Falconer

Ariane Aurelian's page

5 posts. Alias of Helikon.


Full Name

Ariane Aurelian

Race

Human

Classes/Levels

Occultist Esoteric Initiate 1

Gender

Female

Size

Medium

Age

22

Alignment

Lawful Neutral

Deity

Iori

Languages

Common, Ancient Osiriani, Thassilonian, Necril, Varisian, Skald, Sphinx

Strength 12
Dexterity 16
Constitution 14
Intelligence 18
Wisdom 10
Charisma 8

About Ariane Aurelian

Data:

Name: Ariane Minervia Aurelian
Race: Human
Job: Librarian
Age: 22
Alignment: LN
Personality: Erudite, meticolous and a bit naive.
Likes: History, Riddles, M
Dislikes: Unsolved problems, uneventful times, to hurry something
Favorite foods: died fried vegetables surrounding a veal steak
Hobbies: Reading,
Physical Description: creamy skin, red hair, emerald eyes
Deity: Iori
Languages: Common,Ancient Osiriani,Thassilonian, Necril, Skald, Varisian

Rendering:

25 point buy for stats
Stat point distribution:
STR: 12 = 2
DEX: 16 = 10 (+2 Occultist Bonus)
CON: 14 = 5
INT: 16 =10 (+2 Human Bonus
WIS: 10 = 0
CHA: 08 = -2

Combat:

Hit Points: 20 / 20 (2d8+5+2FCB)
Init: +1
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Boarding Axe +3 1d6+1 (20*3) S or P
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Attack:
Melee: 1= 0(base) + 1(STR);
Range: 4 = 0(base) + 4(DEX);
CMB: 1 = 0(base) + 1(STR);
CMD: 15 =10 + 0(base) + 1(STR) + 4(DEX);
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AC:
AC: 19 = 10 + 4(Armour) + 1(Shield) +4(Dex);
Touch: 14 = 10 +4(Dex);
Flat: 15 = 10 + 4(Armour) + 1 Shield
Saves:
Fort: 4 = 2(base) + 2(CON)
Ref: 4 = 0(base) + 4(DEX)
Will: 2= 2(base) + 0(WIS)
Immune:
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Occultist Esoteric Initiate 1:

Weapon and Armor Proficiency:
An occultist is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Spells:
An occultist casts psychic spells drawn from the occultist spell list presented on page 58, limited by the implement groups he knows. He can cast any spell he knows without preparing it ahead of time. Every occultist spell has an implement component. To learn or cast a spell, an occultist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an occultist’s spell equals 10 + the spell level + the occultist’s Intelligence modifier.
An occultist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1–6: Occultist. In addition, he gains bonus spells per day if he has a high Intelligence score (see Table 1–3 on page 17 of the Pathfinder RPG Core Rulebook).
The occultist’s selection of spells is limited. For each implement school he learns to use, he can add one spell of each level he can cast to his list of spells known, chosen from that school’s spell list. If he selects the same implement school multiple times, he adds one spell of each level from that school’s list for each time he has selected that school. When the occultist learns to cast a new level of spells, he immediately adds one spell of that level to his list of spells known from each implement school he knows (plus any extra spells from schools he has selected multiple times).
At 5th level and every 3 occultist levels thereafter (8th, 11th, and so on), an occultist can choose to learn a new spell in place of one he already knows. In effect, the occultist loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level occultist spell the occultist can cast. The spell learned must come from the same list of spells provided by the implement school of the spell lost. An occultist can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.
An occultist need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Focus Powers (Su):
At 1st level, an occultist learns the base focus power from both of his two implement schools (see Implements below) and can select one more focus power from the list of those available to him through those schools. Whenever the occultist learns a new implement school, he gains the base power of that school. In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power selected from the options granted by all of the implement schools he knows. The occultist can use focus powers only by expending mental focus (see Mental Focus on page 48). Unless otherwise noted, the DC for any saving throw against a focus power equals 10 + 1/2 the occultist’s level + the occultist’s Intelligence modifier. The occultist can’t select a focus power more than once. Some focus powers require him to reach a specific occultist level before he can choose them.

