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About RameilMoney: 114.8 Ramiel 2.0:
Ramiel, Human Male
Elementalist (Electrokinetic) 5 http://spheresofpower.wikidot.com/ Height: 5ft Weight: 130 lbs Age: 16
Hit Dice: 5d8+15
Fortitude: +7 =4(Elementalist)+3(Con)
Magic Skill Bonus: +4
Base Attack Bonus: +3
Armor Class: 16 =10(Base)+3(Dex)+3(Armor)
Strength 10
Masterwork Dagger
Masterwork Studded Leather Armor Skills
Feats
Race Features
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. Bonus Feat: Humans select one extra feat at 1st level. Ramiel has picked Deadly Targeting as his bonus feat. Heart of the Slums: Humans who eke out a life in a city’s teeming slums must be quick and clever. They gain a +2 racial bonus on Sleight of Hand and Stealth checks, and a +4 racial bonus on Survival checks in urban and underground settings. In addition, they may roll twice when saving against disease, taking the better roll. This racial trait replaces skilled. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Favored Class Bonus(Elementalist): +5 Skill Point Class Features
Casting: An elementalist may combine spheres and talents to create magical effects. An elementalist is considered a Mid-Caster and uses Charisma as his casting stat modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.) Spell Pool: An elementalist gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his class level + his Charisma modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest. Magic Talents: An elementalist gains 1 magic talent every time he gains a caster level, according to Table: Elementalist. This does not stack with caster levels gained from other sources. Electrokinesis: An electrokinetic gains the Destruction sphere, the Telekinesis Sphere, and the Electric Blast Destruction talent as bonus magic talents, but also gains the Energy Focus (electric blast) and Limited Telekinesis (metal objects) drawbacks without gaining bonus talents from them. If the electrokinetic already possesses the Destruction sphere or the Telekinesis sphere, she does not gain those spheres but also does not gain their connected drawbacks. If she already possesses the Electric Blast talent, she gains one free magic talent of her choice. She uses her class level as her caster level when using a destructive blast to deal electricity damage and when using telekinesis on metal objects. This ability replaces Weave Energy. Electrokinetic Stunts: An electrokinetic can select electrokinetic stunts for which she qualifies in place of elementalist bonus feats. All stunts are supernatural abilities. Unless otherwise specified an electrokinetic may only select any given electrokinetic stunt once. ((NOTE: For ease of determining when the stunts began and end, I have indented their entry)) ---------Bioelectric Manipulation (Su): You may treat living creatures as metal objects for the purposes of your telekinesis and electrokinetic stunts. ---------Electric Charge (Sp): When you use your telekinesis to attack a target with a metal bludgeon, you may spend a swift action to affect that target as if they had also been struck by your destructive blast, including any (blast type) talents, additional talents and spell points that you apply to it. This destructive blast must deal electricity damage, and cannot have a (blast shape) talent applied to it. ---------Electroreception (Su): You can sense electricity around you, including bioelectricity. You gain blindsense 60ft, except you can only sense sources of electricity and living creatures, and do not require line of effect to sense these things with your blindsense. ---------Electrotherapy (Su): By modulating the electricity always coursing through you, you can heal yourself faster. Your natural healing rate for hit points and ability score damage doubles, and you also double any healing from the Treat Deadly Wounds and Long-Term Care uses of the Heal skill. In addition, after a night of rest you may remove a single point of ability drain from one ability score, or two points after a day of complete bedrest. Lastly, whenever you would take ability damage or ability drain, reduce the damage by 1, to a minimum of 1. ---------Horizon (Su): You learn to stretch the limits of your electrokinetic power, reaching further with it. When you use a destructive blast that deals electricity damage (or sonic damage if you possess the Thunderclap feature) or you use telekinesis on a metal object, increase the range of the effect by one step (Close to Medium, Medium to Long). This stunt cannot extend the range of these effects beyond Long range. This may be taken multiple times. ---------Lightning Circuit (Su): Once per round when you would resist electricity damage with Elemental Defense you may redirect the electric charge as a ray, firing it back at its source as a ranged touch attack with a range equal to your destructive blast range. If the ray hits it deals damage equal to the damage resisted by Elemental Defense. ---------Particle Blade (Sp): As a swift action you can form a sharp, flexible weapon out of dust, sand and grit, drawing out metallic particles and accumulating others with static. This particle blade is either a light melee weapon or two handed melee weapon, chosen when you form it. It deals slashing damage equal to 1d6 per odd electrokinetic level. The particle blade immediately dissipates if removed from your hand. ---------Wall Bind (Sp): As a standard action, you can pass a looping electric current through an object or creature that binds it to a surface. This effect has the same range as your telekinesis and suffers the same size restriction, and the target must be touching a wall or floor. The target must make a Reflex save (DC 10 + 1/2 electrokinetic level + casting ability modifier) or become entangled and anchored in place for a number of rounds equal to your casting ability modifier (minimum of one). An entangled creature can attempt to move by making a Strength or Escape Artist check equal to the Reflex DC at the beginning of their turn. On a success they can move for that turn, but remain entangled so long as they remain in contact with a wall or floor. Evasion (Ex): At 2nd level an elementalist learns to avoid damage from many area-effect attacks. If an elementalist makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the elementalist is wearing light armor or no armor and carrying no more than a light load. A helpless elementalist does not gain the benefit of evasion. Combat Feat: An elementalist’s martial focus grants him a bonus combat feat at 2nd level and every 4 levels thereafter, chosen from those for which he qualifies. Favored Element (Su): An electrokinetic must select electricity as her favored element at 3rd level. At 9th and 15th level her bonus damage increases as normal, but she does not get to select additional elements.
