Jarha Madu's page

432 posts. Alias of Voomer.

Full Name

Jarha Madu


Human (Garundi)


cleric of Khepri 1/telekineticist 8; AC 20 (21 in overflow); HP 107/107 (includes 8 temp.; another +9 if overflow); 0 pts burn (0 pts NL damage); Perception +13; copycat 4/4; liberty's blessing 4/4










Khepri, The Humble Hand


Common, Osiriani, Varisian

Strength 8
Dexterity 16
Constitution 21
Intelligence 10
Wisdom 12
Charisma 8

About Jarha Madu

Init +5
Perception +13

AC 20, touch 14, flat-footed 17 (+4 armor, +1 deflection, +3 Dex, +1 natural, +1 shield) -- +1 to AC if in overflow

hp 107 (9d8+45) + 8 temporary

force ward:
Force Ward

Element(s) aether. Type defense (Su); Level —; Burn 0

You constantly surround yourself with a ward of force. You gain a number of temporary hit points equal to your kineticist level.

You always lose these temporary hit points first, even before other temporary hit points. If an attack deals less damage than you still have as temporary hit points from force ward, it still reduces those temporary hit points but otherwise counts as a miss for the purpose of abilities that trigger on a hit or a miss. These temporary hit points regenerate at a rate of 1 per minute. By accepting 1 point of burn as a standard action, you can increase the maximum number of temporary hit points provided by your force ward by half your kineticist level until the next time your burn is removed.

If you use this ability multiple times, the increases stack. For every 2 points of burn you accept in this way, your force ward’s rate of regeneration increases by 1 hit point per minute. Whenever you accept burn while using an aether wild talent, you siphon some of the energy from the aether flowing through you and your force ward recovers a number of temporary hit points equal to your character level, up to its current maximum. You can dismiss or restore your force ward as an immediate action, but doing so doesn’t change the number of temporary hit points available, and the temporary hit points don’t recover while this ability is inactive.

and +9 due to +1 CON if elemental overflow

Fort +14, Ref +10, Will +9
Speed 30 ft.
Base Atk +5; CMB +4; CMD 17

telekinetic blast: ranged attack + 9 (4d6+8 damage) (+1 to attack and damage within 30 feet)
- Blast within 30 feet with elemental overflow: +13 to hit, 4d6 + 14 damage (includes +2 to hit due to overflow and +4 damage, as well as extra +1 to hit and damage based on +2 increases to DEX and CON
- Empowered Blast within 30 feet with elemental overflow: +13 to hit, 6d6 + 21 damage

details on blast:
Telekinetic Blast

Element(s) aether; Type simple blast (Sp); Level —; Burn 0
Blast Type: physical; Damage bludgeoning, piercing, or slashing

You throw a nearby unattended object at a single foe as a ranged attack. The object must weigh no more than 5 pounds per kineticist level you possess. If the attack hits, the target and the thrown object each take the blast’s damage. Since the object is enfolded in strands of aether, even if you use this power on a magic weapon or other unusual object, the attack doesn’t use any of the magic weapon’s bonuses or effects; it simply deals your blast damage. Alternatively, you can loosen the strands of aether in order to deal damage to both the object and the target as though you had thrown the object yourself (instead of dealing your normal blast damage).

You substitute your Constitution modifier for your Strength modifier if throwing the object would have added your Strength modifier on the damage roll, and you don’t take the –4 penalty on the attack roll for throwing an object that wasn’t designed to be thrown. In this case, the object’s special effects apply (including effects from its materials), and if the object is a weapon, you must be proficient with it and able to wield it with one hand; otherwise, the item deals damage as a one-handed improvised weapon for a creature of your size.

electric blast: ranged touch + 9 (4d6+2 damage) (+1 to attack and damage within 30 feet). Blast within 30 feet with full elemental overflow (3 burn): +13 to hit, 4d6 + 7 damage (includes +2 to hit due to overflow and +4 damage, as well as extra +1 to hit based on +2 increase to DEX. Empowered damage within 30 feet = 6d6+10

Melee dagger +4 (1d4-1/19-20) or quarterstaff +4 (1d6-1)
Ranged sling +8 (1d4-1)

Skills: Acrobatics +7, Bluff +3, Climb +0, Diplomacy +3, Disable Device +9, Escape Artist +4, Fly +5, Heal +7, Knowledge (religion) +6, knowledge (local) +5, Linguistics +4, Perception +13, Ride +4, Sense Motive +5, Sleight of Hand +10, Spellcraft +4, Stealth +14, Use Magic Device +9

