Fadil Ibn-Kazar

Pavlo Rache's page

1 post. Alias of Cellion.


Full Name

Pavlo Rache

Race

Human Kineticist 1 | AC: 17 T: 13 FF: 14 | CMD: 12 |

Classes/Levels

HP: 13/13 | F+6 R+5 W+2| Init +3 | Perc +6 (+7 vs trap) | AP: 5 | Burn: 0 | Active Status:: --

Gender

Art | Male

Size

Medium

Strength 8
Dexterity 16
Constitution 18
Intelligence 12
Wisdom 14
Charisma 10

About Pavlo Rache

Pavlo Rache
Male Human Kineticist (Telekineticist) 1
NE Medium Humanoid (Human)
Init +3; Senses Perception +6 (+7 vs traps)
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Defense
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AC 17, touch 13, flat-footed 16 (+4 armor, +3 Dex)
hp 13 (8 base + 4 CON *lvl + 1 FCB)
Fort +6, Ref +5, Will +2
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Offense
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Base Atk +0; CMB -1; CMD 12
Speed 30 ft. (w/ armor)
Melee
Dagger -1 (1d4-1 P or S /x2)
Ranged
Telekinetic Blast +4 (1d6+5 B, P or S /x2; Spell-like)
Wild Talents
Basic Telekinesis, Extended Reach
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Statistics
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Abilities:
Str 8 Dex 16 Con 18 Int 12 Wis 14 Cha 10

Feats:
Weapon Focus (kinetic blast) +1 to attack rolls with kinetic blasts
Dirty Fighting When you attempt a combat maneuver check against a foe you are flanking, you can forgo the +2 bonus on your attack roll for flanking to instead have the combat maneuver not provoke an attack of opportunity. If you have a feat or ability that allows you to attempt the combat maneuver without provoking an attack of opportunity, you can instead increase the bonus on your attack roll for flanking to +4 for the combat maneuver check. This feat counts as having Dex 13, Int 13, Combat Expertise, and Improved Unarmed Strike for the purposes of meeting the prerequisites of the various improved combat maneuver feats, as well as feats that require those improved combat maneuver feats as prerequisites.
Precise Shot (BONUS) No -4 penalty for firing into melee
??? x

Traits:
Child Explorers Some years ago, it was a shibboleth for the children of Diamond Lake to have one of their number spend the night in various old picked-clean tombs—in particular, one called the Stirgenest Cairn, and another called the Whispering Cairn. You took part in that tradition. The custom ended when one girl went missing overnight in the latter dungeon and was never heard from again. However, your time “exploring” the already-looted areas did teach you a thing or two about how the mechanisms work. You gain trapfinding, as per the rogue ability. If you already have trapfinding, you gain a +2 bonus on Perception checks to spot hidden mechanisms.
Criminal You spent your early life robbing and stealing to get by. Select one of the following skills: Disable Device, Intimidate, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Skills:
(Skill points denoted with dashes in brackets. Gain 6/level @4base+1Human+1Int; +2 Background Ranks; ACP -2)
*Acrobatics +5 (1 rank, 3 class, 3 dex)
Appraise +1
Bluff +0
Climb -3
*Craft +1
Diplomacy +0
*Disable Device +7 (1 rank, 3 class, 3 dex, 1 trait, 1 trapfinding)
Disguise +0
Escape Artist +1
Fly +1
Handle Animal +0
*Heal +2
*Intimidate +0
KN: Arcana +1
*KN: Engineering +1
KN: Religion +1
KN: Local +2 (1 rank)
Linguistics --
*Lore (Copper dragons) +5 (1 bRank, 3 class, 1 Int)
*Perception +6 (1 rank, 3 class, 2 wis) // +1 vs. traps
Perform (Any) +0
Ride +1
Sense Motive +2
*Sleight of Hand +5 (1 brank, 3 class, 3 dex)
Spellcraft +1
*Stealth +5 (1 rank, 3 class, 3 dex)
Survival +2
Swim -3
*Use Magic Device +4 (1 rank, 3 class)

Languages:
Common, Draconic
EQUIPMENT @ THIS LINK
Racial Capabilities:
Bonus Feat:Humans gain an extra feat at first level.
Skilled:Extra skill rank each level.

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Special Abilities
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Proficiencies - Kineticists are proficient with all simple weapons and light armor, but not shields.

Elemental Focus (Aether): At 1st level, you pick a primary element to focus on. You gain class skills (KN Engineering and Sleight of Hand) and gain the basic utility wild talent for your element.

Trapfinding You add 1/2 your level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). You can use Disable Device to disarm magic traps.

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.

Every wild talent has an effective spell level. A kineticist can always select 1st-level wild talents, but she can select a wild talent of a higher level only if her kineticist level is at least double the wild talent’s effective spell level. Kinetic blast and defense wild talents are always considered to have an effective spell level equal to 1/2 the kineticist’s class level (to a maximum effective spell level of 9th at kineticist level 18th). Unless otherwise noted, the DC for a saving throw against a wild talent is equal to 10 + the wild talent’s effective spell level + the kineticist’s Constitution modifier. The kineticist uses her Constitution modifier on all concentration checks for wild talents.

In addition to the wild talents she gains from her other class features, at 2nd level and every 2 levels thereafter, a kineticist selects a new utility wild talent from the list of options available to her. A kineticist can select only universal wild talents or those that match her element (see Elemental Focus above). At 6th, 10th, and 16th levels, a kineticist can replace one of her utility wild talents with another wild talent of the same level or lower. She can’t replace a wild talent that she used to qualify for another of her wild talents.

