Darius Finch

Cael Melum's page

111 posts. Alias of Patrick Levasseur.


Full Name

Cael Melum

Race

| HP: 39/39 4 non-lethal| AC: 19 (14Tch, 15 Fl) | CMB: 5, CMD: 19 | F +9, R +9, W +2 | Init: +4 | Perc: +8, SM +1

Classes/Levels

| Speed 30ft | Burns: 1/7 | Active conditions: None.

Gender

Male N Human class Aerokineticist 4

Size

Medium

Age

17

Alignment

Neutral

Deity

Gozreh

Languages

Common

Occupation

Sailor

Strength 15
Dexterity 18
Constitution 18
Intelligence 12
Wisdom 12
Charisma 8

About Cael Melum

Cael Melum
Male Human Areokineticist 4
Neutral, Male
Init +4; Perception +8
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Defense
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AC 19, touch 14, flat-footed 15 (+4 Dex, +5 armor)
hp 39/39 (4d8+16)
Fort +9, Ref +9, Will +3
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Offense
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Speed 30ft
Melee : Dagger+1, +8, 1d4+4 crit 19-20/x2
Melee : Mwk Sap, +2, 1d6+2 crit 20/x2
Ranged : Electric Blast, +7 (touch), 2d6+2, critx2
Ranged : Electric Blast with overflow, +8 (touch), 2d6+4, critx2
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Statistics
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Str 15, Dex 18, Con 18, Int 12, Wis 12, Cha 8
Base Atk +3; CMB 5; CMD 19

Feats: Point Blank Shot, Precise Shot, Weapon Finess

Traits: Criminal, River Rat

Adventuring Skills: Acrobatics +11 (+4 on Jump), Bluff -1, Diplomacy -1, Disable Device +14, Knowledge Nature +6, Perception +8, Sense Motive +1, Stealth +11, Swim +8

Background Skills: Professions Sailor +8, Sleight of Hands +8.

Languages Common,
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Special Abilities
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Kinetict Blast (Electric)
Gather Power
Burn (4 hp/Burn, 1 Burn/round, 7 Burns max)
Infusions (x2)
Elemental Defense
Utility Wild Talent (x2)
Elemental overflow +1
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Defensive Wild Talent
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Enveloping Winds: You constantly surround yourself with a whirling torrent of air, crackling arcs of lightning, or both to protect yourself from ranged attacks. All ranged attacks made with physical weapons suffer a 20% miss chance against you, except for attacks from massive weapons such as a giant's thrown boulder or a ballista. This ability has no effect on ray attacks. The miss chance increases by 5% for every 5 kineticist levels you possess beyond 2nd. By accepting 1 point of burn, you can increase the miss chance by 5% until the next time your burn is removed. You can continue to accept points of burn to increase the miss chance further, up to a maximum of 75%. Whenever you accept burn while using an air wild talent, the energy surging through you causes your enveloping winds to also affect non-physical ranged attacks such as ray attacks for 1 round. You can dismiss or restore this effect as an immediate action.
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Blast
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Electric Blast: Element air; Type simple blast (Sp); Level —; Burn 0; Blast Type energy; Damage electricity
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Blast Infusion
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Thundering: Element air; Type substance infusion; Level 1; Burn 1; Associated Blasts electric, thunderstorm
Saving Throw: Fortitude negates DC 14
Your lightning brings with it a peal of thunder. Whenever your infused blast hits a foe and penetrates spell resistance, that foe becomes deafened, even if the blast doesn't deal damage.

Extended Range: Element universal; Type form infusion; Level 1; Burn 1; Associated Blasts any.
Saving Throw: none
Your kinetic blast can strike any target within 120 feet.
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Utility Wild Talent
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Basic Aerokinesis: You can create a light breeze that blows against a creature or object from a direction of your choice that follows the target wherever it goes. The breeze grants the subject a +2 bonus on saves against very hot conditions, severe heat, breath weapons, and cloud vapors and gases (such as cloudkill, stinking cloud, and inhaled poisons). This wild talent doesn't function without air or while underwater. You can have only one such breeze active at any one time.
You can also use your aerokinesis to make it harder to detect you or others by scent. You can designate a number of creatures or objects equal to your Constitution bonus. These creatures and objects always count as being downwind for the purpose of determining the distance at which they can be detected by scent. This effect lasts for 1 hour or until you use basic aerokinesis again, whichever comes first.