Implements (Su):
At 1st level, an occultist learns to use two implement schools. At 2nd level and every 4 occultist levels thereafter, the occultist learns to use one additional implement school, to a maximum of seven schools at 18th level. Each implement school adds one spell per spell level of that school of magic to the occultist’s spell list. No spells from any other school are considered to be on the occultist’s spell list until he selects the associated implement school. He can’t use spell trigger or spell completion magic items from unknown schools without succeeding at the appropriate Use Magic Device check. An occultist can select an implement school more than once in order to learn additional spells from the associated school.
Each implement school is represented by a small list of objects. Every day, the occultist selects one item from that school’s list to be his implement for the day for each implement school he knows. The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement school multiple times, in which case he needs one item for each set of spells gained from that school. Implements don’t need to be magic items, and nonmagical implements don’t take up a magic item slot even if they’re worn. Implements that are not magic items are often of some historical value or of personal significance to the occultist, such as the finger bone of a saint, the broken scepter of a long-dead king, the skull of a mentor’s familiar, or the glass eye of an uncanny ancestor.
Whenever an occultist casts a spell, he must have the corresponding implement in his possession and present the implement to the target or toward the area of effect. This act is part of casting the spell and doesn’t require any additional action. If the occultist lacks the corresponding implement, he can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell’s level) to do so. Spells cast by an occultist without the appropriate implement are always treated as if they were cast at the minimum caster level for the spell in question (caster level 1st for a 1st-level spell, caster level 4th for a 2nd-level spell, and so on).
Each implement school also grants a base focus power. This power is added to the list of focus powers possessed by the occultist (see Mental Focus below). In addition, each implement school grants access to a number of other focus powers that the occultist can select from using his mental focus class feature.

Knacks:
An occultist learns one knack, or 0-level psychic spell, each time he selects an implement school (including when he again selects a school that he has already learned to use). These spells are cast like any other spell, but they can be cast any number of times per day. Knacks cast using any other spell slots because of metamagic feats applied to them, for example, consume spell slots as normal.

Mental Focus (Su): 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.
Once mental focus is invested inside an implement, the implement gains the resonant power of its implement school (see page 50), 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.
The occultist can choose to save generic mental focus inside his own body instead of investing all of it, but expending this focus comes at a higher cost. Any focus power the occultist activates with generic focus costs twice as much mental focus to use (and to maintain, if applicable). The occultist can expend his generic focus through an appropriate implement on any focus power he knows, but an implement he didn’t invest any focus in at the start of the day grants no resonant power.

Implements of the Palatine Eye (Su):
An esoteric initiate has formed a supernatural bond with a set of the order’s writings collected into a book. If the book is damaged, it is restored to full hit points when the initiate’s mental focus refreshes. If the book is lost or destroyed, the initiate can replace it with another similar one, but doing so requires an 8-hour ritual that binds the new book to him.
The book serves as an implement for any two schools of magic at 1st level. The initiate gains new implement schools normally. However, the initiate’s additional implements must be masterwork or magic items worth at least 50 gp, and they must directly or nominally represent the Esoteric Order of the Palatine Eye’s beliefs or history. For example, the initiate’s implements could be Osirian antiques, trinkets covered in Palatine iconography, or the like. When the initiate benefits from his implements’ resonant powers, he treats his occultist level as 1 higher for the purpose of determining the powers’ benefits only.
An esoteric initiate can’t save generic mental focus inside his own body instead of investing all of it. At 4th level, when the initiate gains the ability to shift his mental focus from one implement to another, he loses no focus when doing so.

Third Eye (Su):
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.

Sudden Insight (Sp):
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.

Physical Enhancement (Su):
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).

