Hydrokineticist 6 | HP 71/71 (0 nl from burn) |Burn: 0 Buffer: 1 | AC: 21 (24 if took burn from a talent this turn) T: 14 FF 19 | Fort +11 Ref +8 Will +5 | Init + 2 | Perception +11 |
Gender
Male
Size
Medium
Deity
Gozreh
Location
Sodden Lands
Languages
Draconic, Common, Aquan, Dwarven, Elven
Strength
10
Dexterity
14
Constitution
20
Intelligence
12
Wisdom
14
Charisma
14
About Zervallint
Zervallint
Male lizardfolk hydrokineticist 6
NG Medium humanoid (reptilian)
Init +2; Senses Perception +11
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Defense:
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AC 21, touch 14, flat-footed 19 (+5 armor, +1 deflection, +2 Dex, +1 enhancement, +2 natural)
hp 71 (6d8+36)
Fort +11, Ref +8, Will +5
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Offense:
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Speed 30 ft., swim 30 ft. (+Waterdancer)
Melee bite +4 (1d3), 2 claws +5 (1d4+1)
Ranged: Water Blast + 7 (3d6+8)
Special Attacks: kinetic blast, metakinesis (empower)
Wild Talents:
Kineticist Wild Talents Known
Defense—shroud of water
Infusions—extended range, pushing infusion, snake
Blasts—water blast (3d6+8)
Utility—basic hydrokinesis, cold adaptation, kinetic cover, kinetic healer, waterdancer
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Statistics:
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Str 10, Dex 14, Con 20, Int 12, Wis 14, Cha 14
Base Atk +4; CMB +4; CMD 17
Feats Combat Casting, Extra Wild Talent[OA], Weapon Focus (kineticist blast)
Traits devotee of the green, focused mind
Skills Acrobatics +6, Appraise +2, Craft (bonework) +9, Handle Animal +3, Heal +6, Intimidate +9, Knowledge (geography) +8, Knowledge (nature) +11, Linguistics +4, Perception +11, Profession (soldier) +6, Stealth +11, Swim +17
Languages Aquan, Common, Draconic, Dwarven, Elven
SQ burn (2 points/round, max 8), elemental overflow +2, gather power, infusion specialization 1, internal buffer 1
Combat Gear potion of cure light wounds (2), potion of cure serious wounds; Other Gear dust of dryness, hat of disguise, ioun torch ioun stone[APG], ring of sustenance, saline purge, backpack, belt pouch, masterwork artisan's tools, torch (10), trail rations (5), waterskin, 962 gp, 5 sp
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Special Abilities
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Burn 2/round (6 nonlethal/burn, 8/day) Burn HP to gain greater effects on your wild talents.
Cold Adaptation (Sp) endure elements against cold, and gain Cold Resistance = 2x current burn
Combat Casting +4 to Concentration checks to cast while on the defensive.
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
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
Infusion Specialization 1 (Ex) Reduce burn cost of blasts with infusions by 1
Internal Buffer 1 (Su) Store burn for use later
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Cover (Sp) A wall for one face of a square within 30 ft appears.