Sajan

Zandu Miklos's page

232 posts. Organized Play character for dwilhelmi.


Full Name

Zandu Miklos

Race

Human

Classes/Levels

Telekineticist 4/Sorcerer 1 | HP 47/47 (5NL) | AC 14 22 T 14 FF 10 18 | F+9 R+9 W+9 | Perception +10 +12| Init +5 | CMB +1 | CMD 15

Gender

Male

Strength 7
Dexterity 18
Constitution 19
Intelligence 13
Wisdom 14
Charisma 7

About Zandu Miklos

Player Name: dwilhelmi
Character Name: Zandu Miklos
Fame: 23 / PP: 14
XP: 12
GP: 3,890
Society ID: 183198-2
Faction: Exchange
Day Job: Craft (locks) +9
Chronicles Completed: 12

Completed Chronicles:
1 - Master of the Fallen Fortress
2 - The Cosmic Captive
3 - The Wounded Wisp
4 - What the Helms Hide
5 - Scourge of the Farheavens
6 - Scions of the Sky Key Part 1
7 - Scions of the Sky Key Part 2
8 - Breath of the Dragonskull
9 - GM Credit - Dead Man's Debt
10 - Scars of the Third Crusade
11 - Birthright Betrayed
12 - Ungrounded but Unbroken

Boon Abilities:

Mendevian Commendation: +1 bonus on Charisma-based skill and ability checks made to influence crusaders of Mendev

Ekujae’s Blessing: Permanent benefits of endure elements but only in the heat and only to temperatures of 110 degrees F and below; you gain no bonuses in extreme cold. This is a supernatural ability.

Kaghaze Redeemed: Whenever you adventure in the Mwangi Expanse, Sargava, the Shackles, or the Sodden Lands, you receive a collection of gifts that includes a vial of antiplague, a piece of +1 animal bane ammunition for your preferred weapon, and a healing potion. This potion is a potion of cure light wounds if you are level 4 or below, cure moderate wounds if your level is between 5 and 8, or cure serious wounds if your level is 9 or above. If you do not use this equipment, the Ekujae ask for it back at the end of the adventure, with the promise to return it the next time you travel in the region.

Golden Crown Advantage: Once per scenario, waive any customs fee or expenditure to secure transportation of 25 gp or less. Cross off before attempting a Day Job check to automatically get a result of 35.

[ ][ ][ ]Guardian of the Farheavens: You can check a box as a standard action to affect a single bear or owlbear with a charm monster effect (DC 19; CL 8th). Alternatively, you can check a box as a standard action to use bear's endurance as a spell-like ability with a CL of your character level.

[ ]Prized Find: If you fail to earn a Prestige Point at the end of an adventure, cross this off to earn the 1 Prestige Point

[ ]Elemental Conquest [Earth]: +1 insight bonus on saving throws against spells, spell-like abilities, and effects of creatures with the earth subtype and against spells with the acid or earth descriptors. If on Plane of Earth, instead gain a +1 insight bonus on all saving throws. One time only can gain DR 5/adamantine for 1 minute as a swift action; once the boon has prevented an amount of damage equal to 5 times your character level, the effect ends.

[ ][ ]Ranginori's Debt: As a standard action, check one box to gain one of the following benefits based on character level when activating it.
Any Level: Recall any one spell
Levels 1-4: Cast cat's grace, cure moderate wounds, lesser restoration, or shocking grasp as a spell-like ability
Levels 5-8: Add cure serious wounds, fly, and lighting bolt to the list of spell-like abilities you can use
Levels 9-11: Add call lightning storm and cure critical wounds to the list of spell-like abilities you can use
Levels 12+: Add heal and whirlwind to the list of spell-like abilities you can use

[ ]Explore, Report, Cooperate: As a free or immediate action, consider if an action would help the PFS. GM reveals positive, negative, or negligible.

Zandu Miklos
Male human (Varisian) telekineticist 4/sorcerer (seeker, wildblooded) 1 (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder RPG Occult Adventures 10, Pathfinder RPG Ultimate Magic 70)
CG Medium humanoid (human)
Init +5; Senses Perception +10
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Defense
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AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 47 (5 HD; 1d6+4d8+20)
Fort +9, Ref +9, Will +9
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Offense
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Speed 30 ft.
Melee cestus +1 (1d4-2/19-20)
Special Attacks kinetic blast
Sorcerer Spell-Like Abilities (CL 1st; concentration +3)
. . 5/day—heavenly fire (1d4 divine energy)
Sorcerer (Seeker, Wildblooded) Spells Known (CL 3rd; concentration +5)
. . 1st (4/day)—grease, reduce person (DC 13)
. . 0 (at will)—dancing lights, detect magic, message, prestidigitation
. . Bloodline Empyreal
Kineticist Wild Talents Known
. . Defense—force ward
. . Infusions—extended range, pushing infusion
. . Blasts—telekinetic blast +9 (2d6+7)
. . Blasts—telekinetic blast (elemental overflow) +10 (2d6+9)
. . Utility—basic telekinesis, telekinetic finesse, telekinetic haul
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Statistics
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Str 7, Dex 18, Con 19, Int 13, Wis 14, Cha 7
Base Atk +3; CMB +1; CMD 15
Feats Iron Will, Point-Blank Shot, Precise Shot, Weapon Focus (kineticist blast)
Traits indomitable faith, magical knack
Skills Acrobatics +8, Craft (locks) +9, Disable Device +13, Heal +4, Knowledge (arcana) +5, Knowledge (local) +2, Knowledge (planes) +2, Knowledge (religion) +4, Linguistics +2, Perception +10, Sleight of Hand +9 (+11 to oppose the Perception check of someone observing or frisking you regarding items in the sheath), Spellcraft +5, Stealth +12
Languages Azlanti, Common, Draconic, Varisian
SQ burn (1 point/round, max 7), elemental overflow +1, gather power, trapfinding +1
Combat Gear potion of cure light wounds, snapleaf[UE], wand of endure elements (46 charges), wand of heightened awareness (49 charges), wand of infernal healing (46 charges), wand of mage armor (38 charges), wand of shield (46 charges); air crystal, alchemical glue[UE], alchemical glue accelerant[UE], alchemist's kindness[APG] (5), antiplague[APG], glowing ink[UE], marker dye[UE], rusting powder[UE], smelling salts[APG], smoke pellet[APG], smokestick (2), tanglefoot bag, vermin repellent[UE], vomit capsule[ACG]; Other Gear cestus[APG], belt of mighty constitution +2, cloak of resistance +1, dusty rose prism ioun stone, backpack, locksmithing tools, thieves' tools, wrist sheath[UE] (2), 3,890 gp
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Special Abilities
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Burn 1/round (5 nonlethal/burn, 7/day) Burn HP to gain greater effects on your wild talents.
Elemental Overflow +1/+2 (Max +1) (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Empyreal Your heavenly power derives from insight rather than force of personality.

Associated Bloodline: Celestial.

Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to m
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
Heavenly Fire (1d4 divine energy, 5/day) (Sp) Ranged touch attack harms evil and heals good. Neutral unaffected.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Pushing Infusion (CMB +5) Your kinetic blasts makes Bull Rush CMB using Con.
Telekinetic Blast (Sp) Level 1; Burn 0
Telekinetic Finesse (Sp) Use telekinesis to perform Sleight of Hand and Disable Device checks.
Telekinetic Haul (Sp) Move an object that weighs up to 100 lbs. per kineticist level.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.