Dice

Aurilous's page

103 posts. Alias of Grumbaki.


About Aurilous

Offense:

* To Hit: +12/+7/+2 (BaB) + 7 (Str) + 3 (Enchantment) + 1 (Weapon Focus) +1 (Trait) -0/4 (Power Attack) = +24/+15/+10
* Damage: 1d8 (base) + 10 (Str) +3 (Enchantment) + 1d6 (Flaming) + 12 (Power Attack) = 1d8+25+1d6

[dice=Hit]1d20+24[/dice]
[dice=Damage]1d8+25[/dice]
[dice=Fire]1d6[/dice]

[dice=Hit]1d20+15[/dice]
[dice=Damage]1d8+25[/dice]
[dice=Fire]1d6[/dice]

[dice=Hit]1d20+10[/dice]
[dice=Damage]1d8+25[/dice]
[dice=Fire]1d6[/dice]

* Legacy Weapon: 1 Focus Standard +3 Enchantment (Warhammer becomes +5 Bane) 1 min
* Heroic Splendor 3x day swift action: +4 insight to strength (+2 Hit +3 Damage) 1 min
* Quickness: 1 Focus Standard: +1 Hit, +2 Ref/AC, +1 Attack, 12 rounds

Defense:

* HP: 63 (class) + 12 (FCB) + 60 (Con) = 135
* AC: 10 (Base) + 14 (Armor) + 7 (Shield) + 2 (Natural Armor) +1 (Dex) +1 (Deflection) = 35/12/34
* Fort: +8 (Class) +5 (Con) + 4 (Resistance) = +17
* Ref: +4 (Class) +1 (Ref) +4 (Resistance) = +9
* Will: +8 (Class) +2 (Iron Will) +4 (Resistance) = +14

* Mental Focus: 12 (level) +6 (Int) = 18
- 10 Transmutation
- 8 Abjuration

Race: Azer:

10 Race Points
* Type: Medium outsider (extraplanar, fire) (3RP)
* Ability Score Modifiers (+2 Con, +2 Int, -2 Cha) (0 RP)
* Languages Standard 0 RP
* Greater Spell Resistance: Members of this race gain spell resistance equal to 11 + their character level. (3 RP)
* Elemental Vulnerability Cold (–2 RP)
* Elemental Immunity Fire (4 RP)
* Improved Natural Armor +1 (1 RP)
* Craftsman: Member of this race gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone. (1 RP)

Traits:

* Ancestral Weapon: Free masterwork cold iron Warhammer, +1 trait bonus hit with cold iron
* Magic Lineage: Pick one spell when you choose this trait (Greater Magic Weapon). When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.

Stats:

20 point buy
Str: 15 (7pts) + 3 (lvls 4,8,12) +6 (Enchantment) = 24
Dex: 13 (3pts)
Con: 14 (5pts) +2 (Race) +4 (Enchantment) = 20
Int: 14 (5pts) +2 (Race) + 6 (Enchantment) = 22
Wis: 10 (0pts)
Cha: 10 (0pts) -2 (Race) = 8

Feats:

VMC Sorcerer (Salamander)
Lvl 1: Metamagic Extend Spell
Lvl 3: Ember (Su)
At 1st level, when making a Craft check involving metal, you can expend any number of uses of this ability (up to half your sorcerer level, minimum one use) to gain a circumstance bonus on the check equal to twice the number of uses expended. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Lvl 4: Shield Focus
Lvl 5: Iron Will
Lvl 7: Forge and Fire (Su)
At 3rd level, you gain Craft Magic Arms and Armor as a bonus feat. In addition, whenever you cast a nonpermanent, noninstantaneous spell that improves or enhances a manufactured weapon, you can also give that weapon the flaming special ability for the spell’s duration. (This has no effect if the weapon already has the flaming special ability.)
Lvl 8: Unhindering Shield
Lvl 9:
Lvl 11: Power Attack
Lvl 12:Furious Focus

Skills:

48 (class) + 60 (Int) = 108
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Equipment:

108,000 (lvl 12) + 18,000 (crafting) = 126,000 (total)
* MW Cold Iron Warhammer (+3 from greater Magic Weapon, flaming from VMC)
* Plate +5 (26,650)
* Buckler +5 (25,155)
* Headband of Intellect +6 (36,000)
* Belt of Con +4 (16,000)
* Ring of Protection +1 (2000)
* Ring of Sustenance (2500)
* Amulet of Natural Armor +1 (2000)
* Boots of the Earth: As a move action, the wearer can plant her feet and draw strength from the earth, gaining fast healing 1 and a +4 bonus to CMD to resist bull rush, reposition, and trip combat maneuver attempts. These effects end if the wearer moves or is moved, knocked prone, or rendered unconscious. (5000)
* Steelbone Frame: This gear-jointed, metal exoskeleton can be affixed to or removed from a suit of medium or heavy armor in 10 minutes. While attached, the enchanted frame bears some of the armor’s burden, reducing the armor’s check penalty by 2. In addition, three times per day, the wearer of a medium or heavy suit of armor attached to a steelbone frame can ignore the armor’s reduction to his speed for 1 round. (6000)
* Handy Haversack (2500)
* 2195 gold

Spellcasting:

Spell Casting
* An occultist casts psychic spells drawn from the occultist spell list, 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 (see Implements). 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: Occultist. In addition, he gains bonus spells per day if he has a high Intelligence score.
* 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.

