Stronfeur Uherer

Anduris Kreel's page

267 posts. Organized Play character for Codar.


Full Name

Anduris Kreel

Race

M Dwarf | Occultist 7 | HP: 52 | AC: 22 T15, FF18 | CMD: 22 | F:+7 R:+6 W:+6| Init:+6 | Per:+14| SM:+9 | Speed 20' /60fly|

Classes/Levels

Conditions: | Active Effects: Mental Focus(+2 DEX), Magic resistance 12 (dwarven racial trait)

Gender

Male

About Anduris Kreel

Anduris Kreel #7
Male dwarf occultist 7 (Pathfinder RPG Occult Adventures 46)
CN Medium humanoid (dwarf)
Init +6; Senses aura sight, darkvision 60 ft.; Perception +14 (+16 to notice unusual stonework)
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Defense
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AC 22, touch 15, flat-footed 18 (+7 armor, +1 deflection, +3 Dex, +1 dodge; +2 deflection vs. evil)
hp 52 (7d8+14)
Fort +7, Ref +7, Will +6; +2 resistance vs. evil
SR 12, magic resistant[APG]
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Offense
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Speed 40 ft.
Melee +1 greatsword +11/+11 (2d6+5/19-20) or
. . lucerne hammer +9/+9 (1d12+4)
Ranged +1 adaptive composite longbow +10/+10 (1d8+4/×3) or
. . energy ray +9 touch (4d6)
Space 5 ft.; Reach 5 ft. (10 ft. with lucerne hammer)
Implement Schools (1 generic focus)
. . Conjuration (mirror, 2 points) Resonant—casting focus; Focus—flesh mend, servitor
. . Divination (headband, 2 points) Resonant—third eye; Focus—mind eye, sudden insight
. . Evocation (gloves, 2 points) Resonant—intense focus; Focus—energy blast, energy ray
. . Transmutation (weapon, 5 points) Resonant—physical enhancement (dexterity); Focus—legacy weapon, mind over gravity
Occultist Spells Known (CL 7th; concentration +10)
. . 3rd (2/day)—akashic communion, cure serious wounds, daylight, haste
. . 2nd (4/day)—cure moderate wounds, flaming sphere (DC 15), see invisibility, spider climb
. . 1st (5/day)—cure light wounds, heightened awareness[ACG], lead blades[APG], shocking grasp
. . 0 (at will)—create water, detect magic, mage hand, spark[APG] (DC 13)
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Statistics
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Str 16, Dex 16, Con 12, Int 16, Wis 10, Cha 8
Base Atk +5; CMB +9; CMD 23 (27 vs. bull rush, 27 vs. trip)
Feats Deific Obedience, Extra Mental Focus[OA], Power Attack, Weapon Focus (greatsword)
Traits pragmatic activator, reactionary
Skills Acrobatics +6 (+10 to jump), Appraise +7 (+9 to assess nonmagical metals or gemstones), Climb +5, Craft (alchemy) +8, Diplomacy +3, Disable Device +14, Knowledge (arcana) +7, Knowledge (dungeoneering) +4, Knowledge (engineering) +7, Knowledge (history) +7, Knowledge (local) +4, Knowledge (planes) +7, Knowledge (religion) +9, Linguistics +10, Perception +14 (+16 to notice unusual stonework), Sense Motive +9, Sleight of Hand +7, Spellcraft +10, Stealth +6, Survival +0 (+2 to avoid becoming lost), Use Magic Device +16; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Aquan, Auran, Common, Dwarven, Ignan, Orc, Terran, Undercommon, Varisian
SQ implements 4, magic item skill, mental focus (12/day), object reading, shift focus, spell smasher
Combat Gear cat burglar's boots, potion of protection from evil, scroll of delay poison, scroll of enlarge person, enlarge person, scroll of obscuring mist, wand of cure light wounds, wand of grease (50 charges), wand of longstrider (50 charges), wand of protection from evil (50 charges), wand of shield (50 charges), alchemist's fire (4), oil (5), weapon blanch (ghost salt) (2); Other Gear +1 mithral agile breastplate[APG], +1 adaptive composite longbow, +1 greatsword, arrows (20), blunt arrows[APG] (20), lucerne hammer[APG], cloak of resistance +1, cracked dark blue rhomboid ioun stone, cracked dusty rose prism ioun stone, kyton ring, ring of protection +1, ring of sustenance, vest of endure elements, wayfinder[ISWG], backpack, bedroll, belt pouch, candle (2), chalk (10), chalk, flint and steel, hammer, hooded lantern (2), ink, inkpen, journal[UE], masterwork thieves' tools, masterwork tool, masterwork tool, masterwork tool, occultist's implement[OA], occultist's implement[OA], piton (4), sack (2), silk rope (100 ft.), tindertwig (4), torch (10), trail rations (5), waterskin, wrist sheath, spring loaded, 4,087 gp, 8 sp, 2 cp
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Special Abilities
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Aura Sight (Su) Read the aura of creatures around you, as aura sight.
Casting Focus (+1 CL) (Su) Use as extra focus component to add to CL for conjuration spell.
Conjuration (mirror) Implements used in conjuration allow the occultist to perform magic that transports or calls creatures.

