Rameil's page

303 posts. Alias of Dragonborn3.

Full Name





Elementalist(Electrokinetic Archetype) 4, Current HP: 39








Neutral Good


New York, New York


English, Halfling, Spanish


Street Kid, Vigilante, "Hero of the People"(aka, the guy who get's in over his head sometimes)

Homepage URL

About Rameil

Money: 114.8

Ramiel 2.0:
Ramiel, Human Male
Elementalist (Electrokinetic) 5

Height: 5ft Weight: 130 lbs Age: 16
Hair: Black Eyes: Blue Skin: Pale

Hit Dice: 5d8+15
Hit Points: 44

Fortitude: +7 =4(Elementalist)+3(Con)
Reflex: +7 =4(Elementalist)+3(Dex)
Will: +4 =4(Elementalist)+0(Wis)
Ramiel may rolls twice against Diseases and take the higher result.

Magic Skill Bonus: +4
Magic Skill Defense: 15
Concentration Check: 1d20+6 (MSB +4, Cha +2)

Base Attack Bonus: +3
Combat Maneuver Bonus: +3
Combat Maneuver Defense: 13

Armor Class: 16 =10(Base)+3(Dex)+3(Armor)
Touch: 13 Flat-Footed: 13
Speed: 30ft

Strength 10
Dexterity 16(14+2)
Constitution 16
Intelligence 14
Wisdom 10
Charisma 15(14+1)

Masterwork Dagger
Destructive Blast +7 touch attack (2d6 Bludgeoning or 2d6+2 Electricity, 19-20x2, 25ft or melee)

Masterwork Studded Leather Armor

Escape Artist: +11 =3(Dex)+5(rank)+3(class)
Heal: +5 =0(Wis)+5(rank)
Knowledge(Arcana): +7 =2(Int)+2(rank)+3(class)
Knowledge(Local): +4 =2(Int)+2(rank)
Perception: +7 =0(Wis)+4(rank)+3(class)
Sense Motive: +4 =0(Wis)+4(rank)
Sleight of Hand: +8 =3(Dex)+3(rank)+2(racial)
Stealth: +12 =3(Dex)+4(rank)+3(class)+2(racial)
Spellcraft: +7 =2(Int)+2(rank)+3(class)
Survival: +5 =0(Wis)+2(rank)+3(class) or +9 in Urban/Underground settings
Swim: +5 =0(Str)+2(rank)+3(class)

Lv1: Weapon Finesse
Lv1 Human: Deadly Targeting
Lv2 Class: Electrotherapy(see Electrokinetic Stunts)
Lv3: Tether Adept
Lv5: Weapon Focus(Destructive Blast)

Race Features
+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. Rameil has +2 Dexterity.

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
Weapon and Armor Proficiencies: An elementalist is proficient with all simple weapons and light armor.

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.
This ability alters favored element.

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.
Spell Points: 7

Spheres and Talents
Ramiel has the Destruction and Telekinesis Spheres as bonus talents, Energy Focus(electric blast) as a bonus talent, and 5 talents

Destructive Blast: As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within Close range. A destructive blast deals bludgeoning damage as indicated on the table below. This damage bypasses DR/magic, but being bludgeoning in nature, does not automatically bypass other forms of damage resistance. A ranged destructive blast counts as a ray attack.

Table: Destructive Blast Damage
Level Damage
1st 1d6
3rd 2d6
5th 3d6
7th 4d6
9th 5d6
11th 6d6
13th 7d6
15th 8d6
17th 9d6
19th 10d6
When augmenting a destructive blast with Destruction talents, you may only apply 1 blast type talent and 1 blast shape talent to each individual destructive blast.

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).

As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum: 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour. Temporary hit points, even from different sources, do not stack; only the highest bonus applies.

As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. This is a positive energy effect, and as such may be used to harm undead (Will half).

As a standard action, you may touch a target and spend a spell point to restore their physical and mental health.

This accomplishes all of the following:
Heals 1d4 points of ability damage to one ability score of your choice.
Removes the fatigued condition or lessens exhaustion to fatigued.
Removes the sickened condition or lessens nauseated to sickened.
Removes the shaken condition or lessens frightened to shaken, or panicked to frightened.
Removes the staggered condition.
Removes the dazzled condition.
If the condition targeted is part of an on-going effect, this suppresses the effect for a number of round equal to your caster level. This cannot be used to remove curses or instantaneous effects.

As a standard action you can use telekinesis to lift one unattended object or willing creature within Close range and move it up to 20 ft, + 5 ft per 5 caster levels. The object levitates as long as you concentrate, have line of sight, and the object remains within Close range.

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
Caster Level Object Size Sample Object
1st Diminutive Dagger
3rd Tiny Candelabra
5th Small Heavy Shield
8th Medium Cage
11th Large Statue
15th Huge Wagon
20th Gargantuan Catapult
25th Colossal Ship
Your telekinesis is simple and cannot perform dexterous actions (tying a knot, opening a book, turning a key, etc.). Any object you control with telekinesis has a touch AC of 10 + your casting ability modifier + any size modifier, and a CMD of 10 + your caster level + your casting ability modifier + the object’s size modifier.

You gain the following special uses of telekinesis when you gain this sphere:

Sustained Force
You may, as a free action, spend a spell point to no longer need to concentrate to maintain lifting a particular object for up to 1 minute per caster level. You may give a sustained force simple orders (float in the air, go north, follow a target) that it obeys to the best of its ability. Changing a sustained force’s orders is a move action. You cannot sustain combat-related uses of telekinesis (combat maneuvers, bludgeons, etc.), nor complicated tasks (make a wagon load itself with stones and move them to another location, etc.).

Hostile Lift
You may spend a spell point to lift an unwilling creature with telekinesis. The target is allowed a Will save to negate this effect, plus an additional Will save each round the effect is maintained.

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.

Once per turn when lifting an object with telekinesis, you can spend its remaining movement to strike a creature or object within its square. When you use a lifted creature or object to strike another creature or object (moving the object into the target’s square and ramming them), you must succeed at an attack roll using your base attack bonus plus your casting ability modifier against the target. On a successful hit, the target and the bludgeon take damage depending on the bludgeon’s size. If the bludgeon is a weapon, the attack deals appropriate damage for that weapon (bolts and arrows are treated as daggers for this purpose). Since weapons are designed to deal damage, they do not suffer damage if used as a bludgeon.

Table: Object Damage
Object Size Damage Dealt
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 3d6
Colossal 4d6

If using telekinesis on a projectile or thrown object within your size limit (often as a readied action), you may stop the attack from dealing damage. The originator of the attack (the creature who threw the projectile, etc.) is allowed a Will save to negate this ability. After catching an object, you may move it as normal for your telekinesis.

Sphere Talents
Destruction: Electric Blast(Blast Type)*, Energy Satellite (blast shape), Energy Tether (blast shape),
Life: Restore Health, Restore Soul
Telekinesis: Dampening Field
*Bonus talent from Energy Focus

Casting Tradition: Shocking, isn’t it?
Archetype Drawbacks: Energy Focus(Electric Blast), Limited Telekinesis(Metal)
Drawbacks: Magical Signs(Lightning connecting Ramiel to the target/effect)
Boons: None
[/b]Extra Spell Points:[/b] +1, +1 per 6 levels in casting classes

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.
Limited Telekinesis (Requires Telekinesis): You may only use your telekinesis on one type of material (water, metal, stone, etc.) chosen when you gain 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.

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

Link to old Character Sheet.