Cheiton

Torith Torson's page

242 posts. Alias of Luthor Volandis.


Race

| HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | CMB: +3, CMD: 17 (21 vs Trip/Bull Rush) | F: +7, R: +10, W: +6 (+2 vs posion/spells/spell like) | Init: +4 | Perc: +9(+2 stonework, +1 traps), SM: +2

Classes/Levels

| Speed20ft | Current Burn: 1 | Infusions: 1burn – Extended Range, Kinetic Blade | 0 burn - Kinetic Cover | Extracts: CLW, Comp. Lang. | Active conditions: Flesh of Stone (DR1/ adamantine), Elemental Overflow (+1/+2)

Gender

Male NG Dwarf Geokineticist 3, Investigator (Scavenger) 1

About Torith Torson

Hero Lab Character Sheet:
Torith Torson
Male dwarf geokineticist 3, investigator (scavenger) 1
NG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +9 (+2 stonework, +1 traps)
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Defense
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AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 37 (4d8+14)
Fort +7, Ref +10, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Special Attacks kinetic blast
Kineticist Wild Talents Known
Defense—flesh of stone
Infusions—extended range, kinetic blade
Blasts—earth blast (2d6+5)
Utility—basic geokinesis, kinetic cover

Investigator Extracts Prepared (CL 1st; concentration +3)
1st—comprehend languages, cure light wounds
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Statistics
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Str 12, Dex 18, Con 16, Int 14, Wis 14, Cha 6
Base Atk +2; CMB +3; CMD 17 (21 vs. bull rush/trip)
Feats Point Blank Shot, Precise Shot
Traits orphaned by giants, poverty-stricken
Skills Acrobatics +9 (+5 to jump), Appraise +8 (+10 to assess nonmagical metals or gemstones), Climb +4, Craft (clockwork) +12, Disable Device +13, Knowledge (dungeoneering) +8, Knowledge (engineering) +9, Perception +9 (+11 to notice unusual stonework), Profession (miner) +7, Stealth +9, Survival +10 (+12 to track vs. humanoids of the Giant subtype); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Orc, Terran
SQ gadgetry (clockwork crafting +1), burn (1 point/round, max 6), elemental overflow +1, gather power, giant hunter, inspiration (2/day), trapfinding +1
Other Gear mwk chain shirt, bedroll, investigator starting formula book, masterwork backpack, masterwork thieves' tools, masterwork tool, miner's pick, trail rations (4), waterskin, Cloak of Resistance +1 66 gp, 9 sp
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Special Abilities
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Gadgetry +1 (Su) +1 to Craft (clockwork) to create clockwork items, can Id wondrous items by touch.
Burn 1/round (3 nonlethal/burn, 6/day) Burn HP to gain greater effects on your wild talents.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Earth Blast (Sp) Level 0; Burn 0
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
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Extended Range: (1 burn) Increase range of Kinetic Blast to 120ft.
Inspiration (+1d6, 2/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Kinetic Blast (Sp) The kineticist can unleash his kinetic blast at a range of 30 feet at will.
Kinetic Blade (Light Weapon) Create a blade of pure energy.
Kinetic Cover (Sp) A wall for one face of a square within 30 ft appears.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Basic Geokinesis:

(Sp); Level 1; Burn 0
You can move up to 5 pounds per kineticist level of rocks, loose earth, sand, clay, and other similar materials up to 15 feet as a move action. You can search earthen and stone areas from a distance as if using the sift cantrip.

Flesh of Stone:

Flesh of Stone

(Su); Level —; Burn 0
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.

Kinetic Blade:

Type form infusion; Level 1; Burn 1
You form a weapon using your kinetic abilities. You create a non-reach, light or one-handed weapon in your hand formed of pure energy or elemental matter. The kinetic blade’s shape is purely cosmetic and doesn’t affect the damage dice, critical threat range, or critical multiplier of the kinetic blade, nor does it grant the kinetic blade any weapon special features.

You can use this form infusion once as part of an attack action, a charge action, or a full-attack action in order to make melee attacks with your kinetic blade. Since it’s part of another action (and isn’t an action itself), using this wild talent doesn’t provoke any additional attacks of opportunity. The kinetic blade deals your kinetic blast damage on each hit (applying any modifiers to your kinetic blast’s damage as normal, but not your Strength modifier). The blade disappears at the end of your turn. The weapon deals the same damage type that your kinetic blast deals, and it interacts with Armor Class and spell resistance as normal for a blast of its type. The kinetic blade doesn’t add the damage bonus from elemental overflow.

Kinetic Cover:

(Sp); Level 1; Burn 0
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.

Scavenger details:
Gadgetry (Su): A scavenger is a master of mechanical arts rather than alchemical ones, and he gains a competence bonus on Craft (clockwork) checks equal to his class level. He can use Knowledge (engineering) to identify wondrous items as if using detect magic and Spellcraft. A scavenger does not gain any bonuses to or special uses of the Craft (alchemy) skill.

Rather than prepare his extracts as consumable liquids, a scavenger constructs small, single-use devices infused with bits of his own magic aura to achieve the same effects. Alchemist and investigator discoveries that affect extracts result in identical effects on a scavenger’s gadgets (such as the infusion discovery, which would allow another creature to use a gadget, just as it would allow that creature to use an extract).

Mechanical Inspiration (Ex): At 1st level, a scavenger can use inspiration to apply a bonus to Appraise, Disable Device, and Knowledge (engineering) checks without expending a use of inspiration, but he must spend a use of inspiration to apply a bonus on Knowledge, Linguistics, and Spellcraft checks.