Eldran Tesh

Faust Alhazred's page

309 posts. Organized Play character for Gummy Bear.


Race

HP: 42/42 | AC: 17 [21] T: 10 [12] FF: 17 [19] CMD: 15 [17] | F+8 R+3 [5] W+6 | Init +0 | Perception +8 Darkvision

Classes/Levels

Tracked Resources:
Inflict Light Wounds 45/50; Spells: 1 - 3/5, 2 - 2/3; Mental Focus: T 2/4, A 3/4, N 3/4; Spirit 4/4

Gender

Dhampir Haunt Collector 5|

About Faust Alhazred

Statistics:
Male Dhampir Haunt Collector Occultist 5
LN Medium Age 107
Init +0; Senses Darkvision 60ft, Perception +8
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DEFENSE
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AC 17, touch 10, flat-footed 17 (+7 armor)
hp 42
Fort +6(8), Ref +1(3), Will +4(6); -1 vs sonic effects/spells, +2 mind-effecting/disease, Endure Elements vs Hot
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OFFENSE
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Speed 20 ft.

Melee +1 Scimitar +8 (1d6+9) 18-20x2
w/ FF+PA +8 (1d6+12) 18-20x2

Ranged Darkwood Composite (3) Longbow +4 (1d8+5) 19-20x2
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STATISTICS
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Str 16(18), Dex 10, Con 14, Int 18, Wis 10, Cha 8
Base Atk +3; CMB 7; CMD 17
Traits Forbidden Knowledge, Pragmatic Activator
Feats Extra Mental Focus, Power Attack, Furious Focus
Skills
Arcana +12
Engineering +14
History/Planes +12
Linguistics +12
Religion +12
Perception +8
Spellcraft +12
UMD +14

Languages Common, Aklo, Necril, Undercommon, Varisian, Skald, Hallit, Abyssal, Polyglot, Sylvan

Special Abilities:

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SPECIAL ABILITIES
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Focus Powers:
Spoiler:

Mind Barrier (Sp): As a swift action, you can expend 1 point of mental focus to create a shield of mental energy around you that protects you from harm. The shield prevents a total of 2 points of damage per occultist level you possess. It lasts until the start of your next turn or until exhausted. For example, if you are 5th level, the mind barrier protects you from 10 points of damage; if you are hit by an attack that would deal 12 points of damage, the mind barrier is exhausted and you take 2 points of damage. You can activate this ability as an immediate action, but doing so costs 2 points of mental focus instead of 1.

Legacy Weapon (Su): As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5. You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.

Sudden Speed (Sp): As a swift action, you can expend 1 point of mental focus to grant yourself a burst of speed. This increases your land speed by 30 feet for 1 minute. This ability does not stack with itself.

Mind Fear (Sp): As a standard action, you can expend 1 point of mental focus to cause a living creature to succumb to fear. The target must be within 30 feet of you, and it can attempt a Will saving throw to negate the effect. If the target fails the save and has a number of Hit Dice less than or equal to yours, it is frightened for 1d4 rounds. If the target fails the saving throw and has a number of Hit Dice greater than yours, it is instead shaken for 1d4 rounds. This is a mind-affecting fear effect.

Necromantic Servant (Sp): As a standard action, you can expend 1 point of mental focus to raise a single human skeleton (Pathfinder RPG Bestiary 250) or human zombie (Bestiary 288) from the ground to serve you for 10 minutes per occultist level you possess or until it is destroyed, whichever comes first. This servant has a number of hit points equal to 1/2 your maximum hit point total (not adjusted for temporary hit points or other temporary increases). It also uses your base attack bonus and gains a bonus on damage rolls equal to 1/2 your occultist level. At 5th level, whenever the necromantic servant would be destroyed, if you are within medium range (100 feet + 10 feet per level) of the servant, you can expend 1 point of mental focus as an immediate action to cause the servant to return to full hit points. At 9th level, you can choose to give the servant the bloody or burning simple template (if it’s a skeleton) or the fast simple template (if it’s a zombie). At 13th level, when you take an immediate action to restore your servant, it splits into two servants. You can have a maximum number of servants in existence equal to 1/2 your occultist level. At 17th level, the servant gains a teamwork feat of your choice.

Quickness (Sp): As a standard action, you can expend 1 point of mental focus to grant supernatural quickness and reflexes to yourself or a willing living creature you touch. This functions as haste, but the bonus to AC and on Reflex saving throws increases to +2. This effect lasts for 1 round per occultist level you possess. You must be at least 5th level to select this focus power.

Resonant Powers:

Spoiler:

Warding Talisman (Su): The implement wards against adverse effects. Whoever wears (or holds, for bells) the implement gains a +1 resistance bonus on saving throws for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess.

Physical Enhancement (Su): The implement enhances its bearer’s body. When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess).

Possessed Possessions (Su): At 2nd level, and every 4 occultist levels thereafter, when the haunt collector chooses an implement school he doesn’t already know, instead of using implements as normal for that school, he can gain access to a haunted implement—a powerful, spirit-possessed item collected during his travels. When he selects a haunted implement, he forsakes the resonant power from the item’s implement group and instead selects a spirit from the medium’s list of spirits (Pathfinder RPG Occult Adventures 33), gaining that spirit’s seance boon in place of the resonant power. He can also call upon the implement’s haunting entity as a swift action to temporarily gain bonuses on all checks associated with the selected legendary spirit’s spirit bonus for 1 round. This spirit bonus is equal to 1/2 the amount of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels the haunt collector has. He can call upon this spirit bonus a number of times per day equal to the amount of mental focus invested in the implement, though invoking it doesn’t expend any mental focus. Once the spirit type is selected for an implement, it cannot be changed.

