Sajan Gadadvara

Micarlin, Despised of Pharasma's page

27 posts. Alias of Crayfish Hora.


About Micarlin, Despised of Pharasma

Micarlin's Character Sheet:

Micarlin, the Twice Damned
Male half-elf of Norgorber 3 cleric/3 aether kineticist (Dark Elementalist)
NE Medium humanoid (Detects as True Neutral, has a Neutral Good disguise)
Init +4; Perception +10, Low-Light Vision
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Defense
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AC 20 , touch 13, flat-footed 17 (+3 dex, 5 armor, 2 shield)
Hp 33 (3 temp) (3d8+9+6)
Fort +6, Ref +4, Will +7
Resist Cold 10
More for Me! 30 ft, DC 15 + Spell level
Deep Cover DC 15
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Offense
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Telekinetic Blast: +6 (2d6+4, 30ft, x2, 20) B, S, or P
Speed 20 ft.
Channel Negative Energy, 2d6, DC 11
Spells Prepared:
2nd Level, Summon Cacodaemon x2 [Masterwork Transformation]
1st level, Poisoned Egg x1, Grasping Corpse x2 DC 15 CMD [Disguise Self] DC 15
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Statistics
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Str 11, Dex 18 (14+2+2 belt racial), Con 16 , Int 14, Wis 18 (16+2 headband), Cha 10
Base Atk +2; CMB +2; CMD 14
Feats: Fiendskin, Mask of Virtue, Skill Focus (Sleight of Hand)
Trait: Venom Drenched (Black Lotus), Nimble Fingers, Keen Mind
Skills: Disable Device +11 (+1 trait, 3 rank, 3 prof, 4 stat), Linguistics +8 (+3 rank, 3 prof, 2 stat) Intimidate +6 (+3 rank, 3 prof), Stealth +10 (+4 stat, 3 rank, 3 prof), Perception +10 (+3 prof, 4 stat, 3 rank), Sense Motive +10 (+3 prof, 4 stat, 3 rank), Spellcraft +8(+3 rank, 3 prof, 2 stat)
Background Skills: Linguistics +8 (+3 rank, 3 prof, 2 stat), Sleight of Hand +13 (+3 rank, 4 stat, 3 prof, 3 feat)
Languages: Common, Elven, Infernal, Necril, Undercommon
Combat Gear: Wand of infernal healing 50 charges, headband of inspired wisdom, belt of dexterity, 3 chunks of black onyx (10 HD), Scalemail, Heavy Metal shield. A few hundred gold of food and standard adventuring equipment.
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Special Abilities
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Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Dark Studies: A dark elementalist’s base Will save bonus from the kineticist class is equal to 2 + 1/2 her kineticist level, and her base Reflex and Fortitude save bonuses are equal to 1/3 her kineticist level. She gains all Knowledge skills as class skills.

A dark elementalist uses her Intelligence modifier instead of her Constitution modifier to determine her damage with wild talents, the DCs of Constitution-based wild talents, the durations of wild talents with Constitution-based durations, her bonus on concentration checks for wild talents, and any other Constitution-based effects of all her wild talents.

Soul Power: A dark elementalist uses the souls of others to protect herself from the dangers of burn. She can’t choose to accept burn if doing so would raise her total number of points of burn above 3. However, a number of times per day equal to her Intelligence modifier, as a full-round action she can gather up the soul of a sentient creature with a CR equal to or higher than her character level, as long as that creature died in the past minute. When she does, some of her existing burn is unloaded into the departing soul, racking it with unspeakable torment, but reducing her current burn total by 1 point. A soul used in this way cannot be brought back to life as if it died of a death effect. Using a soul like this doesn’t heal the nonlethal damage from that point of burn immediately, but does enable the dark elementalist to heal the nonlethal damage from that point of burn normally.

