Miacknian Mun

Aelius Galenus's page

1 post. Alias of KeeperofRunes.


About Aelius Galenus

Marsyas
Middle Aged Male Human (Kellid) Occultist (Haunt Collector) 1
NG Medium Humanoid
Init +2; Senses Normal Sight Perception +6
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 10 (1d8+2)
Fort +3, Ref +2, Will +4
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Offense
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Base Atk 0; CMB 1; CMD 13
Speed 30 ft.
Melee
Light Pick +1 1d4+1 (x4)
Ranged
Shortbow +2 1d6 (x3)
Shortbow Point blank +3 1d6+1 (x3)
Special Attacks

Spells:

Lvl 0 (dc=15)
Resistance, Message
Lvl 1 (dc=16)
Shield, Lead Blades

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Statistics
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Abilities:

Str 12
Dex 14
Con 12
Int 20
Wis 14
Cha 8

Feats:

H1 Extra Mental Focus
1 Point Blank Shot

Traits:

Methodical Mind (K. History, Arcana, Religion) History for research)
Pragmatic Activator

Skills:

(12 points; 4 class, 5 INT, 1 Race, 2 Background)
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Acrobatics* +1 = DEX 2+0+0-1
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Appraise +9 = INT 5+1+3
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Bluff -1 = CHA -1+0+0
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Climb* +0 = STR 1+0+0-1
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Craft +5 = INT 5+0+0
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Diplomacy -1 = CHA -1+0+0
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Disable Device*† +1 = DEX 2+0+0-1
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Disguise -1 = CHA -1+0+0
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Escape Artist* +1 = DEX 2+0+0-1
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Fly* +5 = DEX 2+1+3-1
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Handle Animal† -1 = CHA -1+0+0
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Heal +2 = WIS 2+0+0
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Intimidate -1 = CHA -1+0+0
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K (Arcana)† +10 = INT 5+1+3+1 (+1 Trait)
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K (Dungeoneering)† +5 = INT 5+0+0
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K (Engineering)† +9 = INT 5+1+3
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K (Geography)† +5 = INT 5+0+0
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K (History)† +10 = INT 5+1+3+1 (+1 Background)
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K (Local)† +5 = INT 5+0+0
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K (Nature)† +5 = INT 5+0+0
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K (Nobility)† +5 = INT 5+0+0
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K (Planes)† +10 = INT 5+1+3+1 (+1 Trait)
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K (Religion)† +9 = INT 5+1+3
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Linguistics† +9 = INT 5+1+3
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Perception +6 = WIS 2+1+3
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Perform -1 = CHA -1+0+0
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Profession ()† +2 = WIS 2+0+0
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Ride +2 = DEX 2+0+0
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Sense Motive +6 = WIS 2+1+3
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Sleight of Hand*† +1 = DEX 2+0+0-1
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Spellcraft† +9 = INT 5+1+3
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Stealth* +1 = DEX 2+0+0-1
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Survival +2 = WIS 2+0+0
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Swim* +0 = STR 1+0+0-1
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Use Magic Device† +9 = INT 5+1+3
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ACP -1
†Can only be attempted trained
*ACP applies to these skills

Non-Standard Skill Bonuses
+1 K. History, Arcana, Planes
Int based UMD (Trait)

Languages:

Common
Ancient Osiriani
Azlanti
Thassalonian
Draconic
Infernal
Celestial

Equipment:

Combat Gear
Shortbow
40 Arrows
Light Pick
Studded Leather
Other Gear
50 ft of silk rope
Inkpen
Ink
3 pages of paper
Scholar’s outfit
Coin
2 sp

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TRACKED RESOURCES
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Total Mental Focus 8/8
Mental Focus (Transmutation) x/x
Mental Focus (Abjuration) x/x
1st level spells 3/3
Arrows 40/40
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Special Abilities
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Class Abilities:

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.

Implements
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 schools more than once in order to learn additional spells from the associated school.

Each implement schools 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 schools 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 schools 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 schools grants access to a number of other focus powers that the occultist can select from using his mental focus class feature.

Mental Focus
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.

Spoiler:

[spoiler=Resonant Powers]
Physical Enhancement (Transmutation)
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).

Warding Talisman (Abjuration)
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.


[spoiler=Focus Powers (Abjuration)]
Mind Barrier
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.


Focus Powers (Transmutation):

Legacy Weapon
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
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.

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Fluff
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[spoiler=Description]
A relatively aged man at 48 Marsyas is Caucasian and well-tanned his hair is just starting to grey from its chestnut brown he has it styled in a Caesar cut, he generally dresses functionally but something about him just feels weird, he is reasonably aloof and awkward seeing things as they are and missing nuance especially in speech.


background Known:

I am a collector I doesn't know exactly what I should be collecting or why I collect them but I knows that sometimes the things I collects do magic for me. So I keeps collecting, Knick knacks, relics, heirlooms anything that looks like it might have been significant to someone but wouldn't be worth significant things to others I take. why do I do this? … why do I do this?
Because? … Because I am a collector.

Background ideas unknown:

Marsyas is a kellid Occultist (Haunt collector), he studied at the University of Lepidstadt primarily in history specializing in the latent power left in items that belonged to those with great power, he graduated well respected and went on to join the Pathfinder society for a brief time to try and get access to the Dark Archives collection, instead he found that they kept sending him on expeditions that seemed beyond his capacity and he retired and started working as a researcher at different institutions around Avistan. eventually he found himself back in Ustlav in the expeditions wing of the Sincomakti School of Sciences where on an expedition down the Danver river he fell off a boat and woke up remembering nothing and in an asylum.

Questions:

1. What did you do before you became amnesiac? Who or what landed the blow to your head?
I was an academic and I fell off a boat

2. If you were in Ustalav's armies, did you see any action? How did Ustalav's wars affect you?

I was not in the arimes

3. Were you a researcher (good for Alchemists)? Were you working on a breakthrough with your alchemy?

I was a researcher and I wasn't working with alchemy but I was on the way to an important occult sight in Lake Encarthan.

4. Did you have a rival in your earlier life? If you were married, was it a rocky marriage? Are you in a homosexual relationship that was going south?

I made a few rivals within the Pathfinder society in my brief period there, I tried to gain access to things I shouldn't have been going near, there are a fair few people in the Dark Archive that would rather I disappeared.

5. Were you comfortable and had the blessings of wealth?

I was never poor but never wealthy enough to retire either.

6. What is your religion? Did you worship one of Golarion's many gods? Or was like Wiccanism? Was your worship casual? Are you an atheist and did not believe in any god or religious movement? Are you more spiritual?

I think that all the gods are worthy of praise but looking to one over all the others would be insanity, all the great gifts of all the gods can be gained if you stay neutral.

7. What are your dreams or aspirations?

To do anything of note, I wrote a thesis that wasn't worth a damn after doing work following others at a noteworthy institution and did well but never did anything that truly mattered, I want to become someone who can make the things I find.

8. A question for players: What are you looking for in this AP? Hack and Slash Combat? Intrigue? Roleplaying?

I like the idea of intrigue and roleplaying most but a balance of all three would be ideal