Feats: Extra Wild Talent, Iron Will, Point-Blank Shot, Precise Shot, Weapon Focus (kineticist blast), mobile gathering

Traits: reactionary; trap finder (from Mummy's Mask)

Special Abilities:
- channel positive energy 2/day (DC 9, 1d6)
- 4/day—copycat (move action; 1 round)
- Liberty's Blessing (4/day) (Su) Allow target to re-attempt a save.
- Burn: 2/round max (8 nonlethal damage/burn, 8/day max)
- basic telekinesis
- basic aerokinesis
- air cushion
- kinetic healer: 4d6+8 healing (or 4d6+13 if overflow) for 1 burn (8 nonlethal damage) to self or recipient.
- telekinetic finesse: Use telekinesis to perform Sleight of Hand and Disable Device checks or other fine manipulation for zero burn.
- telekinetic haul: Move an object that weighs up to 600 lbs., or 6000 lbs for 6 minutes for 1 burn
- telekinetic invisibility: Zero burn. Like invisibility, except bonus on Stealth checks is halved (+10 while moving and +20 while perfectly still). No automatic detection via sound-based blindsense and blindsight.
- Metakinesis (empower): At 5th level, a kineticist gains the ability to alter her kinetic blasts as if with metamagic feats by accepting burn. By accepting 1 point of burn, she can empower her kinetic blast (as if using Empower Spell). Empowered blast: All variable, numeric effects of an empowered spell are increased by half including bonuses to those dice rolls.
- Extended range (infusion): For 0 burn (due to specialization), kinetic blast can strike any target within 120 feet.
- Bowling Infusion: For 1 burn (due to specialization), or zero burn if I use move to gather power, attempt a trip combat maneuver check against each target damaged by your infused blast, at +9 CMB.
- Infusion Specialization 1 (Ex) Reduce burn cost of blasts with infusions by 1
- Gather Power (Su): For move, reduce the burn cost of a blast by 1; for full-round, reduce the burn cost of a blast by 2
- Internal Buffer 1 (Su) Store burn for use later
- Foe throw (DC 16): For 2 burn (due to specialization), or one burn if I use move to gather power, or zero burn if gather for full round, throw foe into another foe.

foe throw:
Your telekinetic blast can throw a Large or smaller creature instead of an unattended object; you can increase the burn cost by 1 to affect a creature of a larger size. If the creature you attempt to throw succeeds at a Fortitude save, it negates the blast entirely.

Otherwise, if your blast hits, both the thrown creature and the target take the full amount of damage from your telekinetic blast, and the thrown creature falls prone in the last unoccupied space along its path. If your blast misses, the thrown creature can choose to occupy any space within 30 feet of the target, it doesn’t fall prone, and it takes half the normal amount of damage from your blast. The movement doesn’t provoke attacks of opportunity.

Elemental overflow:
Elemental Overflow (Ex)
At 3rd level, a kineticist’s body surges with energy from her chosen element whenever she accepts burn, causing her to glow with a nimbus of fire, weep water from her pores, or experience some other thematic effect. In addition, she receives a bonus on her attack rolls with kinetic blasts equal to the total number of points of burn she currently has, to a maximum bonus of +1 for every 3 kineticist levels she possesses. She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls. The kineticist can suppress the visual effects of elemental overflow by concentrating for 1 full round, but doing so suppresses all of this ability’s other benefits, as well. The next time the kineticist uses any wild talent, the visual effects and benefits return instantly.
As a kineticist’s body becomes more and more suffused with her element, she begins to gain more powerful benefits.
Starting at 6th level, whenever she has at least 3 points of burn, the kineticist gains a +2 size bonus to two physical ability scores of her choice. She also gains a chance to ignore the effects of a critical hit or sneak attack equal to 5% × her current number of points of burn. At 11th level, whenever the kineticist has at least 5 points of burn, these bonuses increase to a +4 size bonus to one physical ability score of her choice and a +2 size bonus to each of her other two physical ability scores.
At 16th level, whenever the kineticist has at least 7 points of burn, these bonuses increase to a +6 size bonus to one physical ability score of her choice, a +4 size bonus to a second physical ability score of her choice, and a +2 size bonus to the remaining physical ability score.