Elemental Focus (Su): At 1st level, a kineticist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents (see below) and additional class skills. She can select aether (telekinesis), air (aerokinesis), earth (geokinesis), fire (pyrokinesis), or water (hydrokinesis). She gains her selected element’s basic utility wild talent (basic telekinesis, basic aerokinesis, basic geokinesis, basic pyrokinesis, or basic hydrokinesis; see page 23) as a bonus wild talent. See Elements on page 14 for the specific abilities granted by each element.

Wild Talents: A kineticist can use wild talents—magical abilities similar to spells but drawn from the kineticist’s innate psychic talent and usable at will. Wild talents are typically spell-like abilities (though some are supernatural abilities), and take a standard action to use unless otherwise noted. A wild talent always has the elemental descriptor or descriptors (aether, air, earth, fire, or water) matching its Element entry. A wild talent that can be used with any of several elements gains the appropriate elemental descriptor when used with an element. For example, the wall wild talent gains the earth descriptor when used by a geokineticist.

Burn (Ex): At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, a kineticist takes 1 point of nonlethal damage per character level. This damage can’t be healed by any means other than getting a full night’s rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can’t be reduced or redirected, and a kineticist incapable of taking nonlethal damage can’t accept burn. A kineticist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. A kineticist can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.

Kinetic Blast (Sp): At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element. As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion on page 12), and she can’t use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor. The various kinetic blasts, as well as additional rules for simple blasts, are described on pages 15–16.

Gather Power (Su): If she has both hands free (or all of her prehensile appendages free, for unusual kineticists), a kineticist can gather energy or elemental matter as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the kineticist, as the energy or matter swirls around her. Gathering power in this way allows the kineticist to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast wild talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. If the kineticist takes damage during or after gathering power and before using the kinetic blast that releases it, she must succeed at a concentration check (DC = 10 + damage taken + effective spell level of her kinetic blast) or lose the energy in a wild surge that forces her to accept a number of points of burn equal to the number of points by which her gathered power would have reduced the burn cost. This ability can never reduce the burn cost of a wild talent below 0 points.

Infusion (Su): At 1st level, a kineticist gains an infusion wild talent from the list of options available based on her elemental focus. She gains additional infusions at 3rd, 5th, 9th, 11th, 13th, 17th, and 19th levels. By using infusions along with her kinetic blasts, a kineticist can alter her kinetic blasts to suit her needs. Infusions come in two types, each of which changes a kinetic blast differently: a substance infusion causes an additional effect, while a form infusion causes the kinetic blast to manifest in a different way. Each infusion can alter only certain kinds of kinetic blasts, which are listed in its Associated Blasts entry. Each time the kineticist uses one of her kinetic blast wild talents, she can apply up to one associated form infusion and up to one associated substance infusion. Some infusions change the action required to activate a kinetic blast or entirely transform the kinetic blast’s normal effects. The burn cost listed in each infusion’s Burn entry is added to the burn cost of the kinetic blast the infusion modifies.

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.

Telekinetic Blast
Source Occult Adventures pg. 15 (Amazon)
Talent Link Link
Element 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.

Force Ward
Element 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.

Telekinetic Boomerang
Source Psychic Anthology pg. 21
Talent Link Link
Element aether; Type form infusion; Level 1; Burn 1
Associated Blasts telekinetic
Saving Throw none
This functions as telekinetic blast, except you maintain an elastic strand of aether attached to the object you throw. This allows you to pull it back to you after the attack and catch it if you have enough free hands (and assuming it is small enough for you to carry). This prevents the object from taking damage, but it also prevents you from loosening the strands of aether (see telekinetic blast). Alternatively, if the attack missed, on your next turn as a standard action, you can you can snap the elastic strand back to make another attack with the same substance infusion and metakinesis, as if using a normal telekinetic blast (at which point the object takes damage and doesn’t return to you, and you can’t try again).