Champion Spirit Bonus: When you channel a champion, your spirit bonus applies on attack rolls, non-spell damage rolls, Strength checks, Strength-based skill checks, and Fortitude saves.
Champion Seance Boon: You gain a +2 bonus on all non-spell damage rolls.

Implements: Abjuration, Transmutation, Necromancy

Knacks: Mending, Resistance, Bleed

Magic Item Skill (Ex): At 2nd level, an occultist’s knowledge of magic items grants him a bonus when attempting to use them. He gains a bonus on all Use Magic Device checks equal to 1/2 his occultist level.

Object Reading (Su): At 2nd level, an occultist learns how to read information from items he examines. Examining an item in this way requires him to spend 1 minute handling the item. If the item is a magic item, the occultist learns its properties and command word as if he had successfully examined the item using detect magic and succeeded at a Spellcraft check. This ability does not reveal whether the item is cursed unless the occultist’s class level is equal to or greater than the caster level of the item. If the item has any historical significance, the occultist learns one piece of information about its past (as determined by the GM). Finally, if the item was last used no longer than 1 day ago per the occultist’s class level, the occultist learns one piece of information about the last creature to use the item. This information might be a glimpse of the creature’s appearance, a brief vision of what it saw while using the item, or perhaps its emotional state when it last used the item. The GM determines what information is gained in this way. This functions like the psychometry occult skill unlock (see page 196), but doesn’t require a skill check and can be used at will.

Shift Focus (Su): At 4th level, an occultist gains the ability to shift his mental focus from one implement to another, though some of the focus is lost along the way. Shifting mental focus removes a number of points of mental focus from one implement and adds the same number – 1 to another implement; this takes 1 minute of quiet contemplation while touching both implements. The occultist can shift his mental focus only from one implement to another implement; he can’t shift generic focus into an implement. Unlike expending focus normally, this shift can reduce the effect of a resonant power in the implement from which the mental focus was taken. It does not, however, add to the resonant power of the implement to which the focus is added.

Hauntist (Su): At 5th level, a haunt collector with at least one haunted implement gains the medium’s haunt channeler class feature (Occult Adventures 31), with an effective medium level equal to his occultist level – 2.

Haunt Channeler (Su): At 3rd level, a medium can use his familiarity with spirits to assist him when dealing with haunts. He can always act on the surprise round against a haunt, and his touch funnels a portion of the haunt into himself, dealing 1d6 points of damage to the haunt per 2 medium levels he possesses as if via positive energy and allowing the medium to ask the haunt a single question. The haunt can answer the question however it chooses. Additionally, the medium can forgo his saving throw against a haunt’s effects to funnel the haunt entirely into himself. If he does so, the medium suffers the haunt’s full effect, but the haunt doesn’t affect anyone else (even if it normally would). The haunt then gains control of the medium’s body for 24 hours. Once per minute, the medium can attempt to end this possession early by succeeding at a Will save (DC = 20 + 1/2 the medium’s class level).

Mental Focus: 12 Total, 4 in Transmutation, 4 in Abjuration, 4 in Necromancy

Racial Modifiers
+2 Acrobatics, Knowledge (engineering)
Spell-Like Ability: Erase 3/day
-1 penalty on saves against sonic effects and spells.
Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Resist Level Drain (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.

Spells:

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Spells
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SLA Erase (3/day)

0th Mending, Resistance, Bleed(At Will)

1st Shield, Lead Blades, Decompose Corpse (5/day)

2ns Resist Energy, Levitate, False Life (3/day)

Gear/Possessions:

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GEAR/POSSESSIONS
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+1 Scimitar
Cold Iron Dagger
Silver Morningstar
+1 Breastplate of Mental Focus
50ft Rope
Courtier's Outfit
Noble's Outfit
Bottled Brown Mold (2)
Grappling Hook
Alchemist Fire
Wand of Bless Weapon 10
Wand of Inflict Light Wounds 45
Alchemists' Fire (10)
Darkwood Composite (3) Longbow
Light Crossbow

Implements:
Boots - (Transmutation) The only momento from his vampiric father are his old, but well-kept, leather boots. They are cut in the highest of Geb fashion.
Holy Symbol/Amulet - (Abjuration) This talisman is crafted in the shape of three tentacles working to ensnare an orb of darkness.
Skull - (Necromancy) This skull belonged to his human brother who died at war several decades ago. A variety of onyx gems are inlaid within the skull, and a crack along the right side from a sword's blow remains.

Necromantic Servant Statblock:

NE Medium undead Init +6; Senses darkvision 60 ft.; Perception +0

DEFENSE
AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natural)
hp 21 (1/2 Faust's HP) Fort +0, Ref +2, Will +2DR 5/bludgeoning; Immune cold, undead traits

OFFENSE
Speed 30 ft. Melee broken scimitar +2 (1d6+3), claw –1 (1d4+4) or 2 claws +4 (1d4+4)

STATISTICS
Str 15, Dex 14, Con —, Int —, Wis 10, Cha 10
Base Atk +3; CMB +5; CMD 17
Feats Improved Initiative
Gear broken chain shirt, broken scimitar