Kardswann

Micah Elum's page

139 posts. Organized Play character for Pete H..


Race

AC/Tch/FF 18/13/15 (-1 Shooting Crossbow, Boon v. Crit?) | CMD: 15 | F/R/W +4/+5/+3 (Mods in Profile)

Classes/Levels

| Speed 30ft | Level 1 Spells 4/4, Summon Monster 7/7 | 2 Star Reroll 1/1 | Perc: -1 (Darkvision), SM: -1 | Init: +3

Gender

HP 24 (-0) | Mods: None | NG Male Ifrit (Native Outsider) 3 |

About Micah Elum

Ponya

Save Modifiers
5 Fire Resistance
+1 v. Spells, Spell-like Abilities and Effects with Fire Descriptor or from Fire Subtype Creatures
+2 vs. Fatigue, Exhaustion, Starvation & Thirst

Scenario Notes: NA
To buy/bought: NA

Micah Elum keeps his bright red hair and beard shorn to the skin. Fiery red eyes give away his otherworldly ancestry, but most pay less attention to that and more to his imposing presence. Tall with toned muscles, he wears simple but shiny light armor and has a polished walnut crossbow slung across his back along with a well crafted pack. He appears to be quick tempered and ready for a fight. The image carefully stitched on his cloak shows a triple-headed ibis, with wings that burn and eyes of flame. Those with some rare knowledge of religion or planar beings may recognize him to be a follower of Atreia, an Elemental Lord.

He speaks with a crackling and spitting voice, almost like that of a campfire hissing as it burns. Always intense, but rare to show restraint in voicing his opinion on things. His attitude is mostly strict adherence to his personal law of smiting evil outsiders.

Special Abilities, Botting Instructions, Boons and other things of interest are spoiler-ed at the bottom.
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Spellcasting Caster Level 3 Concentration Check +7
Orizons (DC 14, 5 known, unlimited uses)
Read Magic
Light
Arcane Mark
Mending
Message
Detect Magic

Level 1 (DC 15, 4 known, 4 per day)
Glue Seal (DC 16)
Rejuvenate Eidolon
Feather Fall
Expeditious Retreat

Spell Like Abilities (7 per day, Standard Action)
Summon Monster II

Wands: CLW (45, not on spell list), Wand Protection from Evil (42)
Potions: CLW (1)
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OFFENSE
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Speed 30, BAB +2, CMB +2
Melee
Spiked Gauntlet +2 Hit, 1d4 Damage, x2 Crit, Piercing
[dice=Spiked Gauntlet]1d20+2[/dice] for [dice=Piercing]1d4[/dice]
Sickle +2 Hit, 1d6 Damage, x2 Crit, Slashing, Trip
[dice=Sickle]1d20+2[/dice] for [dice=Slashing]1d6[/dice]

Ranged
MW Darkwood Light Crossbow +6 hit, 1d8 Damage, 19-20x2 Crit, Piercing, 80ft Range
[dice=MW Darkwood Light Crossbow]1d20+6[/dice] for [dice=Cold Iron/Silver/Piercing]1d8[/dice]
Alkali Flasks +5 Hit vs. Touch, 1d6 Acid Damage +1 Splash, x2 Crit, 10 ft Range (double vs. oozes)
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STATISTICS
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Str 10, Dex 16, Con 14, Int 10, Wis 8, Cha 18
AC Calc 4 Armor, 1 shield, 3 Dex
HP Calc 1) 8, 2-3) 10, Con 6
Save Calc Base) 1/1/3, Ability) 2/3/-1, +1 Cloak
Feats: 1) Spell Focus: Conjuration, 3) Augment Summoning
Traits: Destined Diplomat (Social), Twinned Presence (Magic)
Favored Class: 1-3) Skill Points
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Skills:

