Kyra

Kelly Fitzroy's page

35 posts. Alias of Diego Rossi.


Full Name

Felly Fitzroy

Race

Human

Classes/Levels

Occultist 2 [ HP: 17/17 | AC: 18 | T: 12 | FF: 16 | Fort +6 / Ref +3 / Will +4 | Init +4 / Percept +5 | MF 6/6 | Spells 3*0; 3*1]

Gender

Female

Size

Height: 5' 4"; Weight: 120lb; black hairs, blue eyes

Age

19

Special Abilities

14 dex with Physical Enhancement +2

Alignment

NG

Languages

Aklo Dwarven Celestial Elven Common

Occupation

Occult investigator

Strength 11
Dexterity 12
Constitution 14
Intelligence 18
Wisdom 10
Charisma 10

About Kelly Fitzroy

Background:
Kelly is the second daughter of a middle class family. In her family plans she was meant to marry a second cousin and be a good house wife. They gave her a good education, but didn’t thought she would have to work outside of the home to live. She wasn’t happy with the prospect but was resigned to it.
All changed a day when, while rummaging in old chests in the attic she found an old belt with an oriental design.
In her mind she saw the tale of the belt, how it was worn by the ancient alchemist Khalid ibn Yazid and how she could use it to do some of the magic of the alchemist.
That spurned her into searching for more items capable of unlocking her powers and into dedicating herself to occult researches.
The fiancée was appalled by her newfound willfulness and broke the engagement, causing great turmoil in the family and a rift that hasn’t totally healed.
Kelly left home and started working odd jobs and doing even a bit of larceny to live while studying in whatever library she was able to access and visiting curio shops trying to find more objects of power.
Her chance at fame come when she helped a minor noble to be rid of a poltergeist. Her ability to read objects allowed her to discover how to put it to permanent rest. Thanks to the grateful noble reward she now has a good stash of cash, some equipment and a small notoriety in his circle of friends.
She is now on his way to Crasmere, called by one of the noble acquaintances.

Condensed statblock:

Defense
—————
AC 18, touch 12, flat-footed 16 (+2 Dex)
hp 17 (2d8+4)
Fort +6, Ref +3, Will +4 (+2 bonus vs. hexes and spells or spell like abilities of fey)
—————
Offense
—————
Speed
Melee cold iron rapier +1 (1d6/18-20) or silver dagger +1 (1d4-1/19-20)
Ranged sling +3 (1d4)
Implement Schools
Abjuration (holy symbol, 2 points) Resonant—warding talisman; Focus—mind barrier
Conjuration (Compass, 1 point) Resonant—Casting Focus; Focus—Servitor
Transmutation (Belt of Khalid ibn Yazid, 3 points) Resonant—physical enhancement; Focus—legacy weapon
Occultist Spells Known (CL 2nd; concentration +6)
1st (3/day)— expeditious retreat , shield, Cure Light Wounds
0 (at will)— Stabilize, mending, resistance
—————
Statistics
—————
Str 11, Dex 14, Con 14, Int 18, Wis 10, Cha 10
Base Atk +1; CMB +1; CMD 13
Feats Extra Focus Power
Traits hex-proof, reactionary
Skills Appraise +4, Diplomacy +5, Knowledge (arcana) +8, Knowledge (dungeoneering) +5, Knowledge (engineering) +8, Knowledge (history) +8, Knowledge (local) +5, Knowledge (planes) +8, Knowledge (religion) +8, Perception +5, Perform (keyboard instruments) +1, Profession (Medium) +4, Profession (Cook) +4, Sense Motive +4, Spellcraft +9, Swim -5, Use Magic Device +6
Languages Aklo, Celestial, Common, Dwarven, Elven
SQ implements 3, magic item skill, mental focus (6/day), object reading
Combat Gear potion of cure light wounds , holy water; Other Gear breastplate, cold iron sword cane, dagger, sling, sling bullets (10), artisan's outfit, backpack, bandolier UE, bedroll, belt pouch, blotter (0.2 lb), chalk (10), chest, medium APG, flint and steel, ink, inkpen, inkpen, journal UE, knife for cutting quills into pens (0.5 lb), occultist's implement OA, occultist's implement OA, occultist's implement OA, pen nibs, pigment for making ink (0.2 lb), pot, ruler, small (0.1 lb), scholar's outfit, torch (10), trail rations (5), vial, waterskin,

