| Classes/Levels |
HP: 52/60 ¦ Essence: 3/3 ¦ Dex: 18/18 ¦ AC: 21 |
About Xanithrem
Name & Gender: Xanithrem (M) (5'8", 147 lb., 24 yrs., red-haired)
Level 6 Human Geokineticist
Str: 11:-
Dex: 18:+4 (17 base, +2 Dex, +1 Strider's Essence) [EO, 20:+5]
Con: 19:+4 (17 base, +2 Con, +2 belt) [EO, 21:+5]
Int: 12:+1
Wis: 14:+2 (13 base, +1 4th level)
Cha: 10:-
Fort: 9 (5 base) [EO, 10]
Refl: 9 (5 base) [EO, 10]
Will: 6 (2 base, +2 pendant)
AC: 21 [EO, 22]
Touch: 14 [EO, 15]
Flat: 17
CMB: +4
CMD: 18 [EO, 19]
BAB: +4
Init: +4 [EO, +5]
Mv: 30 (also Climbing movement)
HP: 60 (full+8+6+5+5+4, dropped the lowest of the hp rolls previously) [EO, 66]
Feats: Point-Blank Shot (1st), Precise Shot (1st), Weapon Finesse (3rd), Corruption Resistant (6th)
Favored Class Bonus (Kinecticist):1/6 Extra Wild Talent x 6
Human Additional: +2 Dex/Con, Trapfinding
Essence: 3, Strider's Essence: +1 Dex
Method: First Hand Experience (Con, Wis)
Memento: Wrought Iron Lantern
Skills Total (36): *Acrobatics:+9 [EO +10], Appraise:+1, *Climb:+2, Disable Device:+10 [EO +11], Escape Artist:+2 [EO +3], Fly:+2 [EO +3], *Heal:+8, *Intimidate:+6, *Know:Dungeoneering:+7, *Perception:+11, Ride:+2 [EO +3], Sense Motive:+3, Spellcraft:+2, *Stealth:+8 [EO +9], Survival:+3, Swim:+1, *Use Magic Device:+6
Skill Ranks (*=class skills): *Acrobatics 3, *Climb 1, Disable Device 6, *Heal 3, *Intimidate 3, *Know: Dungeoneering 3, *Perception 6, Sense Motive 1, Spellcraft 1, *Stealth 3, Survival 1, Swim 2, *UMD 3
Equipment List:
+1 Elven Chain: 6150 gp, 20 lbs., (+7 AC/+4 Dex/-2 ACP/20% ASF)
Belt of Mighty Constitution +2: 4000 gp, 1 lb., belt worn.
*Hero's Release Pendant: 2800 gp, 1 lb, neck worn, (+2 Will saves, takes no AoO's to perform a Coup de Grace).
*Ioun Stone: Cracked Vermillion Rhomboid (+1 acrobatics, swim): 400 gp, attached to Versatile vest.
*Versatile Vest: 2000 gp, 1 lb, chest worn (Versatile vest pocket 1 kept empty, otherwise has usual items already inside as normal). The first pocket contains 1 day’s worth of trail rations, a quart of water in a waterskin, two candles, and a tindertwig. The vest recreates these items if the first pocket is left empty for 3 days.
1 Potion of Cure Light Wounds: 50 gp, 1d8+1 healing, bandolier worn
1 Acid Flask: 10 gp, 1 lb., 10' thrown, 1d6 Acid/1 splash, each 5', bandolier worn
MW Backpack: 50 gp, 4 lb., Carrying Str at +1
Bandolier: 5 sp
Bedroll (Versatile vest pocket 2): 1 sp , 1 (5) lb
Belt pouch (covering Everburning torch): 1 gp, .5 lb
APG:Blanket (Versatile vest pocket 3): 2 sp, - (1) lb
Mess kit (Versatile vest pocket 3): 2 sp, - (1) lb
Common Thieves Tools extenders (Versatile vest pocket 3): 70 gp, 1 (3) lb.
1 Piton: 1 sp, .5 lb., bandolier worn
*Prismatic Crystal: 30 gp, .5 lb, When held by psychic creatures, these crystals also emit light in a small area, increasing the light level in a 10-foot radius by one step (darkness becomes dim light, and dim light becomes normal light). A prismatic crystal can't increase the light level above normal light.
50' Silk Rope (Versatile vest pocket 4): 10 gp, 1 (5) lb
Canteen: 2 gp, 1 lb, bandolier worn
*Cold-Iron Kunai: 4 gp, 2 lbs., +8 hit [EO +9], 1d4 B/P dmg (20/x2), 10' throw range, usable as crowbar/piton, bandolier worn
Compass: 10 gp, .5 lb, +2 Survival/Know:Dungeoneering, bandolier worn
Everburning Torch: 110 gp, 1 lb
Free Explorer's Outfit: -
*Flame fountain firework: 100 gp, 1d8 Fire, melee touch, no Str modifiers apply, 1 min. duration.
MW Thieves Tools: 100 gp, 2 lb., bandolier worn
*Troll styptic: 100 gp, Fast Heal 2/2d4 rounds, DC15 Fortitude Save or be sickened for the duration.
4 Wandermeal: 4 cp, 2 lb., if solely eaten past a week, DC15 Fortitude Save or be sickened until 1 day after other food is eaten.
*Weaponcord: 5 sp (attached to Kunai and Bandolier)
1 Earplugs: 3 cp
*1 Veil: 1 sp
Coins: 1 gp, 3 sp, 3 cp
Enc: 42 lbs. total, light load (43/86/130)
Class Features:
Earth blast (physical): +8 hit [EO, +11], 3d6+7 [EO, 3d6+12] dmg (P/S/B, 20/x2), 0-120' range.
Basic Geokinesis: Move 30 lb. of earthen material by 15' per move action plus Sift cantrip in earthen/stone areas at will
Gather Power: -1 Burn=Move action plus/or -2 Burn= Full-round action
Burn: 2 (12 nonlethal dmg) burn/round, 6 nonlethal dmg per burn, 7x's/day.
Flesh of stone: DR 3/Adamantine, up to 6 DR (1 per burn). When using Wild Talents, Dr/Adamantine turns to DR/- for 1 round.
Internal Buffer: 1. Full-round of adding a Burn to fill the Buffer that can be used to offset the 1 point of Burn.
Infusion Specialization: 1. -1 Burn cost with all Blast infusions.
Metakinesis: Empowered (x1.5 effect), 6th.
Elemental Overflow [EO=Elemental Overflow]: With any burn, gain +2 hit and +4 dmg with Kinectic blasts. At 3 burn, gain +2 to Dex and Con and ignore Crits/Sneak Attack=5%xBurn (at least 15% minimum).
3 Infusions (DC 17) [EO 18]: Extended Range:Level 1/Burn 0 (1), Kinetic Blade:Level 1/Burn 0 (1), Entangling Infusion:Level 2/Burn 1 (2)
3 Wild talents (DC 17) [EO 18]: Kinetic Cover:Level 1/Burn 0, Earth Climb:Level 2/Burn 0, Tremorsense:Level 3/Burn 0
Extra Wild Talent (DC 17) [EO 18]: Draining Infusion:Level 1/Burn 0 (1)