Burn: 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): Gain (Telekinetic Blast). Kinetic blasts are a standard action against target in 30 ft. You need a free hand. Kinetic Blast damage is always magical vs. DR. You can't combine kinetic blasts with vital strike. They do full damage to swarms.

Gather Power (Su): As a move action if you have two free hands, you can gather power. Its loud and visible. Gathering power reduces the next blast wild talent's burn cost by 1. If you gather power for a full round, it reduces cost by 2 instead. If you gather as a full round + move, you can reduce by 3. If you take damage during gathering power, make a concentration check or lose it in a way that inflicts an equal amount of burn.

Infusion (Su): You gain infusion wild talents at all odd levels other than 7th and 15th. Infusions alter your kinetic blasts but usually cost burn to add. DCs for infusions are based on the spell level of the kinetic blast rather than the infusion. Form infusion DCs are based on Dex rather than Con. At 5th, 11th and 17th levels you can replace an infusion you know with another of the same level or lower.

Character Fluff and Background:
Appearance: Bald with a curly black beard and black eyes. His face is coated in uneven scars that he doesn't know the origin of. Missing one toe from a botched job in his youth and with a two-foot-long burn scar on his back from another. His build is stocky, and while he lacks in muscle, he makes up for it in endurance. He holds himself partly hunched, with an uneasy, skittish smile on his face.

Personality: Selfish, callous, rude and easily influenced, Pavlo is hardly a heroic human being. His sole good personality trait is probably his sense of humor. He's particularly prone to thinking up ideas without thinking them all the way through, resulting in unforeseen consequences. However, his recent decision to seek redemption and an honest way of life has led him to start casting off some of these traits.

Background: "If I had to pick, I'd steal the candy from the baby rather than the mother. Babies don't fight back, ya see, and I've met some mothers with a mean right hook."

Although Pavlo spent his early childhood as an orphan in Diamond Lake, a series of poor decisions and a major act of theft led him to flee at an early age all the way to Magnimar. Magnimar's streets changed him into a true criminal, but hardly a particularly successful one. The crew he ran with was affiliated with Night Scales, a local thieves guild, and they made good use of his telekinetic talents to conduct heists or to set up smash and grabs. However, Pavlo's good fortunes didn't rise along with them, his light fingers, lack of team spirit, and poor networking had him excluded and always on the edge of being shut out of loot and prestige. His own morals, never anything close to selfless, only degraded during this time. Although he wasn't violent, he had few qualms about stealing from anyone and everyone, so long as he could get away with it.

"She told me I tend to burn bridges, but I don't know what she's talking about. They're the ones that are always getting upset at me! Framing me for shit I didn't do. It isn't fair."

One evening drinking in a Magnimaran tavern that he could barely afford, Pavlo fell for a woman. After a clumsy but unusually honest introduction, they'd spent the evening together, telling stories of their pasts, playing dice games where he lost most of his money, singing a particularly hearty karaoke performance, and drinking plenty of alcohol. In the morning all he remembered was her coppery eyes, the sense that she was incredibly clever and funny, and the desire to see her again. He was smitten. He pulled the few strings he had to try to learn more about her and started looking for her in the most stalkerish fashion possible.

He met her several more times "by accident", misunderstood her interest in him, and attempted to initiate a more serious relationship, only to get utterly rebuffed. He followed her out of the city only the lose her in the countryside. He learned only afterward of her true identity, the young copper dragon "Kheptry".

"I could never love a human as devoid of charity and compassion as you are. For all you're fun to talk with, your heart is as black as the night sea, and you see and hear only yourself. Begone. If I see the vileness in your soul again, I'll strike you down and make the world a better place."

Pavlo stole valuable wines, cheeses and chocolates, along with luxurious goods of all kinds, and took them to Kheptry's manor outside - hoping somehow to still woo her. But all his gifts, no matter how extravagant, only raised her ire against him further. She finally struck him down with her claw, speaking plainly for once rather than in jokes and riddles, that she had no interest in a selfish thief and murderer and that she would far sooner slay him than marry him.

The experience shook Pavlo to his core. He reflected on his life so far and while he still ignored most of the harm he'd caused, even he could pick out a few events that he could identify as "wrong". He resolved then to try to seek redemption. Mostly for purely selfish reasons, to be sure, but redemption nonetheless. This task took him all the way back to his hometown of Diamond Lake, where he was swiftly slapped into chains for his thefts eight years ago.

"Being honest isn't hard. It just means taking the bad things and holding onto them, rather than passing them to some sucker. I can do this. I'm sure I can do this. For her."

He was passed into the care of Ragnolin Dourstone, and sent to work off his sentence in the mines. His young age at the time of his crimes resulted in a lighter term of only a year in the mines. A long and dreary time that Pavlo only endured through reflecting on the memory of Kheptry's promise and threat. He honestly worked hard, attempted to treat others with respect, even Ragnolin, and avoided getting into any fights. By the end, he had only stolen 300 gold pieces worth of valuable minerals, a super-human degree of restraint for the habitual burglar.

Free finally from his servitude, Pavlo is in an awkward spot. Many people around town remember him as a child and still haven't forgiven him for his misdeeds, and he's not sure how to set things right or prove himself. In fact, likely more people than not remember the urchin he was less-than-fondly.

All his life, Pavlo has burned bridges, crossed people, ruined the lives of those who didn't deserve it, and generally made himself a nuisance before he's run away from his growing problems. Its only now, where he's attempting to make amends, that he may prove to be a valuable team player. And perhaps will find a path to heroism and greatness in the process.

Botting and Macros:
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