[dice=Acrobatics]1d20+3[/dice]
[dice=Appraise]1d20[/dice]
[dice=Bluff]1d20+4[/dice]
[dice=Climb]1d20[/dice]
[dice=Craft: Anything]1d20[/dice]
[dice=Craft: Armor]1d20+6[/dice] (+2 with Artisan’s Tools on Dayjob)
[dice=Craft: Weapons]1d20+2[/dice]
[dice=Diplomacy]1d20+8[/dice] +2 vs. Outsiders, if on Isle of Kortos (Absalom) then use his boon
[dice=Disguise]1d20+4[/dice]
[dice=Escape Artist]1d20+3[/dice]
[dice=Fly]1d20+3[/dice]
[dice=Handle Animal]1d20+4[/dice]
[dice=Heal]1d20-1[/dice]
[dice=Intimidate]1d20+11[/dice] Use Eidolon Size Mod if Different
[dice=Knowledge: Local about Aspis from Boon]d20+2[/dice]
[dice=Linguistics]d20+4[/dice]
[dice=Perception]1d20-1[/dice]
[dice=Perform: Any]1d20+4[/dice]
[dice=Ride]1d20+3[/dice]
[dice=Sense Motive]1d20-1[/dice]
[dice=Sleight of Hand]1d20+3[/dice]
[dice=Spellcraft]NA[/dice]
[dice=Stealth]1d20+3[/dice] +2 in Desert Environments
[dice=Survival]1d20-1[/dice]
[dice=Swim]1d20[/dice]
[dice=UMD]1d20+10[/dice]

Languages: Common, Ignan, Auran
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EQUIPMENT AND GOLD
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On person: MW Darkwood Light Crossbow (375g, 2lb), 28 Cold Iron Bolts w/ Silver Weapon Blanch (21g, 4.5lb), Spiked Gauntlet (5g, 1lb), Sickle (6g, 2lb), Mithral Chain Shirt (12.5lb), MW Steel Buckler (5lb), +1 Cloak Resistance (1lb), 2 Alkali Flasks (30g, 2lb), Antitoxin (50g), Antiplague (50g), Universal Solvent (50g), MW Backpack (50g, 4lb), 2 Holy Waters (50g, 2lb), Shaving Kit (15s, .5lb, 47/50) (A shaving kit contains a straight razor, a whetstone, a small mirror, a brush, a cup, and enough shaving powder to last a Medium humanoid 50 shaves.)
Extra Supplies in Sack (1s, .5lb) which can be dropped for weight issues: Empty Waterskin (1g, 2lb), Waterskin (1g, 4lb), 7x Rations (3.5g, 7lb), Bedroll (1s, 5lb), Blanket (5s, 3lb), Silk Rope (10g, 5lb)
Left at Lodge: None MW Artisan’s Tools (55g, 1lb)
Starting GP: 607.65 g
Weight Carried: 36.5 lb + 21 lb in Sack
Carrying Capacity: Light (38), Medium (76), Heavy (115), LoH (100), Lift (200), Drag/Push (500)
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APPEARANCE
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Height 6’2”
Weight 180
Age 65
Eye Color Red
Hair Color Dark Red (currently bald)
Skin Tone Pink
Region of Origin Plane of Fire, grew up in Magnimar
Deity Atreia - The Lambent King
Favorite meal JUSTICE

Summoned Creatures’ Stats:

Only Ever Summon Fire or Air Elementals, the stats below have been adjusted due to Augment Summoning

Relevant Elemental Traits
Immunity to bleed, paralysis, poison, sleep effects, and stunning.
Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
Elementals do not breathe, eat, or sleep.

Small Fire Elemental
N Small outsider (elemental, extraplanar, fire)
Init +5; Senses darkvision 60 ft.; Perception +4
Defense
AC 16, touch 13, flat-footed 14 (+1 Dex, +1 dodge, +3 natural, +1 size)
hp 15 (2d10+4)
Fort +5, Ref +4, Will +0
Immune elemental traits, fire
Weaknesses vulnerability to cold
Offense
Speed 50 ft.
Melee slam +6 (1d4+2 plus burn)
Special Attacks burn (1d4, DC 13)
Statistics
Str 14, Dex 13, Con 14, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +3; CMD 15
Feats: Dodge, Improved Initiative, Weapon Finesse
Skills: Acrobatics +5, Climb +6, Escape Artist +5, Intimidate +4, Knowledge (planes) +1, Perception +4
Language: Ignan
Burn Ability

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Small Air Elemental
N Small outsider (air, elemental, extraplanar)
Init +7; Senses darkvision 60 ft.; Perception +4
Defense
AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
hp 17 (2d10+6)
Fort +6, Ref +6, Will +0
Defensive Abilities air mastery; Immune elemental traits
Offense
Speed fly 100 ft. (perfect)
Melee slam +8 (1d4+3)
Special Attacks whirlwind (DC 14)
Statistics
Str 16, Dex 17, Con 16, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +4; CMD 17
Feats: Flyby Attack, Improved Initiative, Weapon Finesse
Skills: Acrobatics +7, Escape Artist +7, Fly +17, Knowledge (planes) +1, Perception +4, Stealth +11
Language: Auran
Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
Whirlwind Ability

Racial Abilities:

+2 Dexterity, +2 Charisma, –2 Wisdom: Ifrits are passionate and quick, but also impetuous and destructive.