Cleric Spells Prepared (CL 1st; concentration +2):
1st — disguise self, protection from evil, remove fear
0 (at will) — create water, light, read magic (change one to stabilize)

Deity: Khepri (http://www.pathfinderwiki.com/wiki/Khepri)
Domains: Freedom (subdomain of Liberation) & Trickery (Bluff, Disguise, and Stealth are class skills)

Non-magical gear: mithral shirt (masterwork), mwk buckler, dagger, quarterstaff, sling, sling bullets (90), bear trap, bedroll, belt pouch, blanket, chalk, earplugs, flint and steel, grappling hook, hammer, iron spike (4), masterwork thieves' tools, sack, sack, sack, sewing needle, silk rope (50 ft.), silver holy symbol, soap, straitjacket, trail rations (3), waterskin, antiplague, healer's kit, oil, smelling salts, stillgut

Magical gear: amulet of natural armor +1, cloak of resistance +2, handy haversack, muleback cords, ring of protection +1, ring of sustenance (re: kineticists), wand of reduce person (50 charges), wand of lesser restoration (10 charges), wand of cure light wounds (9 charges), wand of cure moderate wounds (24 charges), cracked dusty rose prism ioun stone (+1 initiative), belt of mighty constitution +2, Sleeves of Many Garments

Wealth: 139 gp, 3 sp, 5 cp

items to consider for future:
Belt of physical might +2 (10,000gp); assisting gloves (180 gp); goggles of night (12,000 gp); Pathfinder Pouch (1000 gp); Quick Runner’s Shirt (1000 gp); Bag of holding (2500+gp); First Aid Gloves (4,500gp); Shirt, Unfettered (10,000gp)

Appearance and Brief Background:
Jarha is a brown-skinned middle aged man dressed in a simple grey tunic and carrying a staff. He is not handsome, and his face bears shallow scars and blemishes, seemingly from some ailment from long ago. He moves with grace, and his slight build conceals his great vigor. He comes from Osirion, but has been in Korvosa for several years, living among the poor and providing free healing from a simple room. He is a follower of Khepri, an Osiriani diety unknown in Varisia, but commonly worshipped among the peasants and laborers of Osirion. Unbeknownst to those he serves, Jarha's abilities derive more from his ability to mentally control the invisible aether that constantly surrounds all matter, rather than from Khepri's divine blessings. Jarha is kind, quiet-spoken, humble, and calm, although his long concealment of his true nature reflects the trickery that is a secondary aspect of his god. Although some of the Korvosans he has helped have sought his guidance and spiritual leadership, he has proven less capable in those regards. He has not made close friendships in Korvosa, but he has made several acquaintances, particularly among others who serve the city's poor. But he has kept concealed from even his closest acquaintances in Korvosa how he spent the many years after he left Osirion and before he arrived in the City.

Private game notes:
Korvosa is in rough shape after weeks of rioting that followed the King's death, and more recently, the blood veil epidemic. The actions of the party brought an end to blood veil's spread and development. Their work on a cure helped put the city on the path to recovery.

And Korvosa isn't out of the fire completely -- the party suspects, and with good reason, that Queen Ileosa herself is behind much of the city's woes. The streets are sullenly quiet, as the remaining victims of blood veil die off in their quarantined pockets, and the survivors lick their wounds.

You probably heard of the PCs, especially as an acquaintance of Cherias and Ishani. They are minor heroes, responsible recently for the capture of King Eodred's murderer (a patsy, later freed by Blackjack), and some smaller actions around the city. They have been active agents working directly for Cressida Kroft, the Field Marshal of the Korvosan Guard.

Harrow points 4/4:

During 'Escape from Old Korvosa', you can spend your Harrow points as follows:
Arcane Wrath: A PC with levels in a class that grants bonus spells based on his Intelligence score can spend a HP to increase the power of a spell from that class's list as he casts it. He increases the DC of that spell by 2 and gains both a +4 bonus on caster level checks to overcome spell resistance and a +2 bonus on any attack rolls for that spell.
Flash of Insight: A PC can spend a HP to attempt a check for a skill that requires training and in which she has no ranks. She gains a one-time +5 insight bonus on this check.
Intelligence Rerolls: A PC can spend a HP to reroll an Intelligence-based check. He must abide by the new result (although if he has additional HPs remaining, he can use them to attempt additional rerolls).