Legacy Weapon (Su):
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.


Racial Traits:

Ability Score Racial Traits: +2 INT
Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size:
Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed:
Humans have a base speed of 30 feet.
Languages:
Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Rxtra Feat:
Humans gain an additional Feat at first level
Skills:
Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Skills,Feats,Traits:

Occultist 4 + INT+Human = 9 * 1 = 9
ACP = -0 //Armour Check Penalty
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Acrobatics: 2 = 0 + DEX Mod + 0 - ACP;
*Appraise: 8 = 1 + INT Mod + 3;
Bluff: 8 = 1 + INT Mod + 3;
Climb: 0 = 0 + STR Mod + 0 -ACP;
*Diplomacy: 8 = 1 + INT Mod + 3;
*Disable Device 2 = 0 + DEX Mod + 0 - ACP
Disguise: -1 = 0 + CHA Mod + 0;
Escape Artist: 2 = 0 + DEX Mod + 0 - ACP
Handle Animal: -1 = 0 + CHA Mod + 0;
Heal: 0 = 0 + WIS Mod + 0;
Intimidate: -1 = 0 + CHA Mod + 0;
*Know(Arcane): 8 = 1 + INT Mod + 3;
Know(Dung): 4 = 0 + INT Mod + 0;
*Know(Engin): 4 = 0 + INT Mod + 0;
Know(Geo): 4 = 0 + INT Mod + 0;
*Know(Hist): 8 = 1 + INT Mod + 3;
Know(Local): 4 = 0 + INT Mod + 0;
Know(Nature): 4 = 0 + INT Mod + 0;
Know(Nobility): 4 = 0 + INT Mod + 0;
*Know(Planes): 8 = 1 + INT Mod + 3;
*Know(Religion): 8 = 1 + INT Mod + 3;
*Linguistics: 8 = 1 + INT Mod + 3;
Perception: 5 = 1 + WIS MOD + 3 +1
Ride: 2 = 0 + DEX Mod + 0 - ACP
*Sense Motive: 0 = 0 + WIS Mod + 0;
Sleight of Hand: 2 = 0 + DEX Mod + 0 - ACP
*Spell Craft: 8 = 1 + INT Mod + 3;
Stealth: 2 = 0 + DEX Mod + 0 - ACP
Survival: 0 = 0 + WIS Mod + 0;
Swim: 0 = 0 + STR Mod + 0 -ACP;
*Use Magical Device: 8 = 1 + INT Mod + 3

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Feats:
(H)Precise Shot
(1)Extra Focus,
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Traits:
Student of Philosophy
Pragmatic Activator
Inspired by greatness Gravity bow
Drawback:
Meticulous


Knacks&Spells:

Mage Hand
Detect Magic
Gravity Bow

Equipment:

Starting 140
Weapons: 10,1
Boarding Axe 6gp
Cold Iron Dagger 3gp
Sling free
Sling bullets x10
Armour: 105gp
Chain Shirt 100gp
Buckler 5gp
Adventure Gear: 16gp
Explorer´s Outfit
Necklace with Medallion 1gp
Bandoleer 5gp
fighters Kit 9gp
Notebook
Pen and ink
Holy symbol of Iori 1gp
Cash:
0 Platinum
8 Gold
1 Silver
9 Copper

Appearance:


Backstory:

