Race |
AC 26/19/19 | Saves F15, R16, W11 (+2 fear/death) | Init +7 | Perception +21 |
Classes/Levels |
HP 134/134; NL 40; THP 30/30 | Burn 3/9 | Buffer 1/1 | Active: fly, invisibility |
About Z'dim Orwinstone
This dark-skinned hobgoblin wears a one-piece suit of beige leather. It's marked on the shoulder with an image of a specter burning within a crimson rune.
Z'dim Orwinstone
Male hobgoblin telekineticist 10 (Pathfinder RPG Bestiary 175, Pathfinder RPG Occult Adventures 10)
N Medium humanoid (goblinoid)
Init +7; Senses darkvision 60 ft.; Perception +21
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Defense
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AC 26, touch 19, flat-footed 19 (+4 armor, +2 deflection, +7 Dex, +3 shield)
hp 164 (10d8+110)
Fort +15, Ref +16, Will +11; +2 trait bonus vs. fear and death effects
Defensive Abilities fortification 20%; Resist negative energy 10, positive energy 10
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Offense
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Speed 30 ft., fly 60 ft. (good)
Melee kinetic blade - electric +17/+12 touch (5d6+3)
. . kinetic blade - telekinetic +17/+12 (5d6+7)
. . mithral spiked gauntlet +15/+10 (1d4-1)
Ranged electric blast +17 touch (5d6+9)
. . telekinetic blast +17 (5d6+17)
Special Attacks kinetic blast, metakinesis (empower, maximize)
Kineticist Spell-Like Abilities (CL 10th; concentration +10)
. . Constant—feather fall, fly
Kineticist Wild Talents Known
. . Defense—force ward
. . Infusions—extended range, foe throw (DC 22), kinetic blade, torrent (DC 22)
. . Blasts—aetheric boost (), electric blast (5d6+9 electricity), telekinetic blast (5d6+17)
. . Utility—air cushion, air shroud, basic aerokinesis, basic telekinesis, telekinetic finesse, telekinetic haul, telekinetic invisibility, wings of air
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Statistics
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Str 8, Dex 24, Con 22, Int 10, Wis 16, Cha 10
Base Atk +7; CMB +6; CMD 25
Feats Expanded Metakinesis, Extra Wild Talent[OA], Iron Will, Toughness, Weapon Finesse
Traits reincarnated, trap finder
Skills Acrobatics +11, Disable Device +22, Fly +20, Knowledge (religion) +7, Perception +21, Sleight of Hand +12, Stealth +22, Swim +1; Racial Modifiers +4 Stealth
Languages Common, Goblin
SQ burn (3 points/round, max 9), elemental overflow +3, expanded element (air), gather power, infusion specialization 2, internal buffer 1
Combat Gear gravewatch pendant[UE], wand of cure light wounds, wand of cure light wounds, padzahr[UE] (3); Other Gear +1 deathless darkleaf cloth studded leather, +2 buckler, dagger, mithral spiked gauntlet, belt of physical might +2 (Dex, Con), boots of the earth, campfire bead[APG], cape of free will +2/+3[MA], eyes of the eagle, fruitful sash, handy haversack, lenses of situational sight, ring of protection +2, bedroll, belt pouch, flint and steel, iron holy symbol of Pharasma[UE], marbles[APG], masterwork thieves' tools (2), miner's pick, shovel, signal whistle, trail rations (10), traveler's outfit, wandermeal[UE] (20), waterskin (3), weapon cord[APG] (5), whetstone, winter blanket, 279 gp, 7 sp, 8 cp
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Special Abilities
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Aetheric Boost (Sp) Level 5; Burn 2
Air Cushion (Sp) Constantly under the effects of feather fall.
Air Shroud (Su) Constantly under the effects of air bubble.
Burn 3/round (10 nonlethal/burn, 9/day) Burn HP to gain greater effects on your wild talents.
Darkvision (60 feet) You can see in the dark (black and white only).
Electric Blast (Sp) Level 5; Burn 0
Elemental Overflow +3/+6 (Max +3, +2 CON, +2 DEX, 20% fortification) (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Energy Resistance, Negative energy (10) You have the specified Energy Resistance against Negative Energy attacks.
Energy Resistance, Positive energy (10) You have the specified Energy Resistance against Positive Energy attacks.
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.
Expanded Metakinesis (Ectoplasmic Spell) Accept 1 burn to alter kinetic blast with chosen metamagic effect.
Extended Range Kinetic blast has range of 120ft.
Fly (60 feet, Good) You can fly!
Foe Throw (DC 22) Throw a creature if it fails its save.
Fortification 20% You have a chance to negate critical hits on attacks.
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
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.
Metakinesis (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Telekinetic Blast (Sp) Level 5; Burn 0
Telekinetic Finesse (Sp) Use telekinesis to perform Sleight of Hand and Disable Device checks.
Telekinetic Haul (Sp) Move an object that weighs up to 100 lbs. per kineticist level.
Telekinetic Invisibility (Sp) Grants invisibility
Torrent (DC 22) Blast becomes a 30' line
Wings of Air (Sp) You are constantly under the effects of fly.
Note: normally Eyes of the Eagle are active, but they are disabled when using Lenses of Situational Sight.