92 gp, 4 sp

—————
Tracked Resources
—————
Dagger - 0/1
Holy water - 0/1
Mental Focus (6/day) (Su) - 6/6
Mental Focus: Abjuration Assigned (6 focus) - 2/6
Mental Focus: Abjuration Spent (2 focus) - 0/2
Mental Focus: Conjuration Assigned (6 focus) - 1/6
Mental Focus: Conjuration Spent (1 focus) - 0/1
Mental Focus: Transmutation Assigned (6 focus) - 3/6
Mental Focus: Transmutation Spent (3 focus) - 0/3
Potion of cure light wounds - 0/1
Sling bullets - 0/10
Torch - 0/10
Trail rations - 0/5
—————
Special Abilities
—————
Abjuration (holy symbol) Abjuration implements are objects associated with protection and wards.
Implements: Amulet, armor, bell, bracers, brooch, cloak, holy symbol, shield.

Illusion (Ring from a famous trickster) Illusion implements allow the occultist to distort the senses and cloak creatures from sight.
Implements: Crystal, hat, mask, prism, ring.

Transmutation (Belt of Khalid ibn Yazid) Transmutation implements can alter the properties of both objects and creatures.
Implements: Belt, boots, sandals, vest, weapon.

Aegis +1 (Su) 1 focus: Grant armor or shield enh. bonus and special ability.

Hex-Proof +2 to will saves vs. hexes and the spells of fey.

Mental Focus (6/day) (Su) You have a pool of points that activate your focus powers.

Object Reading (Su) Examine an object for 1 minute to learn properties, history, and about last user.

Philosopher's Touch (1 weapon, cold iron/silver, 2 minutes) (Su) 1 focus: Weapon touched counts as special material for overcoming DR.
.

combat:

BAB +1
Rapier
Main hand: +1, 1d6/18-20
Sling
Ranged, +3, 1d6 Rng: 50'

AC 18 Touch 12 flat footed 16

(breastplate, dexterity 14)
Saves
Fort +6, Dex +3, will +4

CMD 13 CMB +1

HP 17


Skills:

Skill points spent are the values within the parenthesis
All values are already modified by the armor where appropriate

Acrobatics -2
Appraise +4
Bluff +0
Climb -4
Diplomacy (2) +5
Disguise +0
Escape Artist -2
Fly -2
Heal +0
Intimidate +0
Knowledge (arcana) (1) +8
Knowledge (dungeoneering) (1) +5
Knowledge (engineering) (1) +8
Knowledge (history) (1) +8
Knowledge (local) (1) +5
Knowledge (planes) (1) +8
Knowledge (religion) (1) +8
Perception (2) +5
perform (keyboard) (1) +4
Professiom (cook) (1) +4
Professiom (medium) (1) +4
Ride -2
Sense Motive (1) +4
Spellcraft (2) +9
Stealth -2
Survival +0
Swim (1) -3
Use magic device (2) +6


Traits, feats and special abilities:

FEATS

ARMOR PROFICIENCY (Light & Medium)

EXTRA FOCUS POWER
You gain an additional focus power from your implements
TRAITS
Hex-Proof
+2 to will saves vs. hexes and the spells of fey.

Reactionary
+2 Initiative

RACIAL TRAIT
Dual Talent
Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

CLASS ABILITIES: Occultist
IMPLEMENTS
Abjuration (holy symbol)
Abjuration implements are objects associated with protection and wards
Conjuration (Compass)
Transmutation (Belt of Khalid ibn Yazid)

Mental focus that is not used before the next time the occultist
refreshes his focus is lost.

Aegis +1 (Su)
As a standard action, you can expend 1 point of mental focus and touch a suit of armor or a shield to grant it an enhancement bonus.
The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum bonus of +4 at 18th level). Enhancement bonuses gained via this ability stack with those of the armor or shield, to a maximum total enhancement bonus of +5. You can also imbue the armor or shield with any one armor or shield special ability that has an equivalent enhancement bonus less than or equal to your maximum bonus granted by this ability 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 aegis) to gain an armor or shield special ability. In either case, these bonuses last for 1 minute.

