Elf

Akazim's page

69 posts. Organized Play character for Nomadical.


Full Name

Akazim

Race

| HP: 84 / 84 | AC: 21 (T 12 / FF 20) | CMB: +10, CMD: 22 | F: +13, R: +7, W: +10

Classes/Levels

| Speed 30ft | Mental Focus: Trans 14/14 :: Abj 7/7 | Spells 1 = 7 / 7 | 2 = 6 / 6 | 3 = 4 / 4 | Active conditions: None

Gender

Male N Half-Elf Occultist (Battle-Host) 9

Alignment

Neutral

Deity

Magdh

Languages

Common, Azlanti, Cyclops, Draconic, Dwarven, Elven, Gnoll, Gnome, Hallit, Ignan, Kelish, Osiriani (Ancient and Modern with an Ancient accent), Polyglot, Thessalonian, Tien, Vudrani

Occupation

Collector and dealer in antique arms and armor, Verified Appraiser of Qadira

Strength 18
Dexterity 12
Constitution 18
Intelligence 18
Wisdom 12
Charisma 7

About Akazim

Class Features:
Implements and Panolpy 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. His glaive serves as his implement for both of his selected schools: Transmutation and Abjuration.

Mental Focus: 21 points, split Transmutation 14 / Abjuration 7
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. Focus = 21 (INT 6, Level 9, Extra Focus feat 2, Elf FCB 4)

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 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.
Resonant Powers:
Legacy Weapon: {Transmutation} 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 (+2). 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.
NOTE: Applying the bane special weapon property costs +1, leaving the other +1 as a stacking enhancement bonus. This adds a total of +3 to attack and +3d6+3 to damage.

Mind Barrier: (Sp) {Abjuration} 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 (18 points). It lasts until the start of your next turn or until exhausted. You can activate this ability as an immediate action, but doing so costs 2 points of mental focus instead of 1.

Physical Enhancement: (Su) {Transmutation} The implement enhances its bearer’s body. When you invest mental focus in the implement, select a physical ability score (Constitution). 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). (Currently set to +4 Constitution.)

Warding Talisman (Su) {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. (Currently at +3)

Focus Powers:
Size Alteration: (Sp) {Transmutation} As a standard action, you can expend 1 point of mental focus and touch a creature to alter its size. You can increase or decrease the creature’s size by one step, as enlarge person or reduce person but not limited by the creature’s type. If the creature is hostile toward you, using this ability requires a successful melee touch attack, and the creature can attempt a Fortitude save to negate the effect. This effect lasts for 1 round per occultist level you possess. You can’t use this ability on a creature that is already subject to an effect that alters its size.

Philosopher’s Touch: (Su) {Transmutation} 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). (3 weapons)

Energy Shield: (Sp) {Abjuration} As a swift action, you can expend 1 point of mental focus to surround yourself with a shield that protects you from energy damage. Whenever you take acid, cold, electricity, or fire damage, the shield absorbs the damage (as protection from energy). The energy shield can absorb up to 5 points of energy damage per occultist level you possess (45 points). This shield lasts for 1 minute or until its power is exhausted. Its effect doesn’t stack with itself, with protection from energy, or with resist energy. You can activate the energy shield as an immediate action by expending 2 points of mental focus instead of 1.

Unraveling: (Sp) {Abjuration} As a standard action, you can expend 1 point of mental focus to unravel a magical effect. This functions as a targeted dispel magic spell, but you must be adjacent to the effect to unravel it. If the effect is created by psychic magic, you receive a +5 bonus on your caster level check to unravel it. If the effect targets an object in your possession, you automatically succeed at the check.

Mind over Gravity: (Sp) {Transmutation} As a standard action, you can expend 1 point of mental focus to give yourself a fly speed of 60 feet with perfect maneuverability. This effect lasts for 1 minute per occultist level you possess.

Telekinetic Mastery: (Sp) {Transmutation} As a standard action, you can expend 1 point of mental focus to grant yourself telekinetic power. This functions as telekinesis, except you don’t need to concentrate on the effect to maintain it, and using any one of its effects is a standard action, This effect lasts for 1 round per occultist level you possess.