Implements: Bowl, brazier, compass, figurine, lantern, mirror.
Darkvision (60 feet) You can see in the dark (black and white only).
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Divination (headband) Implements of the divination school grant powers related to foresight and remote viewing.

Implements: Book, crystal ball, goggles, harrow deck, headband, lenses, planchette.
Energy Blast (6d6, 100 feet, DC 16) (Sp) 2 focus: Blast does energy damage of type you choose to all creatures in 20 ft. radius (Ref half).
Energy Ray 4d6 (Sp) 1 focus to unelash ray of pure energy as a ranged touch attack.
Evocation (gloves) Implements focused on evocation grant the ability to create and direct energy to protect and to destroy.

Implements: Gloves, rod, staff, wand.
Flesh Mend 2d8+7 (Sp) As a standard action, you can expend 1 point of mental focus to heal a living creature with a touch. The creature is healed an amount of damage equal to 1d8 + your occultist level. For every 4 occultist levels you possess beyond 3rd, the creature is
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Implements (Su) Gain a series of items which grant access to schools and powers.
Intense Focus +4 (Su) Use implement as focus to add damage to instantaneous evocation spells & effects.
Legacy Weapon +2 (Su) 1 focus: weapon touched gains enhancement bonus plus a special ability.
Magic Item Skill Add half level as bonus to Use Magical Device.
Mental Focus (12/day) (Su) You have a pool of points that activate your focus powers.
Mind Eye (7 minutes) (Sp) 1 focus: Create magical eye that scouts for you.
Mind Over Gravity (7 minutes) (Sp) 1 focus: Gain 60-ft fly speed w/perfect maneuverability.
Object Reading (Su) Examine an object for 1 minute to learn properties, history, and about last user.
Physical Enhancement +2 (Dexterity) (Su) Implement grants bearer enhancement to one physical attribute.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Servitor (Summon Monster III) (Sp) Standard action and 1 focus to summon a single creature, as summon monster
Shift Focus (Transmutation [weapon], 9 focus) (Su) Shift focus from one implement to another, but lose 1 point.
Spell Resistance (12) You have Spell Resistance.
Spell Smasher +1 racial bonus to attack creatures casting spells/spell-like abilities.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Sudden Insight +3 (Sp) Swift action & 1 focus: Gain insight bonus to one abil. or skill check, or attack before end of turn.
Third Eye (Su) Gain enhanced senses while implement stores focus.
Transmutation (weapon) Transmutation implements can alter the properties of both objects and creatures.

Implements: Belt, boots, sandals, vest, weapon.
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PFS Stuff:
Character ID: 150086-3
First Steps 1: In Service to Lore
The Confirmation
6-03 The Technic Siege
Emerald Spire 1 The Tower Ruins
3-21 The Temple of Empyreal Enlightenment
5-04 The Stolen Heir
3-01 The Frostfur Captives
8-19 Treacherous Waves
Year of the Shadow Lodge
Cosmic Captive
4-01 Rise of the Goblin Guild
Day Job [dice=Craft (alchemy) +7,+1 for Artisan's Shop]d20+7+1[/dice]

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