Rogue

Zed?'s page

No posts. Alias of Dotraj.


Full Name

Zed

Race

Human

Classes/Levels

Geokineticist (Elemental Purist) 1

Gender

Male

Size

Medium

Strength 8
Dexterity 16
Constitution 18
Intelligence 10
Wisdom 12
Charisma 8

About Zed?

Statistics:
Male Human Geokineticist (Elemental Purist) 1
N Medium Humanoid (Human)
Init +3; Senses low-light vision; Perception +0
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DEFENSE
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AC 10, touch 13, flat-footed 10 (+0 armor, +3 dex, +0 shield)
hp 12
Fort +6, Ref +5, Will +1
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OFFENSE
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Speed 30 ft.
Melee
Ranged Earth Blast +4 (1d6+6/30 ft.)
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STATISTICS
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Str 8, Dex 16, Con 18, Int 10, Wis 12 Cha 8
Base Atk +0; CMB -1; CMD 12
Traits Awakened from Stasis, Blood of Dragons, The Follower
Drawbacks Foul Brand (face; Rovagug)
Feats Point-Blank Shot, Precise Shot

Skills & Languages:

Skills 0 Bluff -3, 1 Climb* +3, 0 Diplomacy -3, 0 Disguise -3, 1 Knowledge (dungeoneering) +4, 1 Perception +5, 1 Profession (farmer) +5, 1 Stealth +7 (5 points; 4 class, 0 INT, 1 skilled)
ACP -0
*ACP applies to these skills
FCB 1/6 Extra Wild Talent
Skill Bonuses -2 Bluff, -2 Diplomacy, -2 Disguise
Languages Common

Special Abilities:

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SPECIAL ABILITIES
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Burn (1, Ex, 7/day) 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.

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.

Wild Talents
Basic Geokinesis Type utility (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.

Pushing Infusion Type substance infusion; Level 1; Burn 1
Associated Blasts air, blizzard, charged water, earth, magma, metal, mud, sandstorm, steam, telekinetic, water
Saving Throw none
The momentum of your kinetic blast knocks foes back. Attempt a bull rush combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your bonus. This infusion can push a foe back by a maximum of 5 feet. You can increase the burn cost of this infusion to increase the maximum distance pushed by 5 feet per additional point of burn accepted. You can’t use this infusion with a form infusion such as cloud that causes your kinetic blast to lack a clear direction to push.


Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.
Gear
Money 0 GP 0 SP 0 CP

Background:

Expand Lived on a farm for the first few years of his life, until a strange storm ravaged it, killing everyone and leaving no trace that it ever existed. He found himself in a new, identical body, years later, seemingly grown from a strange pod in a cave with a mouth shaped exactly like the fanged scorpion emblazoned on his face.

Appearance and Personality: