Nickold Starweather

Alivar Sard's page

127 posts. Alias of Mothman.


About Alivar Sard

Alivar Sard
Male human occultist 1
N Medium humanoid (human)
Init +1; Senses Perception +4
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DEFENSE
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 11 (1d8+3)
Fort +4, Ref +1, Will +4; +2 vs. emotions
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OFFENSE
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Speed 30 ft.
Melee one-eyed sword +3 (1d8+3/19-20) (enhanced: +4 hit, 1d8+4 damage)
Ranged sling +1 (1d4+3)
Implement Schools
Necromancy (Mother Wren’s skull, 3 points)—Resonant necromantic focus; Focus mind fear (DC 13)
Transmutation (one-eyed sword, 3 points - 2 remaining)—Resonant physical enhancement (+2 Str); Focus legacy weapon (+1), philosopher’s touch (1 minute)
Occultist Spells Known (CL 1st; concentration +4)
1st (2/day)—inflict light wounds (DC 14), lead blades (APG)
0—mage hand, touch of fatigue (DC 13)
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TACTICS
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Base Statistics If Alivar’s mental focus points are unassigned, his statistics are Melee one-eyed sword +2 (1d8+2/19–20); Ranged sling +1 (1d4+2); Str 15; CMD +2; CMD 13.
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STATISTICS
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Str 17, Dex 12, Con 14, Int 16, Wis 10, Cha 11
Base Atk +0; CMB +3; CMD 14

Feats Extra Mental Focus (OA)*, Iron Will*
Skills Appraise +7, Diplomacy +4, Knowledge (history) +7, Knowledge (religion) +7, Linguistics +7, Perception +4, Spellcraft +7, Use Magic Device +4; Armor Check Penalty –2
Traits grief-filled (UCA), *, spirit sense
Languages Abyssal, Celestial, Common, Infernal, Thassilonian, Varisian
SQ implements 2, mental focus (6)

Combat Gear acid (2); Other Gear chain shirt, one-eyed sword (longsword), sling with 10 bullets, backpack, dagger, hemp rope (50 ft.), grappling hook, Mother Wren’s skull, torches (5), trail rations (4), waterskin, 4 gp.

* The effects of this ability have already been calculated into Alivar’s statistics.
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SPECIAL ABILITIES
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Implements Alivar can access the necromancy school of magic through Mother Wren’s skull and the transmutation school of magic through his one-eyed sword. If these items are not in his possession, he must succeed at a DC 21 concentration (1d20+4) check to cast inflict light wounds (without the skull) or lead blades (without the sword), or a DC 20 concentration check to cast mage hand (without the sword) or touch of fatigue (without the skull).
Legacy Weapon If Alivar expends 1 point of mental focus from his one-eyed sword, as a standard action he can touch a weapon and grant it a +1 enhancement bonus. The bonus lasts for 1 minute.
Mental Focus Alivar has 6 points of mental focus, which he can invest into his implements at the beginning of the day to access his implement schools’ resonant and focus powers. He can divide the focus in any way he desires. It takes 1 hour for Alivar to invest his implements with mental focus.
Once Alivar invests mental focus in an implement, the implement gains its school’s resonant power, and Alivar can spend mental focus stored in the implement to access its focus powers. The implement grants its resonant power to whoever possesses it (allowing Alivar to aid allies, but making his spells more difficult to cast; see Implements above). Alivar must be holding his implements to expend their focus powers.
Alivar can choose to save generic mental focus inside his own body instead of investing it. He can expend generic focus on any focus power he knows, but doing so costs twice as many points of mental focus, and an implement into which he did not invest mental focus grants no resonant power. If one of his implements is lost or destroyed, the invested mental focus is lost. Mental focus refreshes once each day after Alivar sleeps for at least 8 hours.
In the statistics above, Alivar has invested 3 points of mental focus in Mother Wren’s skull and 3 points in his one-eyed sword.
Mind Fear As a standard action, Alivar can expend 1 point of mental focus from Mother Wren’s skull to cause creatures within 30 feet with 1 Hit Die to become frightened for 1d4 rounds (DC 13 Will save negates). A frightened creature flees; if unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. Creatures with more than 1 Hit Die affected by this ability are instead shaken (shaken creatures simply take the penalties, but do not flee). This is a mind-affecting fear effect.
Necromantic Focus If Alivar invested mental focus into Mother Wren’s skull, undead take a –1 penalty on saving throws against the skull’s bearer long as Alivar invested at least 4 points of mental focus in it. Additionally, the bearer can control an additional 2 Hit Dice of undead for every point of mental focus invested (maximum 4). A spellcaster who uses the skull as an additional focus for a necromancy spell to create undead can create an additional 4 Hit Dice of undead.
Philosopher’s Touch If Alivar expends 1 point of mental focus from his one-eyed sword, as a standard action he can touch a weapon and cause it to gain the properties of cold iron or silver for 1 minute.
Physical Enhancement When Alivar invests mental focus into his one-eyed sword, he can select Strength, Dexterity, or Constitution. The sword grants a +2 temporary enhancement bonus to that score for every 3 points of mental focus invested (maximum +2). Alivar has chosen Strength in the statistics above.
Spells Alivar can cast the following spells.
Inflict Light Wounds: Creature touched takes 1d8+1 points of damage (Will DC 14 half). This spell heals undead creatures instead of damaging them.
Lead Blades: For 1 minute, Alivar’s sword deals 2d6+2 points of damage. His dagger deals 1d6+2 points of damage. Alivar must be wielding the weapons for them to deal this amount of damage.
Mage Hand: Alivar can point at one object up to 25 feet away that weighs up to 5 pounds and move it as far as 15 feet in any direction. The spell ends if the object travels more than 25 feet away from Alivar.
Touch of Fatigue: A creature touched becomes fatigued (it cannot run or charge and take a –2 penalty to Strength and Dexterity). Anything that would cause the creature to become fatigued instead makes it exhausted. A successful DC 13 Reflex save negates this spell.
Spirit Sense Alivar gains a +2 bonus on Perception checks to avoid being surprised and to detect invisible or incorporeal creatures.
Combat Gear Alivar’s combat gear is detailed below.
Acid: Alivar can throw a flask of acid as a splash weapon with a +1 attack bonus and a range increment of 10 feet. A direct hit deals 1d6 points of acid damage, and every creature within 5 feet of where the acid hits takes 1 point of acid damage from the splash.