Okay, that is great! I didn't realise you could get such abilities so soon, but am I reading it correctly that you have to wait until Kineticist level 2 when you pick your first utility?
Are you almost done character building? I need a copy of him in this thread.
Thanks for asking, an oversight on my part. Since the party aren't particularly wealthy (By design) I'll let you take double starting wealth. Your choice whether to double the result of your roll or roll twice as many dice or just take double the average (I.e. 2x4d6 or 8d6 or 280 flat). Please use the roller here, and you can do your equipment in a separate post if you wish.
Edited: iCon on 15th Jan, 2016 - 3:25pm
Cyrus Wyndwild
Male Gnome Kineticist(Aether)1/Rogue1
[Chaotic Neutral]
DESCRIPTION
51yrs old
3'2" tall 37lbs White hair,/blue eyes
Favored Class: Kineticist
EXPERIENCE POINTS
0/0
HP: 21
AC: (+1 size)
Touch AC: (+1 size)
Flat Footed AC: (+1 size)
Speed: 20ft
BAB: +0; CMB: -3; CMD: 10
Saves:
Fort +6 (2 base+4 ability); Reflex +6(+4 base, +2 ability); Will +1
Strength: 8 (-2)
Dexterity: 14(+2)
CON: 18 (+4)
INT: 10(+0)
Wisdom: 12 (+1)
Charisma: 10 (+0)
Initiative: +2
SKILLS
Total bonus= Ability mod + Ranks + trained+Misc Mod
Acrobatics +6(2+1+3+0)
Appraise +4(0+1+3+0)
Bluff +4[+5 vs thieves](0+1+3[+1])
Climb -1(-1+0+0+0)
Craft +0
Diplomacy +4(0+1+3+0)
Disable Device +6[+7](2+1+3[+1 vs traps])
Disguise +4(0+1+3+0)
Escape Artist +2(2+0+0+0)
Fly
Handle Animal
Heal
Intimidate +0[+1 vs thieves](0+0+0+1)
Knowledge (Untrained)
Linguistics (Untrained)
Perception+8[9](1+2+3+2{race}[+1 vs trap]
Perform
Profession +7(1+1+3+2{race}
Ride
Sense Motive +5(6 vs thieves)(1+1+3+[1]
Sleight of Hand +7(2+1+3+1)
Spellcraft (Untrained)
Stealth +10(2+1+3+4[size]
Survival
Swim
Use Magic Device +4(0+1+3)
FEATS
Weapon focus(Kinetic blast)
TRAITS
Child of the streets(+1 sleight of hand)
Brigand(+1 bluff/intimidate/sense motive vs thieves)
Power of suggestion(DC 20 bluff to convince others item is different)
SPECIAL(Class Features)
Sneak attack +1d6
Trapfinding(+1 perc./disable vs traps)
Burn(1 nonlethal, limit 7)
Elemental focus(Telekinesis)
-(Bonus)basic telekinesis
*mage hand+
Gather power: -1 burn move, -2 full,-3 both
Infusion: Extended Range(120' 30ft/rd)
Kinetic blast(Aether): 120' rng
Must have free hand, standard. +3 hit,
1d6+5 dam, 5lbs/lvl bl/p/s
RACE
+1 attack vs reptilian/goblin
+2 perception
+2 will vs illusion
+2 profession
Low light vision
EQUIPMENT:
TBD(1d6+10+100 trait+10 clothing)*2
WEAPONS
--Kinetic Blast--
+3 attack ranged 120'(+0 BaB, +2 Dexterity,+1 weapon focus)
1d6+5 slashing, piercing, or bludgeoning damage, treated as magic.20(X2)
ARMOR
.
Edited: cyrusaether on 15th Jan, 2016 - 3:47pm
Glancing at it, almost everything seems alright.
Your strength mod should be -1, unless you want to make it lower to boost Charisma and get Gnome Magic. Strangely, climb is at -1...
You are welcome to take an alternate race trait to replace Gnome Magic if you want.
Also 1 Favoured Class Bonus (For Kineticist I assume). 1 HP or 1 skill rank or the.. Uh... Gnome thing. But Aether isn't a subtype so I guess the bonus is to interactions with incorporeal subtype creatures.
I like how you picked flavour over optimisation and rolled only 2d6, since your first level is Kineticist. So I'll let you double the lot. 320 gold with an outfit worth up to 20.
-2 was a typo. I will keep the racial .
Backpack, bandolier, 5xbell, 2x beltpouch, 100xchalk, flint and steel, glass cutter, club, ink, pen, 10x parchment, waterskin, and chain shirt.
Armor check penalty is -2, +4 AC. 192gp remaining. Extra belt pouch has chalk in it. Main source of kinetic blast is debris or rocks. Still in light load.
This night's mission was simple but had the potential to go downhill quickly. So the best agents of the Thankful Night were brought in, hand picked by Master Thief Gus.
The target; a villa owned by an offshoot of House Lodovka, one of the main nobles of Brevoy. This building was in Restov, a city far from their actual holdings in the Lake of Mists and Veils. The repercussions would be minimal. It was to be a smash and grab but with separate parties for smashing and grabbing.
Diversion team was composed of experienced thugs, the signal to start is them smashing a window and they will be there to distract the town guard.
Ground team are to enter through the garden into the ground floor. Their mission is to find and loot the cellar and free any possible recruits from the dungeon. The two Adams are on that team.
And team Top Floor are to locate an entrance in the upper level and steal anything the occupants might not notice missing or go for gems, gold and documents. Ink and paper were certainly worth a fortune to the right buyer. The Top floor was most likely to be bedrooms and storage.
On this team were Cyrus and his associates Johan, male human ninja, and Chirissa, female halfling cleric of Lao Shu Po, with her rat companion. Both were from the far East, having travelled across the Crown of the World to Brevoy.
Through the rear gate into the garden you can see the two storey wooden structure with opulent glass doors and windows. It is painted white with a black tiled roof, the tiles must have cost a bit, an unusual material for these parts. A chimney billows black smoke.
You can also see a lone guard pacing around the garden, dressed in the green gray colours of House Lodovka. They seem to have a guard change every 4 hours. In the garden are a variety of flowers and a large oak in the center. Unfortunately the distance from branch to balcony is about 25 feet.
The balcony connects the glass doors of two different rooms in the top floor. Both have light and movement within. There is still some time before the signal, so that may change.
You've scouted this place in daylight before and have time to buy whatever extra things you want. Please post your reply here: Source 9s.
Edited: iCon on 16th Jan, 2016 - 4:23pm