Most Children love toys, fluffy animals and sweets.
But not Ariane. Nothing makes her happier than reading old tomes, cataloging osiriani artifacts, studying thassalonien runes.
That happens if you are the only child of scholars and cultists and spend your childhood in libraries and workshops.
But Ariane would not change her life a bit.
Her mother Helenia Aurelian is an expert on ancient osiriani history and artifacts, her father Aloisian Aurelian specialises in ancient Thessalonien magic, especially on Runelord Zutha, the Lord of Gluttony in the prestigious Calipha University.
Other children would play with their toys, Ariane would set next to her father, investigating runic tablets. The would stroke fluffy animals, Ariane would touch and feel ancient osiriani grave offerings. And while they dreamed and longed for sweets, she learned ancient languages and requested books from her parents.
The order of the Palpatine eye watched and smiled.
Ariane would have never left their house, if not for her uncle Theodorian, who took her out once a week to do more.. childish things. Like going to the fair, or for a picnic.
He was also responsible for her martial studies, a field she tried to ignore, but any please would fall on deaf ears. Theodorian would drag her to the gymnasium and insist that she would run her laps and do her chores. She would never have the strength of a trained warrior, or the grace of a burglar, but she could hold her own in a fight.
An ability often needed, the palpatine eye´s research often dabbled in dangerous fields and their enemy´s are many.
Ariane grew up as a woman of knowledge, but she had a pretty lonely life.
She never learned to make friends and so she was rather shy. Not bad looking, she rarely attracted the eye of young men, and those that did very often were turned down by her intellect and meticulous personality.
Her best friend was a pen-friend, an erudite scholar himself, Professor Lorimar.
She had met him during his time at the university and he had impressed her immensely.
The old man and the young girl listened to a lecture about ancient Osirion by a young and rather uninspired student. Her snarky comments made the old man smile and when the student try to belittle the woman her stood up in her defence.
Two years ago the other members of the order declared her ready for her first assignment.
Leaving Calipha for Lozeri, investigating the Devil in Grey, a mysterious beast haunting the palpatine. Together with two others, the sellsword Andrej and the Inquisitor Pjotri they conducted research. While their investigations did not unearth the lair of the beast, they did instead found a family of ghouls. A family of 3 infected children living with their mother Natalya, a cleric of Urgotha. The mother masked as a goodwive and scouted lonely farms and villages, for her three children to pillage in the night.
Together the three followed the bloody trail of despair and finally managed to trap them. That day Ariane learned that book learning not really prepare you for the horrors the lurk the night. While Andrej charged the first child, nearly beheading it with his enormous sword, Pjotri managed to distract priestess. It was Ariene´s turn to fling a magic stone at the closest ghoul.
But Ariane froze. The carefully laid plan was for naught and the resulting chaos resulted in disaster. In the end Andrej and Pjotri managed to kill the ghouls, but Natalya could flee.
And Andrej was gravely wounded and had lost his left eye.
Ariane was devastated, wracked with guilt. Her failure had dire repercussions and she vowed to herself to never be weak again. And together with Andrej and Pjotri they hunted down Natalya. In the end it was Ariane herself who took the black cold iron dagger and rammed it right into Natalya´s black heart.
Ariane has kept the dagger since that day.
Two weeks ago she has returned to Caliphas to visit her parents. It should have been a happy meeting.
It was obvious from the first moment Ariane entered her parents house. There was an evil smell in the air, a smell of rot and decay. Drawing her dagger and fortifying herself Ariane slowly climbed the stairs, seeing in horror the red stains on the boards.
With care she opened the doors on after the other till only the bedroom was left. And there she found them. Nailed upside down to the wall with her entrails hanging down. Between them there was a word painted in red on the wall. NATALYA
One week later Ariane was sitting alone in her in her small apartment. In the gloomy room, just lightened by a single candle the young woman was sitting at a shoddy table, holding a necklace with an open amulet in her hands, looking at the pictures of her parents painted in the amulets inside. Feeling the guilt, as she felt that she was responsible for the murder of her parents. She had sold her parent's house and donated everything to the order.
The old house had been despoiled, defaced, destroyed and was no home anymore.
It was Pjotr, her old comrade. He informed her that with some help of the other cultists they had found the assassins. And killed them to the last woman.
Natalya cried the whole night on Pjotr´s shoulder.
But in the morning she felt better after he had dressed and left. It had been an affair of despair but she felt better.
Then she received a letter from her old mentor.