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Characters/Bernard Inksworth

From TheRaspyDragon

Bernard Inksworth

Bernard Inksworth
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Level 1
Size Medium
Key Ability STR
Hero Points 0
Defenses & Combat
HP 21/21
AC 17
Saving Throws Fort +9, Ref +6, Will +3
Perception +3
Speed 25 ft.
Combat Record
Last Kill Flash Beetle (2026-07-11)
Attributes
STR +2

Details

  • Ancestry: Human Human
  • Heritage: Versatile Human Versatile Human
  • Background: Bibliophile
  • Class: Kineticist
  • Key Ability: STR
  • XP: 560
  • Hero Points: 0

Identity

  • Age: 28
  • Height: 5'9"
  • Weight: 162
  • Ethnicity: White

Appearance

A human man, roughly 30 with small, round glasses and looking like he has a perpetual stick up his patootie. He wears a black outfit and cloak that hides a constantly equipped metal carapace underneath.

⚔ Defense & Saves

  • HP: 21/21
  • AC: 17
  • Perception: +3 (Trained)
  • Speed: 25 ft. (land)
  • Fortitude: +9 (Expert)
  • Reflex: +6 (Expert)
  • Will: +3 (Trained)

📊 Ability Scores

STR DEX CON INT WIS CHA
+2 +1 +4 +2 +0 +0

🎓 Skills

Skill Modifier Proficiency
Acrobatics +1 Untrained
Arcana +5 Trained
Athletics +5 Trained
Crafting +5 Trained
Deception +0 Untrained
Diplomacy +0 Untrained
Intimidation +0 Untrained
Library Lore +5 Trained
Medicine +0 Untrained
Nature +3 Trained
Occultism +2 Untrained
Performance +0 Untrained
Religion +0 Untrained
Society +5 Trained
Stealth +4 Trained
Survival +0 Untrained
Thievery +1 Untrained

