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About Micah ElumSave Modifiers
Scenario Notes: 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.
Level 1 (DC 15, 4 known, 4 per day)
Spell Like Abilities (7 per day, Standard Action)
Wands: CLW (45, not on spell list), Wand Protection from Evil (42)
Ranged
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 __________________________________________________ EQUIPMENT AND GOLD __________________________________________________ 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) __________________________________________________ APPEARANCE __________________________________________________ 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
Small Fire Elemental
_____________________________ Small Air Elemental
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
Combat
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
Tracking (Completed are Bolded)
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.
Inside Knowledge: As a former member of the Aspis Consortium, Magali Delroya is well informed
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.
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 |