Tef-Naju

Alakhest's page

55 posts. Organized Play character for graywulfe.


Full Name

Alakhest Thundergem

Race

Perc:+5 SM:+1; darkvision 60ft | stonecunning | Speed:20 | Mental Focus: 4/4 | Spells {1: 2/2} | Faction Pin {unused} | 1 star GM reroll {unused}|

Classes/Levels

Skills:
Appraise: +7, Know(Arcana): +7, Know(Planes): +7, Know(Religion): +7, Linguistics: +7, Perception: +5, Spellcraft: +7, UMD: +4

Gender

Male NG Oread Occultist 1 | HP:10/10 | AC:15 T:10 FF:15 | CMD: 13 | F:+4 R:+0 W:+3; +2 vs. altitude fatigue and sickness | Init:+0 |

Size

Medium | 4'10" 220lbs

Age

89

About Alakhest

Background (spoilers for Valley of the Veiled Flame):

Alakhest was born in Crystalcrag during its subjugation by the Efreeti Tygora Cinderfury. His parents were craftspeople, bookbinders specifically. This constant exposure to books led to a wide array of knowledge and eventually to discovering tomes of occult lore. When he was a young adult he discovered a strange longsword and shield in a trader’s collection. The items were neglected and in rough shape, but Alakhest felt a significance and connection to them. He secretly purchased them from the trader and hid them away. He studied them in secret, cleaning them, repairing them, and caring for them, eventually unlocking their secrets.

When pathfinders came to his home and overthrew Tygora, he was inspired by Reshu, a member of the team who was also a member of the Silver Crusade, who went out of her way to help the town recover after Tygora was gone. When the pathfinders left, Alakhest asked to go with Reshu. Reshu agreed to be his mentor and took him back to Absalom and introduced Alakhest to Ollysta Zadrian and the Silver Crusade. When Alakhest was ready, Reshu sponsored his entry as an initiate into the Pathfinder Society.

Background (spoiler-free):

Alakhest was born in an Oread settlement in the Zho Mountains. His parents were craftspeople, bookbinders specifically. This constant exposure to books led to a wide array of knowledge and eventually to discovering tomes of occult lore. When he was a young adult he discovered a strange longsword and shield in a trader’s collection. The items were neglected and in rough shape, but Alakhest felt a significance and connection to them. He purchased them from the trader, studied them, cleaning them, repairing them, and caring for them, eventually unlocking their secrets.

When pathfinders came to his home Reshu, a member of the team who was also a member of the Silver Crusade, inspired Alakhest. When the pathfinders left, Alakhest asked to go with Reshu. Reshu agreed to be his mentor and took him back to Absalom and introduced Alakhest to Ollysta Zadrian and the Silver Crusade. When Alakhest was ready, Reshu sponsored his entry as an initiate into the Pathfinder Society.


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Alakhest

Alakhest
Oread Occultist 1 (ARG p. 145, Occult Adventures pp. 46-59)
NG Medium outsider (native)
Init: +0; Senses: darkvision 60ft; Perception: +5

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Defense
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AC 15, touch 10, flat-footed 15 (+0 Dex, +4 armor, +1 shield)
hp 10 (1d8+2)
Fort +4, Ref +0, Will +3; +2 racial bonus vs. altitude fatigue and sickness
Resist acid 5

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Offense
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Speed 20ft
Melee longsword +3 (1d8+3/19-20)
or light steel shield +3 (1d3+3)
or melee touch spell +3
Ranged sling +0 (1d4+3)
or ranged touch spell +0
Space 5ft.; Reach 5ft.

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Special Abilities
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Implement Schools

  • Transmutation(Narvak, 3 points)-Resonant physical enhancement (+2 Str); Focus legacy weapon (+1), philosopher's touch (1 minute)
  • Abjuration(Bragha, 1 point)-Resonant warding talisman (+0); Focus mind barrier (-2 damage)

Occultist Spells Known (CL 1st; concentration +4)
1st (2/day) -- ant haul (DC 14), shield
Oth (at will) -- mending, resistance

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Statistics
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Str 14/16, Dex 10, Con 14, Int 16, Wis 12, Cha 11
Base Atk +0; CMB +3; CMD 13
Feats Dwarf Blooded
Traits Muscle of the Society, Statuesque(Black Marble)
Skills Appraise: +7, Know(Arcana): +7, Know(Planes): +7, Know(Religion): +7, Linguistics: +7, Perception: +5, Spellcraft: +7, UMD: +4; Armor Check Penalty -3; Racial Modifiers +2 racial bonus on Acrobatics checks made to cross narrow ledges, +2 bonus on Perception checks to notice unusual stonework
Languages Terran, Common, Kelish, Dwarven, Ignan, Celestial
SQ implements 2, mental focus (4), stone in the blood
Combat Gear ; Other Gear armored coat, Narvak (longsword), Bragha (light steel shield), sling with 30 bullets, backpack, bedroll, belt pouch, candle (2), chalk (11), explorer's outfit, flint and steel, grappling hook, hammer, hooded lantern, black ink (1 oz.), inkpen, journal, oil (5), piton (4), powder, iron pot, hemp rope (100 ft knotted), sack (2), shield sconce, silk rope (50 ft unknotted), tindertwig (4), torch (12), trail rations (5), waterskin, 2gp, 7sp

Class Abilities:

Implements (OA pp. 47-8)
Alakhest can access the abjuration school of magic through Bragha (his shield) and the transmutation school of magic through Narvak (his sword). Narvak and Bragha are part of the war panoply of an ancient Dwarven King.
Legacy Weapon +1 (Su) (OA pp. 57)
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.
Mind Barrier (-2 damage) (Sp) (OA pp. 50)
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. You can activate this ability as an immediate action, but doing so costs 2 points of mental focus instead of 1.
Philosopher's Touch (1 weapon; cold iron or silver) (Su) (OA pp. 57)
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 Str) (Su) (OA pp. 57)
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 (Su) (OA pp. 50)
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.

Feat details:

Dwarf Blooded (ARG p.147)
Prerequisite: Oread.
Benefit: Your dwarven heritage manifests in two ways. First, your speed is never modified by armor or encumbrance, as the dwarf slow and steady racial trait. Second, you gain the stonecunning dwarf racial trait.

Traits details:

Muscle of the Society (Pathfinder Society Primer p.15)
Your intense training with the Swords has taught you how to infiltrate otherwise inaccessible ruins and extract their treasures without too much exertion. You gain a +2 trait bonus on Strength checks made to break doors and lift portcullises, and you treat your Strength score as 2 higher for the purpose of determining your carrying capacity.

Statuesque (Black Marble) (Blood of the Elements p. 9)
You inherited the statuesque physical features of your shaitan parent. Disguise becomes a class skill for you, and you gain a +2 trait bonus on Disguise checks to disguise yourself as a statue made of a specific type of stone, such as marble, sandstone, or alabaster. Furthermore, you take none of the penalties normally associated with disguising yourself as a different type of creature. You must choose the type of stone you resemble when you take this trait; once chosen, it cannot be changed.

Racial Abilities details:

Mountain-Born (ARG pp. 144-145)
Oreads with this racial trait gain a +2 racial bonus on Acrobatics checks made to cross narrow ledges and on saves against altitude fatigue and sickness. This racial trait replaces the spell-like ability racial trait.
Stone in the Blood (ARG pp. 145)
Oreads with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they are subject to acid damage (the acid damage does not need to overcome the oread's resistances or immunities to activate this ability). The oread can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces earth affinity.
Stonecunning +2
+2 racial bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. Receive a check to notice any such features that they pass within 10 feet of, whether or not they are actively looking.