Casting Focus (Su)
The implement empowers the bearer’s ties to the worlds beyond, allowing his spells to maintain their power for a longer period of time. The bearer can add the implement as an additional focus component to any conjuration spell he casts that has a duration measured in rounds per level. If he does so, he adds 1 to his caster level for every 2 points of mental focus stored in the implement (to a maximum bonus equal to your occultist level). This increase applies only when determining the duration of the spell. Apply this increase after other effects that adjust a spell’s duration, such as Extend Spell.

Legacy Weapon +1 (Su)
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.

Mental Focus (6/day) (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 (see page 50), 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 on page 47) 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.

Mind Barrier (-4 damage) (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.

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.

Philosopher's Touch (1 weapon, cold iron/silver)
As a standard action, you can expend 1 point of mental focus and touch a weapon, causing it to gain the properties of a special material. You can cause the weapon to be treated as cold iron or silver for the purposes of overcoming damage reduction for 1 minute per occultist level you possess. At 4th level and every 4 levels thereafter, you can touch an additional weapon as part of using this ability to grant that weapon the same benefit (still expending only 1 point of mental focus). At 11th level, you can cause any weapon affected by this ability to act as if it were adamantine instead (but only for the purposes of overcoming damage reduction, not for overcoming hardness).

Physical Enhancement +2 (Dexterity) (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).

Servitor (Sp)

As a standard action, you can expend 1 point of mental focus to summon a servitor.
This ability functions as summon monster I, but you can use it only to summon a single creature, and the effect lasts for 1 minute. At 4th level and every 3 levels thereafter, the level of the summon monster spell increases by 1, to a maximum of summon monster VII at 19th level. You can't have more than one servitor in effect at a time. At any time, you can expend 1 point of mental focus as a free action to extend the duration of an active servitor by 1 minute.

Warding Talisman +1 (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.
.

Equipment:

Total Weight Carried: 56/115 lbs, Medium Load
(Light: 38 lbs, Medium: 76 lbs, Heavy: 115 lbs)
Artisan's outfit 4 lbs
Backpack (empty) 2 lbs
Bandolier (empty) <In: Chest, medium (33 @ 28.4 lbs)> -
Bedroll <In: Chest, medium (33 @ 28.4 lbs)> 5 lbs
Belt pouch (empty) 0.5 lbs
Blotter <In: Chest, medium (33 @ 28.4 lbs)> 0.2 lbs
Breastplate 30 lbs
Chalk x9 <In: Chest, medium (33 @ 28.4 lbs)> -
Chalk -
Chest, medium (33 @ 28.4 lbs) <In: Dropped to
ground (1 @ 78.4 lbs)>
50 lbs
Cold iron rapier 2 lbs
Dagger
Explorer's outfit (Free) <In: Chest, medium (33 @ 28.4
lbs)>
Flint and steel -
Holy water 1 lb
Ink, black <In: Chest, medium (33 @ 28.4 lbs)> -
Inkpen -
Inkpen <In: Chest, medium (33 @ 28.4 lbs)> -
Journal 1 lb
Knife for cutting quills into pens 0.5 lbs
Occultist's implement (Belt) 0.5 lbs
Occultist's implement (Holy symbol) 0.5 lbs
Occultist's implement (Compass) 0.5 lbs
Pen nibs -
Pigment for making ink <In: Chest, medium (33 @
28.4 lbs)>
0.2 lbs
Pot <In: Chest, medium (33 @ 28.4 lbs)> 4 lbs
Potion of cure light wounds -
Ruler, small 0.1 lbs
Scholar's outfit 6 lbs
Silver dagger 1 lb
Sling -
Sling bullets x10 0.5 lbs
Torch x10 <In: Chest, medium (33 @ 28.4 lbs)> 1 lbInkpen -
Trail rations x5 <In: Chest, medium (33 @ 28.4 lbs)> 1 lb
Vial -
Waterskin <In: Chest, medium (33 @ 28.4 lbs)> 4 lbs

Languages:

Aklo
Dwarven
Celestial
Elven
Common.

appearance:

Height 5’ 4”
Weight 120 lbs
Age 19

Hair black
Eyes: blue
Skin fair


Spells:

Occultist spells known (CL 2nd; concentration +6)
Melee Touch +1 Ranged Touch +3
1st (3/day)—expeditious retreat, shield, cure light wounds
0th (at will)—ghost sound (DC 14), mending, stabilize