💰 Wealth & Carry

Coin Total Value Bulk Invested
22 GP, 4 SP 32.1 gp 3.3 / 7 enc / 12 max 0/10

✨ Feats & Features

Heritage
Versatile Human Versatile Human
Humanity's versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).
Background Features
Bibliophile
You love few things more than a good book, and as a result, Odd Stories is your favorite shop in Otari. The bookseller Morlibint supplies you with fiction, anthologies, and other delightful reads, and he's always eager to discuss his latest finds with you. You know that imagination is the greatest magic, but a working knowledge of actual magic helps, too.
Choose two attribute boosts. One must be to Intelligence or Charisma, and one is a free attribute boost.
You're trained in the Arcana skill and the Library Lore skill. You gain the Arcane Sense skill feat.
Feats
Arcane Sense Arcane Sense (general, skill)
Your study of magic allows you to instinctively sense its presence. You can cast 1st-rank Detect Magic at will as an arcane innate spell. If you're a master in Arcana, the spell is heightened to 3rd rank; if you're legendary, it is heightened to 4th rank.
Fleet Fleet (general)
You move more quickly on foot. Your Speed increases by 5 feet.
General Training General Training (human)
Your adaptability manifests in your mastery of a range of useful abilities. You gain a 1st-level general feat. You must meet the feat's prerequisites, but if you select this feat during character creation, you can select the feat later in the process in order to determine which prerequisites you meet.
Special You can select this feat multiple times, choosing a different feat each time.
Impulses Impulses (kineticist)
An impulse is a special type of magical action available to kineticists, allowing them to wield or shape their element into diverse and powerful forms. To wield an element, you must have your kinetic aura active and have a free hand, as described in the impulse trait. You automatically gain the Elemental Blast and Base Kinesis impulses, and your kinetic gate selection gives you additional impulse feats. You can select more impulse feats with kineticist class feats, and at higher levels, you'll automatically get more with the gate's threshold class feature. You can select an impulse feat only if it matches one of your kinetic elements.
Impulses are magical, and though they aren't spells, some things that affect spells also affect impulses. Abilities that restrict you from casting spells (such as being polymorphed into a battle form) or protect against spells (such as a spell that protects against other spells or a creature's bonus to saves against spells) also apply to impulses.
==== Impulse Levels ====
Any impulse you use is the same level you are. For instance, if you're 5th level, your Elemental Blast would be 5th level (and its counteract rank would be 3rd rank), even though you gained the action at 1st level.
Similar to spells, many impulses get more powerful as you increase in level. In these cases, the impulse ends with one or more "Level" entries. This either lists the levels at which the impulse gets an upgrade or has an entry with a plus sign that describes a benefit that increases on a regular basis. For instance, a 1st-level impulse with a "Level (+4)" entry would get stronger at 5th, 9th, 13th, and 17th levels.
==== Impulse Attacks and DCs ====
An impulse that requires a saving throw uses your kineticist class DC. Some of your impulses require you to attempt an impulse attack roll to see how effective they are. Your impulse attack roll uses the same proficiency and attribute modifier as your kineticist class DC. Like a spell attack modifier, your impulse attack modifier uses the following formula: d20 roll + attribute modifier + proficiency bonus + other bonuses + penalties. This means your impulse attack roll is typically 10 lower than your class DC. The Drained condition can reduce your impulse attack rolls and class DCs. You can acquire a gate attenuator to gain a bonus to your impulse attack modifier.
==== Elemental Blast ====
The Elemental Blast impulse is a simple expression of your power, allowing you to attack with the pure matter of your kinetic element. Though each element has its own strengths and weaknesses, the basic principles to using them are the same. You can customize the appearance of your Elemental Blast and can even choose a different form each time you use the impulse.
==== Base Kinesis ====
The Base Kinesis impulse lets you perform simple alterations to an element.
Kinetic Aura Kinetic Aura (kineticist)
Through your kinetic gate, elements flow from an elemental plane to orbit your person. The form and appearance of this kinetic aura are unique to you. Examples include a chaotic wind orbiting the body, fragments of floating gravel, colorful wicks of flame stars of raw metal always changing shape, floatin snowflakes or splinters dancing in the air. If you can channel more than one element, pieces of all your kinetic elements appear in the aura.
You have the Channel Elements action, which lets you activate your kinetic aura.
Kinetic Gate Kinetic Gate (kineticist)
As a kineticist, you've awakened or opened a kinetic gate, a supernatural conduit within your body that can channel elemental forces straight from the elemental planes. You can choose either a single gate (one element) or dual gate (two elements) at 1st level.
When selecting an element for your kinetic gate, you can pick from six elements - air, earth, fire metal, water, and wood. Elements you can channel are referred to as your kinetic elements. Your kinetic elements function even in environments where they normally wouldn't. For example, you could use fire actions underwater even though that's normally not possible, and you could create air in a vacuum.
Your kinetic gate gives you impulse feats, magical actions that let you shape and control your elements in awesome ways. You can select more impulse feats using your kineticist class feats, as described under Impulses. At higher levels, the gate's threshold class feature gives you more impulse feats and lets you choose whether to improve with one element or access new kinetic elements.
==== Single Gate ====
Your kinetic gate links to a single elemental plane, starting you with a single element but giving you greater power with it. Choose one element to be your kinetic element, and select two 1st-level impulse feats that have that element's trait.
