Oread

Athum's page

111 posts. Organized Play character for Blaydsong.


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