Native Outsider: Ifrits are outsiders with the native subtype.

Medium: Ifrits are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Ifrits have a base speed of 30 feet.

Darkvision: Ifrits can see in the dark up to 60 feet.

Forge Hardened: Not all ifrits are descended from efreet—some instead descend from azers or even salamanders. Such ifrits gain a +2 racial bonus on Craft (armor and weapons) checks and saves to resist fatigue and exhaustion. This racial trait replaces the spell-like ability racial trait.

Energy Resistance: Ifrits have fire resistance 5.

Desert Mirage: Ifrits thrive in the deserts of the world, where their keen instincts and resistance to heat give them a huge edge over their competitors. Those with this trait gain a +2 racial bonus on Stealth checks in desert environments and on saves to resist starvation and thirst. This racial trait replaces fire affinity.

Botting Preferences:
Hello, if you are reading this my character has not responded within 24 hours and/or I have advised I am unavailable for a certain amount of time. In this case, please use the following instructions as guidance for botting this character.

Non-Combat
Glower at stuff. Share knowledge as necessary. Negotiate with an extraplanar being if possible (unless evil). Intimidate anyone if necessary.
Rolls are formatted in the skills section.

Combat
Send Eidolon in to fight (no action). Use Demoralize then Glue Seal depending on necessity. Basic Damage is from Crossbow. Consider summoning fire elemental for ground support or air elemental for air support, but eidolon would go poof.
Rolls are formatted in the Offense Section (or skill section for Demoralize).

Daily Preparation:

Take a little over an hour to do the following
Morning stretches & dry-fire crossbow practice. Bathe, shave head and face, breakfast.

Faction Journal Card Tracking: Silver Crusade:

FJC Goals Completed: 1

Boons
NA (2+ goals): NA

Tracking (Completed are Bolded)
0/2 Defeat an outsider that has the evil subtype or an undead creature whose CR is at least equal to your character level.

0/2 Defeat a divine spellcaster whose patron is an evil deity and whose CR is at least equal to your character level.

0/2 Accept the surrender of an enemy combatant (other than an evil outsider or undead creature), and ensure his fair treatment until he can safely be released, ransomed, or delivered to authorities for justice. Alternatively, allow such an enemy combatant with no means of escape to flee without further harm.

0/1 Forgo your Downtime and succeed at a Diplomacy, Knowledge (Local), or Perform (Oratory) check with a DC equal 15 + your character level to organize a charity event. Alternatively, donate resources worth 100 gp per character level to charity.

1/1 (8-00) Rescue a named NPC who is a divine spellcaster with a good-aligned deity or a named outsider with the good subtype. Alternatively, collaborate with the NPC to overcome an obstacle directly related to the PC’s success conditions, such as defeating a foe, summoned outsiders do not contribute to this goal, but called ones do if not coerced into service.

0/1 Have a number of ranks equal to your character level (minimum 4) in Diplomacy, Heal or Knowledge (Religion).

0/1 In the course of an adventure, recover a relic or artifact associated with a good-aligned deity or a holy crusade.

0/3 & 0/2 Serve as the GM for an adventure that grants 1 or more XP, and apply the chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.

PFS Boons:

☐ - cut/paste to use for boon boxes
Elemental Conquest: You have fought and fraternized with the guardians of Aucturn’s Tear, and although you triumphed, it is clear that this is not the last time you’ll clash with elemental forces. Choose one of the benefits below, and cross the other two off your Chronicle sheet. You may select an option only so long as you successfully completed at least one encounter in a region with that elemental affinity during this adventure.
☐ Fire: You gain a +1 insight bonus on saving throws against spells, spell-like abilities, and effects of creatures with the fire subtype and against spells with the fire descriptor. While adventuring on the Plane of Fire, you instead gain a +1 insight bonus on all saving throws. As a swift action, you can check the box that precedes this boon in order to grant one weapon you wield the flaming weapon special ability for 1 minute; if the weapon already has the flaming special ability, it instead gains flaming burst for 1 minute.

