Seltyiel

Akatosh Grimfellow's page

19 posts. Organized Play character for Speckledorf.


Full Name

Akatosh Grimfellow

Race

Half-Elf

Classes/Levels

Battle Host Occultist 1 | HP 11/11 | AC 16, T 11, FF 15 | F: +4, R: +1, W: +3(+5 ench) | Perc +7 | Init +1 | Mental Focus 5/6

Gender

Male

Size

Medium

Alignment

LN

Deity

N/A

Languages

Common, Elven, Dwarven, Orcish, Celestial

Strength 16
Dexterity 12
Constitution 14
Intelligence 16
Wisdom 12
Charisma 7

About Akatosh Grimfellow

Init +1, Perception +7

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DEFENSE
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AC 16, touch 11, flat-footed 15 (+5 Armor, +1 Dex)
HP 11 (1d8+3)
Fort +4, Ref +1, Will +3; +2 vs. enchantment

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OFFENSE
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Speed 20 ft.
Melee Mwk Bastard Sword(2H) +4 (1d10+4/19-20); Mwk Bastard Sword(1H) +4 (1d10+3/19-20); Gauntlet +3 (1d3+3)
Ranged Light Crossbow +1 (1d8/19-20) 80 ft. 20 Bolts
Spells Known (CL 1st; concentration +4)
0 - Grave Words
1 - Cause Fear DC 14

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STATISTICS
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Base Atk +0; CMB +3; CMD 14
Feats Exotic Weapon Proficiency: Bastard Sword, Extra Mental Focus
Skills Diplomacy +2/+7, Knowledge Local +7, Knowledge Planes +7, Knowledge Religion +7, Perception +7, Spellcraft +7, Use Magic Device +7
Traits Student of Philosophy, Pragmatic Activator
Languages Common, Elven, Dwarven, Orcish, Celestial
SQ Mental Focus (6 total)
Gear Scale mail w/ locked gauntlet, Mwk Bastard Sword, Light crossbow w/ 20 bolts, backpack, 2 sunrods, trail rations (10), waterskin, rope 50 ft, 47 gp.

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SPECIAL ABILITIES
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Panoply Bond At 1st level, a battle host forms a supernatural bond with a specific weapon, suit of armor, or shield. This selection is permanent and can never be changed. The bonded item is masterwork quality and the battle host begins play with it at no cost.

The bonded item is immune to the broken condition for as long as the battle host lives. If a battle host dies and is restored to life, the bonded item is also restored if it was destroyed. Any magic powers associated with a battle host’s bonded item function only for the battle host; in the hands of anyone else it is only a masterwork item. The bonded item starts as an implement for any single school of magic at 1st level, and gains access to additional schools of magic at 2nd, 10th, 14th, and 18th levels, granting the battle host access to base focus powers and resonant powers accordingly. The battle host’s bonded item serves as his implement component to cast occultist spells of all the schools that he knows.

However, he must split his mental focus among the schools he knows for the purpose of determining resonant powers and using focus powers, even though he possesses only one physical item as an implement.

This ability alters implements, mental focus, spellcasting, and implement mastery.

Necromantic Focus The implement grants its possessor greater power over the undead. Whoever possesses the implement can control an additional 2 Hit Dice of undead for every point of mental focus invested in the item (to a maximum number of Hit Dice equal to 4 × your occultist level). Any spellcaster who bears the implement can add it as an additional focus component for a necromancy spell he casts to create undead. If he does so, he can create an additional number of HD of undead equal to the additional HD the implement allows him to control (apply this effect after doubling the HD of undead for desecrate, if applicable).

Undead creatures take a –1 penalty on saving throws against spells cast by the bearer of this implement for every 4 points of mental focus invested in this implement.

Mind Fear 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. DC 13

Necromantic Servant As a standard action, you can expend 1 point of mental focus to raise a single human skeleton or human zombie 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.

Skeleton Stat Block:
Init +6; Senses darkvision 60 ft.; Perception +0
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DEFENSE
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AC 14, touch 12, flat-footed 12 (+2 Dex, +2 Nat)
HP 5 (1/2 of PC)
Fort +0, Ref +2, Will +2
DR 5/bludgeoning; Immune cold, undead traits
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OFFENSE
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Speed 30 ft.
Melee 2 Claws +2 (1d4+2)
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STATISTICS
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Str 15, Dex 14, Con --, Int --, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Improved Initiative

Zombie Stat Block:
Init +0; Senses darkvision 60 ft.; Perception +0
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DEFENSE
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AC 12, touch 10, flat-footed 12 (+2 Nat)
HP 8 (1/2 of PC+3)
Fort +0, Ref +0, Will +3
DR 5/slashing; Immune undead traits
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OFFENSE
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Speed 30 ft.
Melee Slam +3 (1d6+4)
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STATISTICS
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Str 17, Dex 10, Con --, Int --, Wis 10, Cha 10
Base Atk +0; CMB +3; CMD 14
Feats Toughness
SQ staggered