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About Micah ElumScenario Notes: NA To buy/bought: NA Built like a pit-fighter, Micah Elum keeps his bright red hair and beard completely shaved. Fiery red eyes give away his otherworldly ancestry, but most that he runs across pay less attention to that and more to his imposing presence. Muscular and stout, he wears sturdy armor and has a wicked looking sword slung across his back along with a variety of other weapons. He appears to be quick tempered and ready for a fight. The holy symbol carefully painted on his breastplate shows a bright red wing crossed with the sword slung over his back. Those with some decent knowledge of religion, or at least crusaders, recognize him to be a follower of Ragathiel, a merciless lawful good hunter of devilry. 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 the laws of heaven, specifically the ‘smite evil’ parts. Special Abilities, Botting Instructions, Boons and other things of interest are spoiler-ed at the bottom.
Skills:
[dice=Acrobatics - ACP]1d20+8-3[/dice] No ACP when Jumping [dice=Appraise]1d20-1[/dice] [dice=Bluff]1d20+2[/dice] [dice=Climb]1d20+7[/dice] [dice=Craft: Anything]1d20-1[/dice] [dice=Craft: Weapons]1d20+5[/dice] [dice=Diplomacy]1d20+2[/dice] [dice=Disguise]1d20+2[/dice] [dice=Escape Artist - ACP]1d20+3-3[/dice] [dice=Fly - ACP]1d20+3-3[/dice] [dice=Handle Animal]1d20+2[/dice] [dice=Heal]1d20-1[/dice] [dice=Intimidate]1d20+7[/dice] [dice=Knowledge: Arcana]NA[/dice] [dice=Linguistics]1d20+5[/dice] [dice=Perception]1d20-1[/dice] [dice=Perform: Any]1d20+2[/dice] [dice=Ride - ACP]1d20+3-3[/dice] [dice=Sense Motive]1d20-1[/dice] [dice=Sleight of Hand - ACP]1d20+3-3[/dice] [dice=Stealth - ACP]1d20+3-3[/dice] [dice=Survival]1d20-1[/dice] [dice=Swim - ACP]1d20+3-3[/dice] Languages: Common, Ignan __________________________________________________ EQUIPMENT AND GOLD __________________________________________________ On person: Wand CLW (2PP), Wand Protection from Evil (2PP), MW Bastard Sword (335g, 6lb), Cold Iron Warhammer (24g, 5lb), Alchemical Silver Heavy Pick (98g, 6lb), Antitoxin (50g), Potion CLW (50g), 2 Alkali Flasks (30g, 2lb), Antitoxin (50g), Antiplague (50g), Universal Solvent (50g), MW Agile Breastplate (550, 25lb), MW Backpack (50g, 4lb), 5 Chakrams (5g, 5lb), 2 Holy Waters (50g, 2lb), Barbarian’s Kit (9g, 26lb) (this kit includes a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin), 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. Left at Lodge: None Starting GP: 209.5g Weight Carried: 81.5 lbs Carrying Capacity: Light (86), Medium (173), Heavy (260), LoH (230), Lift (460), Drag/Push (1150) __________________________________________________ APPEARANCE __________________________________________________ Height 6’2” Weight 180 Age 65 Eye Color Red Hair Color Red (currently bald) Skin Tone Pink Region of Origin Plane of Fire, grew up in Magnimar Deity Ragathiel Favorite meal JUSTICE Special Abilities:
Spirit Guardian (Sp): At 2nd level, an ancestral harbinger can call upon her ancestors to aid her in combat, summoning a weapon of force that functions as per spiritual weapon. At 6th level, her ancestral spirit can take the form of a savage creature, functioning as per summon nature’s ally II (this can’t be used to summon multiple creatures from the summon nature’s ally I list). At 12th level, her ancestor can manifest physically as a ghostly figure, functioning as per spiritual ally. At 18th level, her ancestral spirit can manifest either as a single powerful creature or as multiple lesser ancestors, functioning as per summon nature’s ally VI. The harbinger chooses which spell this ability functions as at the time of casting, and can use this ability while in a bloodrage. The ancestral harbinger can use this ability once per day, plus an additional time per day for every 4 bloodrager levels she possesses beyond 2nd. This ability replaces uncanny dodge and the bloodline feats gained at 6th and 18th levels. Bloodrage Bloodrage (Su): The bloodrager’s source of internal power grants him the ability to bloodrage. At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution (such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive. A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death. Bloodrage counts as the barbarian’s rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.
Bloodline:
By way of a celestial ancestor or divine intervention, the blood of angels fills your body with a holy potency, granting you a majestic visage and angelic powers when you enter your bloodrage.
Bonus Spells: bless (7th), resist energy (10th), heroism (13th), holy smite (16th) Bloodline Powers: Your bloodline grants a number of resistances and changes your form to something angelic and terrible to behold when you bloodrage. Angelic Attacks (Su): At 1st level, your melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, when you deal damage with a melee attack to an evil outsider, you deal an additional 1d6 points of damage. This additional damage stacks with effects such as align weapon and those granted by a weapon with the holy weapon special ability.
Conviction (Su): At 8th level, once per bloodrage you can reroll one ability check, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the GM reveals the results. You must take the second result, even if it’s worse. Wings of Heaven (Su): At 12th level, you can choose to sprout feathery wings and fly with a speed of 60 feet and good maneuverability. At 20th level, your fly speed increases to 80 feet. Angelic Protection (Su): At 16th level, you gain a +4 deflection bonus to AC and a +4 resistance bonus on saving throws against attacks made or effects created by evil creatures. In addition, you are affected as if subject to a protection from evil spell. This effect cannot be dispelled. Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain immunity to acid, cold, and petrification. You also gain resistance 10 to electricity and fire, as well as a +4 racial bonus on saving throws against poison. You have these benefits constantly, even while not bloodraging.
Racial Traits:
Native Outsider: Ifrits are outsiders with the native subtype.
Darkvision: Ifrits can see in the dark up to 60 feet. Wildfire Heart: Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance. Fire Insight: Ifrit spellcasters sometimes find that their elemental heritage makes creatures of fire more willing to serve them. Summon monster and summon nature’s ally spells that the ifrit casts last 2 rounds longer than normal when used to summon creatures with the fire subtype. This racial trait replaces fire affinity. 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.
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. Combat Hack evil things to bits with Bastard Sword or appropriate DR penetrating weapon. Bastard Sword rolling format shown up in profile. Daily Preparation:
Take a little over an hour to do the following Morning stretches & weapon forms, bathe, shave head and face, breakfast. PFS Boons:
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.
Chronicle Info:
Player: Pete H. Character Name: Micah Elum PFS #: 123584-10 Faction: Silver Crusade Day Job: See Skills Section Normal Progression |