☐☐ Ranginori’s Debt: You helped recover the Untouchable Opal, within which Ranginori, Elemental Lord of Air, is trapped. While imprisoned, his power is limited. Nonetheless, he has granted you an initial gift with the promise of greater rewards should the Society free him. You can activate the boon as a standard action by checking one of the boxes that precedes it, gaining one of the benefits based on your level when you activate the boon. For any spell-like ability, use your character level as your caster level.
Any Level: You can recall a spell slot or prepared spell you already cast that day. The spell is prepared again or the spell slot is available for use again, as if it had not been used already.
Levels 1–4: You 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 lightning bolt to the list of spell-like abilities you can use.
Level 9–11: Add call lightning storm and cure critical wounds to the list of spell-like abilities you can use.
Level 12+: Add heal and whirlwind to the list of spell-like abilities you can use, though both of these spell-like abilities requires you to check both boxes.

Inside Knowledge: As a former member of the Aspis Consortium, Magali Delroya is well informed
about the organization’s activities, and she shares some of her information with you. You gain a +2 bonus on Knowledge (local) checks about the Aspis Consortium and can roll such checks untrained. You can cross this boon off the Chronicle sheet to take 20 on a single Knowledge (local) check about the Aspis Consortium.

Lord Avid’s Recommendation: Lord Avid is impressed that you managed to complete your mission without using his writ, and he speaks highly of your discretion. You gain a +2 circumstance bonus on all Charisma-based skill checks against nobility while on the Isle of Kortos. You can cross this boon off your Chronicle sheet to lean heavily upon your connection to Lord Avid. If you do so, the circumstance bonus on one such Charisma-based skill check increases to +4, and you can apply it while interacting with anyone on the Isle of Kortos.

Great Goblin Relics: To a goblin, even the most repugnant and mundane trinkets can become valuable treasure. As if empowered by the goblins’ superstitions, several of the mementos of the wedding raid have manifested minor enchantments. Choose one of the objects below, and cross the others off your Chronicle sheet. If you are a Small creature, you can instead choose two. If you are a goblin (requiring a special Chronicle sheet), you can choose three. When you use the item, you must check the box that precedes it; afterward the object is a mundane keepsake with no further powers.
☐ Kettlehelm of Glory: Wearing this absurd helmet made from a kettle provides you an unlikely defensive advantage. You can use the kettlehelm as an immediate action to gain the benefits of the light fortification armor enchantment against a single attack. If this fails to prevent a critical hit or sneak attack, the helm’s power is not expended and can be used again.

You Be Goblin Whelp: Long days spent walking too far, sleeping under bushes, eating bad food, and fearing for your life—some may call that adventuring, but you’ve realized that it’s also frightfully similar to a Licktoad goblin’s childhood. At least they get badges for it, and now you do, too! Choose one of the badges below, and cross the other off your Chronicle sheet. You can use each badge a limited number of times, after which its power is lost. Furthermore, the badges’ rudimentary magic only lasts for a limited time; once you reach 6th level or higher, check any remaining boxes on the badge.
☐ ☐ Hurtful Words: When attempting an Intimidate check to demoralize a target, you can check one of this badge’s boxes to gain a +5 bonus on the Intimidate check.
Used both on The Cosmic Captive

Scenario List:

We B4 Goblins (Pregen): 1 XP, 1 PP, no Dayjob
Master of the Fallen Fortress: 1 XP, 1 PP, no Dayjob (Wand CLW 2PP)
Black Waters: 1 XP, 2 PP, 5g Dayjob (Wand Prot Evil 2PP)
Silent Tide: 1 XP, 2 PP, 10g Dayjob
The Consortium Compact: 1 XP, 2 PP, 20g Dayjob
The Cosmic Captive: 1 XP, 2 PP, 10g Dayjob, FJC completed
Total XP: 6
Total Fame: 10 (1500g gold cap, next level at 13)
Current Prestige: 5

Chronicle Info:

Player: Pete H.
Character Name: Micah Elum
PFS #: 123584-10
Faction: Silver Crusade
Day Job: See Skills Section
Normal Progression