Odeenka

Allanarion's page

72 posts. Organized Play character for Tim Emrick.


Full Name

Allanarion

Race

HP 17/17; mental focus 2/6; crystalline dust 1/2 | AC 21, T 12, F 19 | F +5, R +2, W +4 | Init +2 | DV 60', Perc +5; [reroll used]

Gender

LN nonbinary aphorite occultist 2 |

About Allanarion

Allanarion is an androgynous, elven-looking humanoid with golden skin and hair and copper eyes. They wear a breastplate over a heavy leather duster.

Active temporary effects:
* Planar adaptation (CL 11, 11 hours)
* Pressure suit (endure elements, air supply, -1 skill checks)
* Lead blades (2 minutes)

ALLANARION
Nonbinary aphorite occultist 2
LN Medium outsider (native)
Initiative +2; darkvision 60 ft.; Perception +5

DEFENSE
AC 21, touch 12, flat-footed 19 (+6 armor, +1 Dex, +1 dodge, +1 natural, +2 shield)
hp 17 (2d8+4)
Fort +5, Ref +2, Will +4; +2 vs. mind-affecting and poison
Defensive Abilities crystalline dust (2 rounds/day); Resist electricity 7

OFFENSE
Speed 20 ft.
Melee masterwork longsword +4 (1d8+3/19-20)
Melee dagger +3 (1d4+3/19-20)
Ranged shortbow +2 (1d6/x3)
Aphorite Spell-like Abilities (CL 2nd; concentration +1)
1/day [used]–protection from chaos
Occultist Spell-like Abilities (CL 2nd; concentration +6)
1 mental focus–mind barrier [1 as swift, 2 as immediate], sudden insight (+1)
Occultist Spells Known (CL 2nd; concentration +6)
1st (3/day) [1 used]--comprehend languages, lead blades, shock shield
0 (at will)--detect magic, message, resistance

Statistics
Str 16, Dex 13, Con 12, Int 18, Wis 11, Cha 8
Base Atk +1; CMB +4; CMD 16
Feats Dodge
Traits Tactician (1/day), Unscathed
Skills Acrobatics -3 (-7 jumping), Craft (armor) +12, Disable Device +4 (+5 wo/ shield), Intimidate -1 (+1 vs. goblinoids), Knowledge (arcana, history, planes) +8 [+10 with Pathfinder Chronicle], Knowledge (engineering, religion) +8, Linguistics +8, Perception +5, Spellcraft +9, Use Magic Device +5; [untrained Str/Dex skills are at -1/-3 due to ACP (+0/-2 without shield)]
Languages Abyssal, Auran, Azlanti, Celestial, Common, Infernal, Terran
SQ implements (abjuration [2 focus], divination [1 focus], transmutation [3 focus]), legacy weapon (+1), mental focus (6/day), object reading, philosopher's touch (1 weapon), physical enhancement (+2 Str), third eye, warding talisman
Combat Gear potion of cure light wounds (2), wand of cure light wounds (49 charges); Other Gear masterwork breastplate [abjuration implement], masterwork heavy steel shield, dagger, masterwork longsword, shortbow and 13 cold iron arrows, lesser bristlecoat [charity boon (see below); transmutation implement], wayfinder [divination implement], bedroll, belt pouch, crowbar, explorer’s outfit, flint and steel, grappling hook, masterwork artisan’s tools (armor), masterwork backpack, masterwork thieves’ tools, Pathfinder Chronicles (arcana, history, planes), silk rope, waterskin, whetstone, 32 gp, 8 sp, 8 cp

Scenario-specific gear air crystals (2 pouches), potion of endure elements, snapleaf, pressure suit; [party gear: wand of cure light wounds (6/10 charges)]

Special Abilities
Crystalline Dust (Su) An aphorite can manifest a haze of crystalline dust that forms into indistinct runes and glyphs surrounding its body. This effect grants the aphorite a 20% miss chance against melee and ranged attacks. Activating this dust is a move action, but it can be maintained each round as a free action. The effect cannot be disrupted, but it ends immediately if the aphorite is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. An aphorite can use this ability a number of rounds per day equal to its Hit Dice, but the rounds do not need to be consecutive.