Pushing Infusion
Element aether, air, earth, void, water, wood; Type substance infusion; Level 1; Burn 1
Associated Blasts air, blizzard, charged water, earth, magma, metal, mud, sandstorm, steam, telekinetic, water
Saving Throw none
The momentum of your kinetic blast knocks foes back. Attempt a bull rush combat maneuver check against each target damaged by your infused blast, using your Constitution modifier instead of your Strength modifier to determine your bonus. This infusion can push a foe back by a maximum of 5 feet. You can increase the burn cost of this infusion to increase the maximum distance pushed by 5 feet per additional point of burn accepted. You can’t use this infusion with a form infusion such as cloud that causes your kinetic blast to lack a clear direction to push.

Telekinetic Finesse
Element aether; Type utility (Sp); Level 1; Burn 0
You can perform any sort of fine manipulation you choose within close range, including attempting Sleight of Hand and Disable Device checks.

Replacement Power: The following granted power replaces the lore keeper power of the Knowledge domain or the copycat power of the Trickery domain.

Deep Cover (Su): When you prepare your spells, you can also choose one cover identity—whether that of a real person or a fictitious one. You can assume the disguise of your cover identity in half the normal amount of time. When targeted by a spell or effect that would compromise your chosen disguise (such as detect evil, detect thoughts, or zone of truth), as an immediate action you can force the creature using the ability to attempt a Will save (DC = 10 + 1/2 your cleric level + your Wisdom modifier). If the creature fails, it gains false information in keeping with your cover identity. You can use this false information ability a number of times per day equal to 3 + your Wisdom modifier.

Replacement Domain Spells: 2nd—anonymous interactionACG, 4th—zone of silence, 8th—mind blank.

More for Me (Su): When another character within 30 feet casts a spell with a range greater than touch, you can attempt a caster level check as an immediate action (DC = 15 + the spell’s level). If you succeed at the check, you receive the spell’s benefit instead of one of the spell’s intended targets (chosen by you). If you are already a target of the spell, you are affected as though you were targeted by the same spell twice (which may or may not benefit you; remember that bonuses from the same source do not stack). This ability does not grant you knowledge of the spell being cast. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Replacement Domain Spells: 2nd—masterwork transformationUM, 6th—guards and wards, 8th—create demiplaneUM.

Micarlin's Bad Luck Spree:

Micarlin met the others during a little drow purge down south. Drow had sprung up and Micarlin just happen to fit that bastard race bill. He was being flogged when the others showed up to save him. He was very grateful and joined them in their adventure. He was a good man by this time.

That all stopped when he met a pharasmian cleric. She wasn't the most attractive elf, didn't wear the most attractive robes, but he loved her before he left to the southern city to try to make enough money for a dowry. And he loved her when he came back, but she told him that she changed her mind. He wasn't "part of her religion and thus couldn't marry him". With his heart-broken and a night full of arguing "You love the dead more than me?! I am alive! Does Pharasma say you must marry the dead only; then I will go and die so you can love me." Bam, door slam! He met with the others and asked to adventure with them.

Once Micarlin retired from the adventuring, he settled in a house next to Pharasma's church. He was less of a good man, but not a bad man at this point. He began to hate Pharasma's church, her followers, her preachers, and her priests. But he played it real cool, made a lot of money killing monsters and taking their savings. He made the plan that would make him damned...he threw a party. Over the adventure, he sampled small doses of black-lotus, which nearly killed him every time. At the party, when black-lotus didn't bother him at all anymore, he poisoned the food with the last of his money and invited all the Pharasmanian church to enjoy. They all died, their bodies becoming black husks. Except Micarlin.

But it didn't stop there! One damnation wasn't enough, and to spite Pharasma herself, he gathered all the bodies up and made some weird symbol on the ground and made a pact...with a daemon. "All these poor sods' souls for a little power! They're all yours!" The raging cat fire thing agreed, and thus, Micarlin became twice damned. But all this damnation brought a little attention, and Micarlin had to lay low, so he was very thankful to be invited by the others back to this small little city.