Dr Davaulus

Humbert Ardentask's page

60 posts. Organized Play character for Great Green God.


Full Name

Humbert Philmon Ardentask

Race

Human

Classes/Levels

Occultist 1 | hp 9 | AC 11, T 11, FF 10 shield +4 AC | CMD 12 | F +3, R +1, W +3 | Spd 30' | Init +1 | Kn(Arc, His, Loc, Pla, Rel) +8, Perc +5, Scrft +8 SensM +1 | inspiration 3/4/day | focus 5/day |

Gender

Male

Size

Medium

Special Abilities

amateur investigator (4/day), implements 2, mental focus (5/day)

Alignment

Neutral

Languages

Aklo, Azlanti, Common, Draconic, Infernal, Osiriani (ancient)

Occupation

Dilettante, historian, occultist, author, and ghostwriter of weird fiction, and very often, cheap pornography

Strength 12
Dexterity 13
Constitution 12
Intelligence 18
Wisdom 13
Charisma 10

About Humbert Ardentask

"I am Westcrown." ~H. P. Ardentask

Humbert Philmon Ardentask
Male human (Chelaxian) occultist 1 (Pathfinder RPG Occult Adventures 46)
N Medium humanoid (human)
Init +1; Senses Perception +5
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Defense
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AC
11, touch 11, flat-footed 10 (+1 Dex)
hp 9 (1d8+1)
Fort +3, Ref +1, Will +3
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Offense
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Speed 30 ft.
Melee sword cane +1 (1d6+1) or
_____ unarmed strike +1 (1d3+1 nonlethal)
Ranged light crossbow +1 (1d8/19-20)
Implement Schools (5 generic focus)
__ Abjuration (Mother's locket, 0 points) Resonant—warding talisman; Focus—mind barrier
__ Conjuration (Strange figurine of chiseled ivory, 0 points) Resonant—casting focus; Focus—servitor
Occultist Spells Known (CL 1st; concentration +5)
__ 1st (2/day)shield, unseen servant
__ 0 (at will)resistance, stabilize
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Statistics
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Str
12, Dex 13, Con 12, Int 18, Wis 13, Cha 10
Base Atk +0; CMB +1; CMD 12
Feats Amateur Investigator ACG, Skill Focus (Profession [author])
Traits pragmatic activator, world traveler
Skills Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (local) +9, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +8, Perception +5, Profession (author) +8, Spellcraft +8, Use Magic Device +8
Languages Aklo, Ancient Osiriani, Azlanti, Common (he's a Taldane-ophile), Draconic, Infernal
SQ implements 2, mental focus (5/day)
Other Gear crossbow bolts (10), light crossbow, sword cane APG, backpack, bedroll, belt pouch, chalk (10), flint and steel, ink, inkpen, mother's locket (occultist's implement) OA, pot, strange figurine of chiseled ivory (occultist's implement) OA, torch (10), trail rations (5), waterskin, 11 gp
Mission Gear cold weather outfit, snowshoes
Mission Abilities
The next successful melee or ranged attack made by each PC before the end of the adventure automatically gains the benefits of the boosted Allied Offensive aid token effect.

Allied Offensive: A Pathfinder agent strikes a creature at the same time as the PC, increasing the damage dealt by one attack by 1d8 points. In addition, after the attack, anyone attacking the target is considered to be flanking it until the beginning of the attacker’s next turn.
Each PC gains the benefit of the Athletic or Acrobatic feat for the rest of the scenario!
Each PC can use martial flexibility as a 1st-level brawler (Pathfinder RPG Advanced Class Guide 23) once before the end of the adventure; if a PC already has the martial flexibility class feature, she gains 1 additional use per day for the rest of the adventure.
At the start of an encounter, each PC can choose to gain the Precise Strike feat (Pathfinder RPG Advanced Player's Guide 167) for the duration of the encounter. Each PC can use this benefit once before the end of the adventure.
Before attempting a Bluff, Escape Artist, Perform, or Sleight of Hand check during this adventure, a PC can decide to roll twice and take the higher result. Each PC can use this benefit once before the end of the adventure.
Each PC gains the Nimble Moves feat until the end of the adventure
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Tracked Resources
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Amateur Investigator (4/day) - 0/4
Crossbow bolts - 0/10
Mental Focus (5/day) (Su) - 0/5
Mental Focus: Abjuration Assigned (5 focus) - 0/5
Mental Focus: Abjuration Spent - 0/0
Mental Focus: Conjuration Assigned (5 focus) - 0/5
Mental Focus: Conjuration Spent - 0/0
Torch - 0/10
Trail rations - 0/5
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Special Abilities
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Abjuration (Mother's locket) Abjuration implements are objects associated with protection and wards.
Implements: Amulet, armor, bell, bracers, brooch, cloak, holy symbol, shield.

