Full Name |
Athum |
Race |
| HP 54/66 | AC 19 T 11 FF 18 | CMB +10, CMD 21 | F: +9, R: +5, W: +10; (+2 vs. negative levels, death effects, and mind-affecting effects) | Init: +1 | Perc: +10 (+12 to notice stonework), SM: +8; Darkvision |
Classes/Levels |
| Speed 20ft | Mental Focus: Abj.: 1/4; Trans.: 6/6 | Spells: 1st - 4/5, 2nd - 4/4, 3rd - 2/2 | Active conditions: None. |
Gender |
Male LN Oread Occultist 7 / Living Monolith 1 |
Size |
Medium |
Age |
74 |
Alignment |
Lawful Neutral |
Deity |
Atheist |
Languages |
Ancient Osiriani, Azlanti, Common, Cyclops, Dwarven, Hallit, Kelish, Sphinx, Terran |
Strength |
20 |
Dexterity |
12 |
Constitution |
13 |
Intelligence |
16 |
Wisdom |
12 |
Charisma |
10 |
About Athum
Athum
Male oread occultist 7/living monolith 1
LN Medium outsider (native)
Init +1; Senses aura sight, darkvision 60 ft.; Perception +10 (+12 to notice unusual stonework)
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Defense
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AC 19, touch 11, flat-footed 18 (+7 armor, +1 Dex, +1 natural)
hp 66 (8d8+23)
Fort +9, Ref +5, Will +10; +2 vs. negative levels, death effects, and mind-affecting effects
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Offense
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Speed 20 ft.
Melee Slitherbane +12 (1d10+8/19-20 plus 2d6 vs. monstrous humanoids)
Ranged sling +6 (1d4+5)
Spell-Like Abilities (CL 8th; concentration +8)
. . 1/day—magic stone
Implement Schools
. . Abjuration (Armor, 4 points) Resonant—warding talisman; Focus—energy shield, mind barrier
. . Transmutation (Weapon, 6 points) Resonant—physical enhancement (strength); Focus—legacy weapon, philosopher's touch, quickness, sudden speed
Occultist Spells Known (CL 7th; concentration +10)
. . 3rd (2/day)—dispel magic, haste, magic vestment, slow (DC 16)
. . 2nd (4/day)—heat metal (DC 15), resist energy, spider climb, weapon of awe (DC 15)
. . 1st (5/day)—ant haul (DC 14), feather fall, lead blades, shield
. . 0 (at will)—mage hand, mending, message, resistance
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Statistics
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Str 20, Dex 12, Con 13, Int 16, Wis 12, Cha 10
Base Atk +5; CMB +10; CMD 21
Feats Dwarf Blooded, Endurance, Iron Will, Toughness, Weapon Focus (heavy flail)
Traits earthsense, pragmatic activator
Skills Acrobatics +3 (-1 to jump), Appraise +10, Climb +9, Diplomacy +6, Heal +2, Knowledge (arcana) +8, Knowledge (engineering) +10, Knowledge (history) +10, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +10, Perception +10 (+12 to notice unusual stonework), Profession (fortune-teller) +9, Sense Motive +8, Spellcraft +8, Survival +2, Use Magic Device +16; Racial Modifiers +2 Perception to notice unusual stonework
Languages Ancient Osiriani, Azlanti, Common, Cyclops, Dwarven, Hallit, Kelish, Sphinx, Terran
SQ automatic writing (linguistics), crystalline form[ARG], dowsing (survival), faith healing (heal), hypnotism (diplomacy), implements 4, magic item skill, mental focus (10/day), object reading, phrenology (knowledge [arcana]), prognostication (sense motive), psychometry (appraise), read aura (perception), read tides (survival), shift focus, soul stone
Combat Gear wand of cure light wounds; Other Gear +1 agile breastplate[APG], slitherbane, sling, backpack, bedroll, belt pouch, chalk (10), flint and steel, ink, inkpen, journal[UE], living monolith stone scarab (worth 1,000 gp), occultist's implement[OA], occultist's implement[OA], pot, torch (10), trail rations (5), waterskin, 23,632 gp, 5 sp
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Special Abilities
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Abjuration (Armor) Abjuration implements are objects associated with protection and wards.
Implements: Amulet, armor, bell, bracers, brooch, cloak, holy symbol, shield.
Aura Sight (Su) Read the aura of creatures around you, as aura sight.
Automatic Writing (Linguistics, 1/week) You can produce mysterious writing that pertains to the immediate future.
Crystalline Form (1/day) +2 AC against rays. Can deflect a ray 1/day.
Darkvision (60 feet) You can see in the dark (black and white only).
Dowsing (Survival, 1/day) You can follow a dowsing rod’s movements to locate a particular type of location.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Shield (35 damage) (Sp) 1 focus, swift action: Summon energy shield absorbs acid, cold, electricity, or fire damage.
Extra Spells (Transmutation [Weapon]) Select this to add extra spells of the selected school to the occultist's spell list.
Extra Spells (Transmutation [Weapon]) Select this to add extra spells of the selected school to the occultist's spell list.
Faith Healing (Heal, 1/day) Temporarily suspend or remove curses, diseases, and ability damage.
Hypnotism (Diplomacy, 1/day) Use power of suggestion to alter subject's mind or recover memories.
Implements (Su) Gain a series of items which grant access to schools and powers.
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 (10/day) (Su) You have a pool of points that activate your focus powers.
Mind Barrier (-14 damage) (Sp) 1 focus, swift action: Reduce next damage taken before next turn. 2 for Imm.
Object Reading (Su) Examine an object for 1 minute to learn properties, history, and about last user.
Philosopher's Touch (1 weapon, cold iron/silver, 7 minutes) (Su) 1 focus: Weapon touched counts as special material for overcoming DR.
Phrenology (Knowledge [Arcana], 1/day) Examine a creature's skull to learn it's psychological attributes.
Physical Enhancement +4 (Strength) (Su) Implement grants bearer enhancement to one physical attribute.
Prognostication (Sense Motive, 1/day) You are skilled in means of folk divination.
Psychometry (Appraise, 1/day) Read the psychic impressions left on objects or in places.
Quickness (7 rounds) (Sp) 1 focus: target gains supernatural quickenss, as haste, but +2 AC/Reflex saves.
Read Aura (Perception, 1/day) Read the psychic impressions left on objects or in places.
Shift Focus (Extra Spells, 9 focus) (Su) Shift focus from one implement to another, but lose 1 point.
Soul Stone (Ka Stone, 3/day) (Su) As a swift action, enlarge person self.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Sudden Speed (Sp) 1 focus: As swift action, gain +30 land speed for 1 minute.
Transmutation (Weapon) Transmutation implements can alter the properties of both objects and creatures.
Implements: Belt, boots, sandals, vest, weapon.
Warding Talisman +2 (Su) Implement grants Resistance bonus to saves.
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Slitherbane:
+1 Heavy Flail
Monstrous Humanoid Bane
Alignment: LN
Senses: Darkvision 60 ft
Int: 12
Wis: 14
Cha: 12
EGO: 14
Language: Telepathy - Cyclops, Ancient Azlanti (communicates infrequently, primarily in archaic aphorisms).
Can cast Liberating Command on it's wielder 1/day (CL 8th)
Image of Slitherbane