In addition, you gain an impulse junction, a benefit that occurs when you use an impulse of the chosen element that takes 2 actions or more. This happens before the other effects of the impulse, unless noted otherwise. You can gain only one impulse junction per round; they are described in full below.
Air Before or after the other effects of the impulse, you can either Stride up to half your Speed or Step. If you have a fly Speed, you can Fly up to half your fly Speed instead.
Earth Fragments of stone float around you, granting you a +1 circumstance bonus to AC until the start of your next turn.
Fire Increase the damage die size of fire damage dealt by the impulse by one step.
Metal Choose acid, electricity, or piercing. Until the start of your next turn, each time a creature touches you or damages you with an unarmed melee attack or nonreach melee weapon, it takes damage of the chosen type equal to half your level (minimum 1 damage).
Water After the impulse's other effects, you can move one creature targeted by the impulse or in its area 5 feet in any direction, or 10 feet if it's in a body of water. This can't move the creature into the air. You can choose only a creature that's willing to be moved, that failed its save against the impulse, or that you succeeded at an impulse attack roll against.
Wood You gain temporary Hit Points equal to your level that last until the start of your next turn.
==== Dual Gate ====
Your kinetic gate is a harmonious conduit between two planes, allowing you to combine their elements to give you a versatile set of abilities. Select two elements to be your kinetic elements. Then, select two 1st-level impulse feats, one with the trait of the first element and one with the trait of the other.
Magnetic Pinions Magnetic Pinions (attack, impulse, kineticist, metal, overflow, primal)
Small pieces of metal fly from you, propelled with magnetism at great velocity. Make ranged impulse attack rolls against up to three creatures within 60 feet of you; you gain a +1 circumstance bonus to your attack roll against any target wearing metal armor or made of metal. All three attacks count toward your multiple attack penalty, but it doesn't increase until after all the attacks. The metal pieces deal (floor((@actor.level -1)/2)+1)d4[bludgeoning],(floor((@actor.level -1)/2)+1)d4 piercing damage damage on a hit (or double damage on a critical hit).
Level (+2) Each type of damage increases by 1d4.
Metal Carapace Metal Carapace (impulse, kineticist, metal, primal)
Sheets of bent and rusted metal cover you in an armored shell. The carapace is medium armor but uses your highest armor proficiency. The carapace's statistics are: AC Bonus +3; Dex Cap +2; Check Penalty –2; Speed Penalty –5 feet; Strength +2; Bulk 2; Group plate; Armor Traits noisy. Any bonuses, runes, and magical abilities of your actual armor are suppressed, but any that could apply to the metal carapace are replicated onto it.
When you use this impulse, you can also create a rusty steel shield in a free hand, which uses the statistics of a regular steel shield. You can Shield Block with this shield even if you don't have that feat. The hand wielding this shield counts as a free hand for using impulses. The shield crumbles to flakes of rust if it becomes broken or leaves your grasp. The impulse lasts for 10 minutes, and you can Dismiss this impulse. If you use this impulse again, any existing one ends. The metal is rusted and fragile. If you take damage from a critical hit, the metal shatters and the impulse ends.
Level (+3) The shield's Hardness increases by 1, its HP by 4, and its BT by 2.
Metal Gate Metal Gate
Metal Gate Junction
Critical Blast The target takes 1d6 persistent bleed damage; if the creature has the metal trait or is made of metal, it instead takes 1d6 persistent damage with no type from rust. You gain an item bonus to this persistent damage equal to your item bonus to impulse attack rolls, such as from a gate attenuator.
Elemental Resistance electricity, metal
Impulse Junction Choose acid, electricity, or piercing. Until the start of your next turn, each time a creature touches you or damages you with an unarmed melee attack or nonreach melee weapon, it takes damage of the chosen type equal to half your level (minimum 1 damage).
Aura Junction Your enemies in the aura take a -1 status penalty to attacks with metal objects, and they take a -1 status penalty to AC if they're wearing metal armor, have the metal trait, or are made of metal.
Skill Junction Crafting, Quick Repair
Toughness Toughness (general)
Your body can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1.
Versatile Blasts Versatile Blasts (kineticist)
Accessing a wider realm of elemental manifestations, you can make blasts with rare forms of your elements. Add the following damage types to those you can choose for Elemental Blasts of that element:
  • air cold
  • earth poison
  • fire cold
  • metal electricity
  • water acid
  • wood poison
Actions
Base Kinesis Base Kinesis (impulse, kineticist, primal)
It's trivial for you to create some of your element or alter a portion of it that already exists. Choose one of your kinetic elements to affect. This impulse has a range of 30 feet, and the Bulk of the target must be negligible or light. The GM decides what Bulk the element is. You can't affect an element that's magical, secured in place (like a stone mortared in a wall), or attended by a creature unwilling to let you.
Choose one of the following options, though the GM might allow you to make similar small alterations. Base Kinesis can't deal damage or cause conditions unless otherwise noted.
  • Generate You bring an ordinary, non-magical piece of the chosen element from its elemental plane. The element can be used for any of its normal uses. For example, air can be breathed by an air-breathing creature, and fire casts light and can ignite flammable substances.
  • Move Move an existing piece of the element up to 20 feet in any direction. If you bring it into your space, you can catch it in an open hand. You can Sustain the impulse to keep moving the element.
  • Suppress You destroy an existing piece of element, such as snuffing out a flame or evaporating water from a cup. This affects only natural forms of the element, not durable, crafted goods like a stone statue, metal lock, or wooden door.
Level (+4) The range increases by 15 feet, and the maximum Bulk increases by 1 (allowing Bulk 1 at 5th level).