Air's Leap:Element air; Type utility (Su); Level 1; Burn 0
You are always considered to have a running start when jumping, you add your kineticist level as a bonus on all Acrobatics checks to jump, you jump twice as far or high as the results of your check indicate, and you can accept 1 point of burn when jumping to double the distance you jump again (to a total of four times as far).

Air Shroud: Element air; Type utility (Sp); Level 1; Burn 0
You are always surrounded by air, as air bubble. As a standard action, you can accept 1 point of burn to extend the effect to a number of additional creatures equal to your Constitution modifier for 1 minute per kineticist level you possess.
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Gear
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Mithral Shirt +1, Dagger +1, Cloak of Resistance +1, Dungeon Ring (Prisoner)

Rogue's kit (A backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves' tools, torches (10), trail rations (5 days), and a waterskin), Thieve's Tools (Mwk), Explorer's Outfit, Ioun Torch, Traveler's Any-Tool, Tanglefoot Bags (3), 1 CMW Potion, 1 CSW Potion,

579 gp

Background:

Appearance
Height 5’ 6”
Weight 150lbs
Eye Colour Light Brown
Hair Colour Blond
Region of Origin Varisia
Deity Gozreh

Cael was born in the Shadow district of Magnimar. He didn’t have the happiest childhood. Often, due to the lack of money, his parent were not able to bring back food in their little room they called home. That force Cael to either find food for himself or skip a meal. As the years slowly passed, his mother fell sick. Since they didn’t have the money for temple healing, she eventually passed away. His father, grief stricken, didn’t from their home for a few days. That forced Cael to spend more time outside looking for anything to keep himself alive. One evening, he returned home to find his dad missing. He was now alone. During a scavenging run near the docks. Cael attracted the attention of Thodd Zhounyan. A ruthless gang leader that preys on kids for recruitment.

At first Thodd was nice to Cael, feeding him, giving him clothes and showing some tricks to survive. Being young, Cael was too naïve and fell for the ruse. Slowly, Thodd trained him to do more and more illegal acts. Stealing from merchant ships at night was starting to be Cael speciality. They would swim to the chain of the anchor, climb on board and silently making their way to the cargo down below. Cael really thought he was helping. That he was stealing from the corrupt rich to give to the poor. The only problem is that Thodd, unknown to Cael, was keeping most of the loot and only gave peanuts to his little gang of thieves.

One day, something changed in Cael. During a nightly run, they were spotted by guards on the ship. Thodd and some of the older gang members were fighting the guards, while Cael was hiding in the back. One of the guards saw him and moved to arrest Cael. Fearing for his life, Cael screamed as he put his hand in front of him. At that instant, the lighting came out and struck the guard in the chest. It didn’t kill him, but gave an opening for one of the older gang members to plunge his dagger in the guards back. That night, they managed to escape, but Thodd wasn’t looking at Cael the same way.

The next day, Thodd came to see Cael. He said that he had a gift for him. A magical ring to thank him for the bravery he showed last night. He told Cael that the ring would help him keep Cael safe, to be able to come to him if he ever needed help. What Cael didn’t know was that the ring was a prisoner dungeon ring. This ring was more for Thodd to keep an eye on Cael. He didn’t trust people with powers, so he made sure he could keep control over them. The following year, Cael started to realise the change in Thodd. He was more aggressive toward Cael, less patient. Cael didn’t understand at first and thought that he did something wrong. But eventually he understood the truth. That Thodd was just using him as a living weapon now and not as a member of the group.

One day, after a big score. The senior members of the gang were celebrating. They drank and ate until they passed out. Cael saw this as his opportunity to leave. He grabbed all the gold and the best gear he could find and sneaked on-board a boat leaving the city. He managed to stay hidden for a few days before getting caught. When he pleaded his case to the captain and also showed him the gold he had, Cael was allowed to stay on, instead of being dropped to the fish. He learned a lot about the ship. Sailing all the way to the docks of Lilywhite. Sadly, however, the ships that Cael was on was now returning to Magnimar. Not something that Cael wanted to do, so he disembarked and started looking for a new ship to work on. He also tried to see if he could find someone to hepl him take off the ring.