Other Class Features:
Battle Skill: At 2nd level, an occultist’s knowledge of magic items grants him a bonus when attempting to use them. He gains a bonus on all Use Magic Device checks equal to 1/2 his occultist level. However, a battle host’s magic item skill ability applies only on checks with weapons, armor, and shields.

Object Reading: 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 (Occult Adventures page 196), but doesn’t require a skill check and can be used at will. However, a battle host can use object reading on only weapons, armor, and shields.

Spirit Warrior: (Sp) At 5th level, a battle host can call forth the spirit of a dead warrior who once owned his bonded item. Calling the spirit is a standard action, and unlike the use of most spell-like abilities, it doesn’t provoke an attack of opportunity. This ability functions as spiritual ally, using the battle host’s occultist level as his caster level and his Intelligence modifier instead of his Wisdom modifier to determine the spell’s effects. The battle host can summon a spirit warrior once per day at 5th level, plus one additional time per day for every 4 occultist levels he possesses beyond 5th (Now Twice per day). This ability replaces aura sight.

Heroic Splendor: (Su) At 6th level, a battle host can draw power from his bonded item to imbue himself with superhuman strength, agility, or resilience. As a swift action, a battle host can grant himself a +4 insight bonus to Strength, Dexterity, or Constitution for 1 minute. The battle host can use this ability once per day at 6th level, plus one additional time per day for every 4 occultist levels he possesses beyond 6th. If he activates heroic splendor again before the duration expires, the new use of heroic splendor replaces the old use. This ability replaces outside contact.

Spells per Day:: 1 = 7 / 2 = 6 / 3 = 4
Spells Known::
0 = Message, Resistance
1 = Alarm , Liberating Command
2 = Node of Blasting , Splinter Spell Resistance , Darkvision
3 = Haste , Resist Energy, Communal

Skills:

Appraise +25*
Diplomacy +9 (if “language-based,” otherwise +4)
Fly +11 (9 ranks)
Knowledge (Arcana) +17
Knowledge (Dungeoneering) +13
Knowledge (Engineering) +14
Knowledge (Geography) +11
Knowledge (History) +17
Knowledge (Local) +17
Knowledge (Nobility) +16
Knowledge (Planes) +22
Knowledge (Religion) +17
Linguistics +21
Perception +14
Sense Motive +6
Spellcraft +15
Swim +4
UMD +22 (Note, cannot fail to activate wands even on a Nat 1.) **

*Appraise: +2 for Masterwork tool magnifying glass not included, skill used for Day Job check
**UMD: Class feature Battle Skill (Ex) not included. +4 vs armor, weapons, and shields

Occult Skill unlocks for Appraise, Diplomacy, Sense Motive, Linguistics, Perception and Knowledge (Arcana) are also usable

Offense
+1 Glaive-guisarme +11 / +6 (1d10+7 / 20 x3)
Spiked Armor +10 / +5 (1d6+4 / 20 x2)
Ammentum +7 / +2 (1d6+4 / 20 x2) Range 50’
Cestus +10 / +5 (1d4+4 / 19-20 x2)
BAB: +6
CMB: +10
Initiative: +7 (Dex 1, Trait 2, Feat 4)

Defense:
AC: 21 (Armor +8, Dex +1, Natural +1, Deflection +1)
Touch: 12
Flat-Footed: 20
CMD: 22
Saves: F +13 / R + 7 / W +10
Immune to magic sleep effects and gains a +2 racial bonus against enchantment spells and effects.