Channel Elements Channel Elements (aura, kineticist, primal)
Requirements Your kinetic gate isn't active.
You tap into your kinetic gate to make elements flow around you. Your kinetic aura activates, and as a part of this action, you can use a 1-action Elemental Blast or a 1-action stance impulse. Your kinetic aura is a 10-foot emanation where pieces of your kinetic element (or all your kinetic elements, if you can channel more than one) flow around you. The kinetic aura can't damage anything or affect the environment around you unless another ability allows it to. Channel Elements has the traits of all your kinetic elements.
Your kinetic aura automatically deactivates if you're knocked out, you use an impulse with the overflow trait, or you Dismiss the aura. Though you can't use new impulses while your kinetic aura is deactivated, ones you already used remain, and you can still Sustain any that can be sustained. Stance impulses are linked to your kinetic aura and end when the aura deactivates.
Elemental Blast Elemental Blast (attack, impulse, kineticist, primal)
1 or 2
With a wave of your hand, you collect elemental matter from your aura and swing or hurl it. Choose one of your kinetic elements and a damage type listed for that element, then make a melee or ranged impulse attack against the AC of one creature. Add your Strength modifier to the damage roll for a melee Elemental Blast. If you make a 2-action Elemental Blast, you gain a status bonus to the damage roll equal to your Constitution modifier. The element determines the damage die, damage type, and range (for a ranged blast). A damage type other than a physical damage type adds its trait to the blast.
  • Air 1d6 electricity or slashing, 60 feet
  • Earth 1d8 bludgeoning or piercing, 30 feet
  • Fire 1d6 fire, range 60 feet
  • Metal 1d8 piercing or slashing, 30 feet
  • Water 1d8 bludgeoning or cold, 30 feet
  • Wood 1d8 bludgeoning or vitality, 30 feet
Critical Success The target takes double damage.
Success The target takes full damage.
Level (+4) The damage increases by one die.
Leap Leap (move)
You take a short horizontal or vertical jump. Jumping a greater distance requires using the Athletics skill for a High Jump or Long Jump.
  • Horizontal Jump up to 10 feet horizontally if your Speed is at least 15 feet, or up to 15 feet horizontally if your speed is at least 30 feet. You land in the space where your Leap ends (meaning you can typically clear a 5-foot gap, or a 10-foot gap if your Speed is 30 feet or more). You can't make a horizontal Leap if your Speed is less than 15 feet.
  • Vertical Jump up to 3 feet vertically and 5 feet horizontally onto an elevated surface.
Raise a Shield Raise a Shield
Requirements You are wielding a shield.
You position your shield to protect yourself. When you have Raised a Shield, you gain its listed circumstance bonus to AC. Your shield remains raised until the start of your next turn.
Repair Repair (exploration, manipulate)
Requirements You are holding or wearing a Repair Kit
You spend 10 minutes attempting to fix a damaged item, placing the item on a stable surface and using the repair kit with both hands. The GM sets the DC, but it's usually about the same DC to Repair a given item as it is to Craft it in the first place. You can't Repair a destroyed item.
Critical Success You restore 10 Hit Points to the item, plus an additional 10 Hit Points per proficiency rank you have in Crafting (a total of 20 HP if you're trained, 30 HP if you're an expert, 40 HP if you're a master, or 50 HP if you're legendary).
Success You restore 5 Hit Points to the item, plus an additional 5 per proficiency rank you have in Crafting (for a total of 10 HP if you are trained, 15 HP if you're an expert, 20 HP if you're a master, or 25 HP if you're legendary).
Critical Failure You deal {2d6 damage} to the item. Apply the item's Hardness to this damage.
Research Research (concentrate, exploration, linguistic)
You comb through information to learn more about the topic at hand. Choose your research topic, section of the library, or other division depending on the form of research, and attempt a skill check. The skills to use and the DC for the check depend on the choice you made.
Critical Success You gain 2 RP.
Success You gain 1 RP.
Critical Failure You make a false discovery and lose 1 RP.
Scout Scout (concentrate, exploration)
You scout ahead and behind the group to watch danger, moving at half speed. At the start of the next encounter, every creature in your party gains a +1 circumstance bonus to their initiative rolls.
Effect: Scout
Search Search (concentrate, exploration)
You Seek meticulously for hidden doors, concealed hazards, and so on. You can usually make an educated guess as to which locations are best to check and move at half speed, but if you want to be thorough and guarantee you checked everything, you need to travel at a Speed of no more than 300 feet per minute, or 150 feet per minute to ensure you check everything before you walk into it. You can always move more slowly while Searching to cover the area more thoroughly, and the Expeditious Search feat increases these maximum Speeds. If you come across a secret door, item, or hazard while Searching, the GM will attempt a free secret check to Seek to see if you notice the hidden object or hazard. In locations with many objects to search, you have to stop and spend significantly longer to search thoroughly.
Shield Block Shield Block (champion, commander, druid, exemplar, fighter, guardian, inventor)
@Localize[PF2E.NPC.Abilities.Glossary.ShieldBlock]

🎒 Inventory

Armor & Shields
Item Qty Bulk Level Price
Metal Carapace Metal Carapace 1 2 0
Steel Shield Steel Shield 1 1 0 2 gp
Consumables
Item Qty Bulk Level Price
Elixir of Life (Minor) Elixir of Life (Minor) 1 0.1 1 3 gp
Equipment
Item Qty Bulk Level Price
Clothing (Fine) Clothing (Fine) 1 0.1 0 2 gp
Writing Set Writing Set 1 0.1 0 1 gp
Writing Set (Extra Ink and Paper) Writing Set (Extra Ink and Paper) 1 0 0 1 sp
Bags & Storage
Item Qty Bulk Level Price
Backpack Backpack 1 0 0 1 sp
  • Rations Rations ×2
  • Bedroll Bedroll
  • Rope Rope
  • Flint and Steel Flint and Steel
  • Torch Torch ×5
  • Waterskin Waterskin
  • Chalk Chalk ×10
  • Soap Soap
Treasure & Currency
Item Qty Bulk Level Price
Gold Pieces Gold Pieces 22 1 0 1 gp
Silver Pieces Silver Pieces 4 1 0 1 sp

Last synced: 2026-07-26 13:54