Occultist for S&S


Advice

Scarab Sages

I built this occultist for a home S&S campaign, i pick orator because i'd like to be the captain.

Spoiler:
Unnamed Hero
Male human (Ulfen) occultist 1 (Pathfinder RPG Occult Adventures 46)
CN Medium humanoid (human)
Init +2; Senses Perception +4
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Defense
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AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 10 (1d8+2)
Fort +4, Ref +2, Will +2
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Offense
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Speed 30 ft.
Melee quarterstaff +1 (1d6+1) or
spiked gauntlet +1 (1d4+1)
Ranged energy ray +2 touch () or
shortbow +2 (1d6/×3) or
sling +2 (1d4+1)
Implement Schools (6 generic focus)
Divination (googles, 0 points) Resonant—third eye; Focus—sudden insight
Evocation (staff, 0 points) Resonant—intense focus; Focus—energy ray
Occultist Spells Known (CL 1st; concentration +6)
1st (3/day)—burning hands (DC 16), psychic reading[OA]
0 (at will)—detect magic, light
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Statistics
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Str 12, Dex 14, Con 14, Int 20, Wis 10, Cha 7
Base Atk +0; CMB +1; CMD 13
Feats Orator[ACG], Skill Focus (Linguistics), Wasp Familiar
Traits pragmatic activator, swamp rebel, touched by the sea
Skills Knowledge (arcana) +9, Linguistics +12, Perception +4, Profession (sailor) +4, Sense Motive +4, Sleight of Hand +6, Spellcraft +9, Stealth +6 (+8 in swampy terrain), Survival +0 (+2 to avoid becoming lost when using this), Swim +6, Use Magic Device +9
Languages Aquan, Common, Elven, Halfling, Infernal, Polyglot, Skald, Undercommon
SQ implements 2, mark of slavery, mental focus (6/day)
Combat Gear desnan candle firework, glowing ink[UE], keros oil[UE], paper candle firework[UE], simple invisible ink; Other Gear leather armor, arrows (20), quarterstaff, shortbow, sling, spiked gauntlet, beast whistle (ungulate), bell, candle, chalk, compass[APG], earplugs[APG], false-bottomed cup[UE], fishhook, flint and steel, grappling arrow[UE], magnet[APG], masterwork backpack[APG], occultist's implement[OA], paper, parchment (2), perfume/cologne[UE], powder[APG] (2), rice paper[APG], sewing needle, signal whistle, silent whistle[APG], stationery[UE], string or twine[APG], tindertwig, trail rations (5), wandermeal[UE], weapon cord[APG], whetstone (2), 2 gp, 6 sp, 2 cp
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Special Abilities
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Divination (googles) Implements of the divination school grant powers related to foresight and remote viewing.

Implements: Book, crystal ball, goggles, harrow deck, headband, lenses, planchette.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evocation (staff) Implements focused on evocation grant the ability to create and direct energy to protect and to destroy.

Implements: Gloves, rod, staff, wand.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Implements (Su) Gain a series of items which grant access to schools and powers.
Mark of Slavery -2 to skills and attacks after failing a skill check, unless you're retrying the skill check,
Mental Focus (6/day) (Su) You have a pool of points that activate your focus powers.
Orator Use Ling in place of Bluff to tell falsehood, Diplo to change attitude or Intim to for cooperation.
Shape Mastery (Su) Spend up to your Int modifier to exclude squares from the area of an evocation spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

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