Dodge Bonus: At 4th level, an elementalist gains a +1 dodge bonus to their AC. This increases by one for every 4 levels thereafter, to a maximum of +5 at 20th level. Elemental Defense (Su): At 5th level, the electrokinetic gains resistance 10 to electricity and sonic. At 11th level, this resistance increases to 15. At 17th level, this resistance increases to 20. When you gain Elemental Body at level 20, this resistance increases to 25. This ability alters elemental defense. Caster Level: 3, or 4 when dealing electricity damage or targeting metal objects.
Spheres and Talents
Destruction
Table: Destructive Blast Damage
You may spend 1 spell point when making a destructive blast to increase the damage dealt to one damage die per caster level (minimum: 2d6). Life
Cure
Restore
This accomplishes all of the following:
Telekinesis
The objects and creatures you may lift are restricted by size; the largest object you can lift is given in the chart below. This assumes the object is made from a dense material, such as stone. Objects made of lighter materials, mostly open space, or reduced to 1/2 weight with the lighten talent of the enhancement sphere count as being one size category smaller, while weightless objects count as being 2 size categories smaller for this purpose. Table: Object Size
You gain the following special uses of telekinesis when you gain this sphere: Sustained Force
Hostile Lift
If a hostile lift is sustained with Sustained Force, it only lasts until the target succeeds at its save. A creature may suffer falling damage if they successfully save while floating high in the air. Bludgeon
Table: Object Damage
Catch
Sphere Talents
Casting Tradition: Shocking, isn’t it?
Energy Focus (Requires Destruction): You may only make a destructive blast of a single energy type. You may not gain any blast type talents, except with the bonus talent gained from this drawback.
Magical Signs: Your magic is accompanied by a tell-tale sign; for example, your body glows brightly, the sound of tortured souls shriek as you cast, feelings of a deep chill affect all creatures within 30 ft. All nearby creatures know when you are using magic, as well as the nature of the magic used. Lightning Strikes Twice:
Ramiel is a young man few people know much about, but the do know the rumors surrounding him. Ranging from a modern day Robin Hood made up by drug addicts and drunken gangsters to an Angel from on High sent to smite sinners, one thing is for certain. Ramiel helps people. In a place like New York where the corrupt have so much power, he will single out gangsters one by one and take them down hard. He will get clothes and blankets and clean water for homeless kids so they can be as healthy as their situation allows. He destroys any drug lab he can get it. Of course, none of this would be possible if he hadn't been tossed out onto the streets as a kid himself. He doesn't really remember the details, but he does know someone said he was bad and he was suddenly struggling to survive on his own. Luckily, the boy found he had a talent picking pockets and 'street magic' early on, amazing people by plucking playing cards(and cash) from their pockets. A couple years ago he added another trick to his repertoire: electrokinetics. Filled with power that made his hair stand on end, Ramiel began to fight back to help the lowest people of the city, earning the moniker "Sparky the Kid" from his face covering bandana and the fingergun gesture he used before lightning burst from his hand, always quick on the draw. More so if he uses his psionic skill to speed up his mind. After a random abduction by aliens though, his psionic ability has warped somewhat and become almost unrecognizable, if perhaps a bit more reliable. Equipment:
Caeds, Artisan's Tools(Artistry), Healer's Kit, Masterwork Backpack, Canteen, Lighter(flint and steel), Adamantine Wire Saw, Bandana(mask, 1sp version), Dorje of Natural Healing, 3HP per charge, 50 charges), Psionic Tattoos(Biofeedback, Inertial Armor, Force Screen, 2 Natural Healing), Power Stone of Minor Metamorposis |