Amateur Investigator (4/day) Like an investigator, you have the ability to augment your Knowledge, Linguistics, and Spellcraft skill checks. You gain a pool of inspiration equal to your Intelligence modifier. You can expend one use of inspiration as a free action to add 1d6 to the result of a Knowledge, Linguistics, or Spellcraft check, as long as you are trained in that skill (even if you take 10 or 20 on that check). You make this choice after the check is rolled and before the results of the roll are revealed. You can use inspiration only once per skill check. Your pool of inspiration refreshes each day, typically after you get a restful night's sleep. Special: If you gain levels in a class that has the inspiration class feature, you can immediately trade this feat for the Extra Inspiration feat.

Conjuration (Strange figurine of chiseled ivory) Implements used in conjuration allow the occultist to perform magic that transports or calls creatures.
Implements: Bowl, brazier, compass, figurine, lantern, mirror.

Implements (Su) Gain a series of items which grant access to schools and powers.

Mental Focus (5/day) (Su) You have a pool of points that activate your focus powers.

Obey (DC 14) (Sp) As a standard action, Humbert can issue a command to one living creature by expending 1 point of mental focus.

This functions as command. The target must be within 30 feet and capable of understanding Humbert's order. The target can attempt a Will save to negate this effect. If the creature is the same creature type as Humbert, it takes a –2 penalty on this saving throw.

Sign in:

Player Great Green God
Character Humbert Ardentask
PFS # 139009-21
Faction Scarab Sages
Day Job [dice=profession (author)]1d20+8[/dice]

Class Features:
The following are the class features of the occultist.
Weapon and Armor Proficiency
An occultist is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Spell Casting
An occultist casts psychic spells drawn from the occultist spell list, limited by the implement groups he knows.

He can cast any spell he knows without preparing it ahead of time. Every occultist spell has an implement component (see Implements). To learn or cast a spell, an occultist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an occultist's spell equals 10 + the spell level + the occultist's Intelligence modifier.

An occultist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Occultist. In addition, he gains bonus spells per day if he has a high Intelligence score.

The occultist's selection of spells is limited. For each implement school he learns to use, he can add one spell of each level he can cast to his list of spells known, chosen from that school's spell list. If he selects the same implement school multiple times, he adds one spell of each level from that school's list for each time he has selected that school.

When the occultist learns to cast a new level of spells, he immediately adds one spell of that level to his list of spells known from each implement school he knows (plus any extra spells from schools he has selected multiple times).

At 5th level and every 3 occultist levels thereafter (8th, 11th, and so on), an occultist can choose to learn a new spell in place of one he already knows. In effect, the occultist loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level occultist spell the occultist can cast. The spell learned must come from the same list of spells provided by the implement school of the spell lost. An occultist can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.

An occultist need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.

Focus Powers (Su)
At 1st level, an occultist learns the base focus power from both of his two implement schools (see Implements below) and can select one more focus power from the list of those available to him through those schools.

Whenever the occultist learns a new implement school, he gains the base power of that school. In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power selected from the options granted by all of the implement schools he knows. The occultist can use focus powers only by expending mental focus (see Mental Focus).

