblock. We can't do this through the normal channels, because both primary and expanded elements are added to the same table on the class.
Extended Range Kinetic blast has range of 120ft.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Ice Blast (Sp) Level 4; Burn 2
Ice Propagation (Su) Make cold blast physical & apply form or substance infusions that could apply to ice comp blast.
Infusion Specialization 2 (Ex) Reduce burn cost of blasts with infusions by 2
Internal Buffer 1 (Su) Store burn for use later
Kinetic Blade (Light Weapon) Create a blade of pure energy.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Whip (Light Weapon) Form a kinetic blade with reach.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Metakinesis (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Ocean’s Caress (Su) Gain cold adaptation + lvl/2, incr cold res by 3/1 burn, cold res x2 if burn using water wild talent.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Quenching Infusion Your blasts can put out fires
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Slick (DC 16) (Sp) Use your slick for any of the effects of the grease spell for 1r
Swim (20 feet) You have a Swim speed.
Water Blast (Sp) Level 4; Burn 0
Water Breathing You can breathe water as well as air.
Waterdancer (Sp) Act as if constantly under the effects of slipstream.
Watersense (Su) Gain tremorsense 30 ft against anything in the same body of water as you.


Physical blast:

3+ Burn:
[dice=kinetic blast, pbs, elem overflow]1d20+10+1+3[/dice]
[dice=damage, pbs, elem overflow]5d6+11+1+6[/dice]

2 Burn:
[dice=kinetic blast, pbs, elem overflow]1d20+9+1+2[/dice]
[dice=damage, pbs, elem overflow]5d6+10+1+4[/dice]

1 Burn:
[dice=kinetic blast, pbs, elem overflow]1d20+9+1+1[/dice]
[dice=damage, pbs, elem overflow]5d6+10+1+2[/dice]

[dice=kinetic blast, pbs]1d20+9+1[/dice]
[dice=damage, pbs]5d6+10+1[/dice]

[dice=kinetic blast]1d20+9[/dice]

Cold blast:

3+ Burn:
[dice=energy blast vs. touch, pbs, elem overflow]1d20+10+1+3[/dice]
[dice=cold damage, pbs, elem overflow]5d6+3+1+6[/dice]

2 Burn:
[dice=energy blast vs. touch, pbs, elem overflow]1d20+9+1+2[/dice]
[dice=cold damage, pbs, elem overflow]5d6+2+1+4[/dice]

1 Burn:
[dice=energy blast vs. touch, pbs, elem overflow]1d20+9+1+1[/dice]
[dice=cold damage, pbs, elem overflow]5d6+2+1+2[/dice]

[dice=energy blast vs. touch, pbs]1d20+9+1[/dice]
[dice=cold damage, pbs]5d6+2+1[/dice]

[dice=energy blast vs. touch]1d20+9[/dice]
[dice=cold damage]5d6+2[/dice]

Ice blast (composite):

3+ Burn:
[dice=ice composite blast (physical), pbs, elem overflow]1d20+10+1+3[/dice]
[dice=1/2 cold, 1/2 piercing damage, pbs, elem overflow]10d6+16+1+6[/dice]

2 Burn:
[dice=ice composite blast (physical), pbs, elem overflow]1d20+9+1+2[/dice]
[dice=1/2 cold, 1/2 piercing damage, pbs, elem overflow]10d6+15+1+4[/dice]

1 Burn:
[dice=ice composite blast (physical), pbs, elem overflow]1d20+9+1+1[/dice]
[dice=1/2 cold, 1/2 piercing damage, pbs, elem overflow]10d6+15+1+2[/dice]

[dice=ice composite blast (physical), pbs]1d20+9+1[/dice]
[dice=1/2 cold, 1/2 piercing damage, pbs]8d6+13+1[/dice]

[dice=ice composite blast (physical)]1d20+9[/dice]
[dice=1/2 cold, 1/2 piercing damage]8d6+13[/dice]

Physical whip:

3+ Burn:
[dice=kinetic blade, elem overflow]1d20+10+3[/dice]
[dice=kinetic blade (iterative), elem overflow]1d20+5+3[/dice]

2 Burn:
[dice=kinetic blade, elem overflow]1d20+9+2[/dice]
[dice=kinetic blade (iterative), elem overflow]1d20+4+2[/dice]

1 Burn:
[dice=kinetic blade, elem overflow]1d20+9+1[/dice]
[dice=kinetic blade (iterative), elem overflow]1d20+4+1[/dice]

[dice=kinetic whip]1d20+9[/dice]
[dice=kinetic whip (iterative)]1d20+4[/dice]

Cold whip:

3+ Burn:
[dice=energy whip vs. touch, elem overflow]1d20+10+3[/dice]
[dice=cold damage]5d6+3[/dice]
[dice=energy whip vs. touch (iterative), elem overflow]1d20+5+3[/dice]
[dice=cold damage]5d6+3[/dice]

2 Burn:
[dice=energy whip vs. touch, elem overflow]1d20+9+2[/dice]
[dice=cold damage]5d6+2[/dice]
[dice=energy whip vs. touch (iterative), elem overflow]1d20+4+2[/dice]
[dice=cold damage]5d6+2[/dice]

1 Burn:
[dice=energy whip vs. touch, elem overflow]1d20+9+1[/dice]
[dice=cold damage]5d6+2[/dice]
[dice=energy whip vs. touch (iterative), elem overflow]1d20+4+1[/dice]
[dice=cold damage]5d6+2[/dice]

[dice=energy whip vs. touch]1d20+9[/dice]
[dice=cold damage, pbs]5d6+2[/dice]
[dice=energy whip vs. touch (iterative)]1d20+4[/dice]
[dice=cold damage, pbs]5d6+2[/dice]

Ice whip:

3 burn:
[dice=ice whip, elem. overflow]1d20+10+3[/dice]
[dice=1/2 cold 1/2 piercing damage]10d6+16[/dice]
[dice=ice whip (iterative), elem. overflow]1d20+5+3[/dice]
[dice=1/2 cold 1/2 piercing damage]10d6+16[/dice]

2 burn:
[dice=ice whip, elem. overflow]1d20+9+2[/dice]
[dice=1/2 cold 1/2 piercing damage]10d6+15[/dice]
[dice=ice whip (iterative), elem. overflow]1d20+4+2[/dice]
[dice=1/2 cold 1/2 piercing damage]10d6+15[/dice]

1 burn:
[dice=ice whip, elem. overflow]1d20+9+1[/dice]
[dice=1/2 cold 1/2 piercing damage]10d6+15[/dice]
[dice=ice whip (iterative), elem. overflow]1d20+4+1[/dice]
[dice=1/2 cold 1/2 piercing damage]10d6+15[/dice]

0 burn:
[dice=ice whip]1d20+9[/dice]
[dice=1/2 cold 1/2 piercing damage]10d6+15[/dice]
[dice=ice whip (iterative)]1d20+4[/dice]
[dice=1/2 cold 1/2 piercing damage]10d6+15[/dice]