Player Brian Campaign In The Shadow of The Spire

πŸŒͺοΈβš™οΈ Dual Gate Kineticist

Ancestry & Heritage: Mutated Fleshwarp | Class: Kineticist 5 Archetype: Rogue Dedication | Background: Planar Migrant Wealth: 69 pp, 101 gp, 17 sp, 4 cp | Bulk: 5.5 / 8 (Encumbered)

πŸ“Š Core Statistics

AbilityScoreModifier
Strength12+1
Dexterity18+4
Constitution19+4
Intelligence12+1
Wisdom12+1
Charisma12+1

βš”οΈ Combat & Defenses

  • Hit Points: 70 / 70
  • Armor Class (AC): 23 (Trained) β€” +1 Shadow Studded Leather
  • Movement Speed: 25 feet
  • Perception: +8 (Trained) | Passive DC: 18
  • Saving Throws: (Unusual Anatomy: +1 circumstance bonus vs. disease and poison)
    • Fortitude: +14 (Expert) | DC: 24
    • Reflex: +14 (Expert) | DC: 24
    • Will: +11 (Expert) | DC: 21

πŸŒͺ️ Elemental Blasts & Weapons

  • πŸ‘ Elemental Blast (Air or Metal)
    • Melee Strikes: +11 / +6 / +1 to hit | Damage: 2d8+5 Piercing
    • Ranged Strikes: +11 / +6 / +1 to hit (Range: 30 ft) | Damage: 2d8+4 Piercing
  • πŸͺ› Magnetic Pinions (Metal Impulse) β€” Ranged Strike: +12 / +7 / +2 to hit (Range: 60 ft)
    • Damage: 3d4 Bludgeoning + 3d4 Piercing
  • πŸ”± +2 Striking Wounding Frost Dawnsilver Longspear β€” Melee Strike: +10 / +5 / +0 to hit (Reach 10 ft)
    • Damage: 2d8+1 Piercing + 1d6 Cold + 1d6 Persistent Bleed (Crit: double persistent damage + slowed 1 DC 24)
  • 🏹 Crossbow β€” Ranged Strike: +11 / +6 / +1 to hit (Range: 120 ft) | Damage: 1d8 Piercing
  • πŸ—‘οΈ Horn β€” Melee Strike: +8 / +3 / -2 to hit | Damage: 1d6+1 Piercing
  • πŸ‘Š Fist β€” Melee Strike: +11 / +7 / +3 to hit | Damage: 1d4+1 Bludgeoning (Agile, Finesse, Nonlethal, Unarmed)

πŸ“œ Kineticist Impulses & Class Features

  • Elemental Gates: Air & Metal (Dual Gate) | Air Aura Junction
  • Kinetic DC: 21 | Impulse Attack Roll: +11
  • Rogue Dedication: Surprise Attack, Sneak Attacker (1d4 extra precision damage vs off-guard)

Elements & Impulses

  • πŸŒͺ️ Aerial Boomerang (Air): 60-foot line dealing 4d4 Slashing damage (DC 21 basic Reflex save).
  • ⚑ Lightning Dash (Air): 30-foot line dealing 2d12 Electricity damage and moving along the path (DC 21 basic Reflex save).
  • βš™οΈ Extract Element: Ranged attack dealing 3d4 Untyped damage (DC 21 Fortitude save). On success, extracts elemental matter to bypass immunities and target gets -1 to saves/AC against your impulses.
  • πŸŒ€ Command Elemental: Attempt to control or slow an elemental creature within 30 feet (DC 21 Will save).
  • Innate Spells: Figment (3rd Rank, At Will)

πŸŽ’ Trained Skills & Feats

  • Skills: Acrobatics (Expert +14), Thievery (Expert +13), Stealth (Trained +13), Arcana (Trained +8), Athletics (Trained +8), Deception (Trained +8), Intimidation (Trained +8), Medicine (Trained +8), Nature (Trained +8), Society (Trained +8), Plane of Air Lore (Trained +8). (Note: Untrained Improvisation adds +5 to untrained skills).
  • General & Skill Feats: Cat Fall, Hefty Hauler, Intimidating Glare, Pet (Lizard Familiar), Prescient Planner, Quick Jump, Skill Training, Untrained Improvisation.
  • Ancestry & Class Feats: Mutated Fleshwarp, Deep Vision (Darkvision & Low-Light), Living Weapon (Horn), Startling Appearance, Rogue Dedication, Sneak Attacker, Versatile Blasts, Elemental Familiar.
  • Inventory Items: Greater Cloak of Illusions, Bracelet of Dashing, Hat of Disguise, Runic Marks (Relic), Healer’s Toolkit, Infiltrator Thieves’ Toolkit, Skeleton Key, Moderate Drakeheart Mutagen (x2), Greater Healing Potion, Moderate Healing Potion (x3), Crossbow Bolts (x20), Rations, Sack, Waterskin.

πŸ–ŠοΈ Character Biography & Familiar Notes

  • Elemental Familiar: Kino travels with a small Lizard pet (AC 23, HP 25, Speed 25 ft