Unless otherwise noted, the DC for any saving throw against a focus power equals 10 + 1/2 the occultist's level + the occultist's Intelligence modifier. The occultist can't select a focus power more than once. Some focus powers require him to reach a specific occultist level before he can choose them.

Implements (Su)
At 1st level, an occultist learns to use two implement schools. At 2nd level and every 4 occultist levels thereafter, the occultist learns to use one additional implement school, to a maximum of seven schools at 18th level. Each implement school adds one spell per spell level of that school of magic to the occultist's spell list. No spells from any other school are considered to be on the occultist's spell list until he selects the associated implement school. He can't use spell trigger or spell completion magic items from unknown schools without succeeding at the appropriate Use Magic Device check. An occultist can select an implement school more than once in order to learn additional spells from the associated school.

Each implement school is represented by a small list of objects. Every day, the occultist selects one item from that school's list to be his implement for the day for each implement school he knows. The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement school multiple times, in which case he needs one item for each set of spells gained from that school. Implements don't need to be magic items, and non-magical implements don't take up a magic item slot even if they're worn. Implements that are not magic items are often of some historical value or of personal significance to the occultist, such as the finger bone of a saint, the broken scepter of a long-dead king, the skull of a mentor's familiar, or the glass eye of an uncanny ancestor.

Whenever an occultist casts a spell, he must have the corresponding implement in his possession and present the implement to the target or toward the area of effect.

This act is part of casting the spell and doesn't require any additional action. If the occultist lacks the corresponding implement, he can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell's level) to do so. Spells cast by an occultist without the appropriate implement are always treated as if they were cast at the minimum caster level for the spell in question (caster level 1st for a 1st-level spell, caster level 4th for a 2nd-level spell, and so on).

Each implement school also grants a base focus power. This power is added to the list of focus powers possessed by the occultist (see Mental Focus below). In addition, each implement school grants access to a number of other focus powers that the occultist can select from using his mental focus class feature.

See Implement Schools for a complete list of implements associated with each school and their focus powers.

Knacks: An occultist learns one knack, or 0-level psychic spell, each time he selects an implement school (including when he again selects a school that he has already learned to use). These spells are cast like any other spell, but they can be cast any number of times per day. Knacks cast using any other spell slots because of metamagic feats applied to them, for example, consume spell slots as normal.

Mental Focus (Su)
An occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to utilize a variety of abilities depending on the implements and the amount of mental focus invested in them.

An occultist has a number of points of mental focus equal to his occultist level + his Intelligence modifier; these points refresh each day. He can divide this mental focus between his implements in any way he desires. If an implement is lost or destroyed, the focus invested in it is lost as well, though the occultist still refreshes those points of focus normally.

Once mental focus is invested inside an implement, the implement gains the resonant power of its implement school, and the occultist can expend the mental focus stored in the implement to activate the associated focus powers he knows. If a resonant power grants a bonus that varies based on the amount of mental focus invested in the implement, the bonus is determined when the focus is invested, and is not reduced or altered by expending the mental focus invested in the item. Once all of the mental focus in an implement has been expended, it loses its resonant power until mental focus is once again invested in the implement.

The implement grants its resonant power to whoever possesses it; the occultist can lend the implement to an ally to assist that ally, but if he does so, he has difficulty casting that implement's spells (see Implements) and can't expend that implement's focus on focus powers until he retrieves the implement or refreshes his focus.

The occultist refreshes his mental focus once each day after receiving at least 8 hours of sleep. After refreshing his mental focus, the occultist must spend 1 hour preparing his implements and investing them with this power. Mental focus that is not used before the next time the occultist refreshes his focus is lost.

The occultist can choose to save generic mental focus inside his own body instead of investing all of it, but expending this focus comes at a higher cost.

Any focus power the occultist activates with generic focus costs twice as much mental focus to use (and to maintain, if applicable). The occultist can expend his generic focus through an appropriate implement on any focus power he knows, but an implement he didn't invest any focus in at the start of the day grants no resonant power.