Equipment:
+1 Glaive-guisarme with Shrinking
Armor: +1 Piecemeal armor from a chronicle (Piecemeal armor normally not legal). Counts as Heavy armor, but with the following components: mitral chain torso, banded mail arms, studded leather legs. AC +8, Max Dex +1, Speed 30, ACP -2
Ring of Protection +1
Boots of the Cat
Headband of Vast Intelligence +4 (UMD and Fly)
Belt of Giant Strength +2
Amulet of Natural Armor +1
Jade Wayfinder (casts guidance instead of light)
Magnifying glass: masterwork tool for Appraise skill
Ioun torch and Gold Ioun stone (Linguistics)
Incandescent Blue sphere ioun stone slotted into wayfinder
Spell Lattice 2 (Darkvision)

Wands: (charges remaining)
Cure Light Wounds (37)
Shield (41)
Magic Weapon (36)
Detect Magic (45)
Daylight (10)
Infernal Healing (35)

Feats:
1: Extra Mental Focus: 2 extra points of mental focus
1: Skill Focus (Appraise)
3: Extra Focus Power (Size Alteration)
4: Phalanx Formation (Class Bonus feat): When you wield a reach weapon with which you are proficient, allies don’t provide soft cover to opponents you attack with reach
5: Improved Initiative
7: Fey Obediance (Magdh)
8: Soulblade: As a standard action, you can make a weapon attack against a haunt. If successful, your attack deals damage equal to your weapon dice plus any enhancement bonus (d10+1) (but not other bonuses, such as those granted by Strength, Weapon Specialization, or class features like sneak attack).
8B: Blind-Fight: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded. (Bonus feat granted by slotting normal incandescent blue ioun into wayfinder)
9: Flickering Step: You can use dimension door as a spell-like ability with a caster level equal to your ranks in Knowledge (planes) {= 9}. You can’t teleport a distance greater than twice your base speed in this way, and you must have both line of sight and line of effect to your destination. You can use this feat’s benefit once per day, plus an additional time per day for every 5 ranks you have in Knowledge (planes) {9 ranks = 3 times per day}

Abilities, Traits, Languages:

STR 18 (+4)
DEX 12 (+1)
CON 18 (+4)
INT 22 (+6)
WIS 12 (+1)
CHA 7 (-2)

Elven Reflexes: [Race=Half Elf] You gain a +2 trait bonus on Initiative checks.
Clever Wordplay [Social] Choose one Charisma based skill (UMD). You attempt checks with that skill using your INT modifier instead of your CHA modifier.

Languages:: Common, Azlanti, Cyclops, Draconic, Dwarven, Elven, Gnoll, Gnome, Hallit, Ignan, Kelish, Osiriani (Ancient and Modern with an Ancient accent), Polyglot, Thessalonian, Tien, Vudrani

Faction Boons
Exchange Season 6 Entrepreneur: Once per game session, you may either purchase an item found on one of your Chronicle sheets at a 5% discount, or gain a +5 circumstance bonus on your Day Job check. This discount stacks with similar abilities for a maximum discount of 10%.

Exchange Season 6 Associate: Instead of paying 5 additional Prestige Points to purchase items and services in settlements with fewer than 5,000 residents, you only pay this extra cost in settlements with fewer than 2,000 residents. In addition treat your Fame as 2 higher for the purpose of calculating your purchase limit.
Exchange Season 6 Chairperson: The discount and bonus on Day Job checks that the Entrepreneur boon provides increase to 10% and +10 respectively. A DC 50 Day Job check now earns you 300 gp. When another PC attempts a Day Job check, she gains a +3 circumstance bonus on the check and can earn 200 gp on a result of 45 or higher.
Exchange Season 8 Slush Fund: You can attempt a Day Job check untrained. When you roll a Day Job check, you always receive at least 25 gp for every two goals you’ve completed (2). If you expended gold on tolls, bribes, living expenses, or other non-permanent costs during an adventure, your faction reimburses you for the gold spent, to a maximum of the amount you earned on your Day Job check.

Prestige Award: Validated Appraiser (Qadira) [PFS Field Guide, pg 19] (5 PP) You are an official appraiser for the faction, and can use Appraise checks for your Day Job checks.

Exchange Faction Pin: Once per session, you can add +1 to a skill check. If you apply this benefit to one of your faction’s favored skills (Knowledge (local), Appraise, and Intimidate), you can instead roll 1d4 and add the result to a skill check.