Focus Powers:

Legacy Weapon (Su) [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 (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 (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. 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.
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). 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).
Sudden Insight (Sp) [divination]: As a swift action, you can expend 1 point of mental focus to gain an insight into your immediate future. You can use this foreknowledge as a free action before you roll any ability check, attack roll, or skill check to gain an insight bonus on that roll equal to 1/2 your occultist level (minimum +1). You can use your foreknowledge only once per turn, and if it’s not used by the end of your turn, the insight fades and you gain no benefit.

Lesser Bristlecoat [Charity Boon] The lesser bristlecoat is a heavy leather duster that occupies the body slot, grants you a +1 enhancement to natural armor, and increases your effective Constitution score by 5 for determining when you would die from hit point damage. The lesser bristlecoat also has 3 charges that you can spend to invoke a wereboar’s power; these recharge at the beginning of each day. If you defeat a creature that possesses damage reduction overcome by silver weapons and whose CR equals or exceeds your level, the coat regains 2 charges (maximum once per day). As a swift action, you can spend one charge to gain a +2 enhancement bonus to your Strength, Dexterity, or Constitution for 1 minute, during which time you also develop minor boar-like features. You may spend an additional 2 charges to extend the coat’s natural armor and effective Constitution score increase to all allies within 30 feet for 3 rounds.
Object Reading:

Object Reading (Su): 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, but doesn’t require a skill check and can be used at will.

Resonant Powers:

Physical Enhancement (Su) [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).
Third Eye (Su) [divination]: The implement allows its bearer to notice that which can’t easily be seen. The implement grants a +1 insight bonus on Perception checks per 2 points of mental focus stored in it, to a maximum bonus equal to the occultist’s level. If the occultist is 3rd level or higher and stores at least 3 points of mental focus in it, the implement also grants lowlight vision. If the occultist is 5th level or higher and stores at least 6 points of mental focus in it, the implement also grants darkvision 60 feet. (If the bearer already has darkvision, the implement increases the range of the darkvision by 30 feet.) If the occultist is 7th level or higher and stores at least 9 points of mental focus in it, the implement also grants the effects of see invisibility. If the occultist is 13th level or higher and stores at least 12 points of mental focus in it, the implement also grants blindsense 60 feet. If the occultist is 19th level or higher and stores at least 15 points of mental focus in it, the implement also grants blindsight 30 feet.
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.

Tactician: You gain a +1 trait bonus on initiative checks [included above]. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.

—--

Bot Me:

[dice=Perception]1d20+5[/dice]

[dice=Initiative]1d20+2[/dice]

[dice=Fortitude]1d20+5[/dice] (+2 vs. poison)
[dice=Reflex]1d20+2[/dice]
[dice=Will]1d20+4[/dice] (+2 vs. mind-affecting)

[dice=masterwork longsword]1d20+4[/dice]
[dice=damage (S)]1d8+3[/dice]
[dice=to confirm crit]1d20+4[/dice]
[dice=crit damage]1d8+3[/dice]

[dice=masterwork longsword (lead blades)]1d20+4[/dice]
[dice=damage (S)]2d6+3[/dice]
[dice=to confirm crit]1d20+4[/dice]
[dice=crit damage]2d6+3[/dice]

[dice=shortbow]1d20+2[/dice]
[dice=damage (S)]1d6[/dice]
[dice=to confirm crit]1d20+2[/dice]
[dice=crit damage]2d6[/dice]

[dice=concentration check]1d20+6[/dice]
(DC to cast defensively: 0 = 15, 1st = 17)

[dice=Disable Device (wo/shield)]1d20+5[/dice]
[dice=Knowledge (arcana, engineering, history, planes, religion)]1d20+8[/dice] (+2 to A/H/P if study Pathfinder Chronicle for 1d4 full rounds)
[dice=Linguistics]1d20+8[/dice]
[dice=Spellcraft]1d20+8[/dice]
[dice=Use Magic Device]1d20+5[/dice] (DC 20 to activate wand)

[dice=untrained Str skill, in armor]1d20+0[/dice]
[dice=untrained Str skill, in armor & shield]1d20-1[/dice]
[dice=untrained Dex skill, in armor]1d20-2[/dice]
[dice=untrained Dex skill, in armor & shield]1d20-3[/dice]