Spells Known
Lvl 0: Resistance (Abjuration) Mending (Transmutation)
Lvl 1: Alarm (Abjuration) Lead Blades (Transmutation)
Lvl 2: Resist Energy (Abjuration) Versatile Weapon (Transmutation)
Lvl 3: Dispel Magic (Abjuration) Greater Magic Weapon (Transmutation)
Lvl 4: Break Enchantment (Abjuration) Echolocation (Transmutation)
Lvl 5: Greater Dispel Magic (Abjuration) Fabricate (Transmutation)

Mental Focus, Implements and Focus Powers:

Mental Focus
* 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, 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 (see Implements) 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.

Abjuration: Lvl 1 Implement
* Warding Talisman (Su) 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.
* Base Focus Power: All occultists who learn to use abjuration implements gain the following focus power. Mind Barrier (Sp) 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.
* Lvl 1 Power: Planar Ward (Sp) As a standard action, you can expend 2 points of mental focus to surround yourself with a planar ward. Creatures not native to the plane that you are currently on take a –4 penalty on attacks against you, and you receive a +4 circumstance bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of such creatures. This ward lasts for 1 minute.

Transmutation: Lvl 2 Implement
* 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).
* Base Focus Power: All occultists who learn to use transmutation implements gain the following focus power. 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.
* Lvl 3 Power: Sudden Speed (Sp) As a swift action, you can expend 1 point of mental focus to grant yourself a burst of speed. This increases your land speed by 30 feet for 1 minute. This ability does not stack with itself
* Lvl 5 Power: Quickness (Sp) As a standard action, you can expend 1 point of mental focus to grant supernatural quickness and reflexes to yourself or a willing living creature you touch. This functions as haste, but the bonus to AC and on Reflex saving throws increases to +2. This effect lasts for 1 round per occultist level you possess. You must be at least 5th level to select this focus power.
* Lvl 7 Power: Mind Over Gravity (Sp) As a standard action, you can expend 1 point of mental focus to give yourself a fly speed of 60 feet with perfect maneuverability. This effect lasts for 1 minute per occultist level you possess. You must be at least 7th level to select this focus power.
* Lvl 9 Power: Telekinetic Mastery (Sp) As a standard action, you can expend 1 point of mental focus to grant yourself telekinetic power. This functions as telekinesis, except you don’t need to concentrate on the effect to maintain it, and using any one of its effects is a standard action. This effect lasts for 1 round per occultist level you possess. You must be at least 9th level to select this focus power.

Trappings of the Warrior: Lvl 10 Implement
* Implements: Shield (abjuration) and weapon (transmutation).
* Resonant Power: Each time the occultist invests mental focus into all of the associated implements, the panoply grants the following resonant power. The panoply’s bearer gains the benefits of this power until the occultist refreshes his focus.
* Martial Skill (Ex): When wielding the weapon used as the panoply’s associated implement, you treat your base attack bonus as though it were 1 point higher for every 4 points of total mental focus invested in all of the associated implements, to a maximum base attack bonus equal to your occultist level. This increase can grant you additional attacks when using the full attack action
* Base Focus Power: All occultists who learn to use this panoply gain the following focus power. Combat Trick (Ex): As a move action, you can expend 3 points of mental focus to gain a single combat feat for which you qualify. This benefit lasts for 1 minute.
* Lvl 11 Power: Counterstrike (Ex): As an immediate action when you are damaged by a melee attack, you can expend 1 point of mental focus to immediately make a single attack at your highest base attack bonus against the creature that hit you, provided that you threaten that creature. If the attack hits, you gain a bonus on the damage roll equal to 1/3 your occultist level (rounded down, minimum +1). This attack counts as an attack of opportunity.

Battle Host Occultist:

Class Skills
* A battle host adds Knowledge (local) (Int) and Knowledge (nobility) (Int) as class skills. This alters the occultist’s class skills.

Weapon and Armor Proficiency
* A battle host is proficient with all simple and martial weapons and with all types of armor (heavy, light, and medium) and shields (including tower shields). This replaces the occultist’s weapon and armor proficiency.

Panoply Bond (Su)
* At 1st level, a battle host forms a supernatural bond with a specific weapon, suit of armor, or shield. This selection is permanent and can never be changed. The bonded item is masterwork quality and the battle host begins play with it at no cost.
* The bonded item is immune to the broken condition for as long as the battle host lives. If a battle host dies and is restored to life, the bonded item is also restored if it was destroyed. Any magic powers associated with a battle host’s bonded item function only for the battle host; in the hands of anyone else it is only a masterwork item. The bonded item starts as an implement for any single school of magic at 1st level, and gains access to additional schools of magic at 2nd, 10th, 14th, and 18th levels, granting the battle host access to base focus powers and resonant powers accordingly. The battle host’s bonded item serves as his implement component to cast occultist spells of all the schools that he knows.
* However, he must split his mental focus among the schools he knows for the purpose of determining resonant powers and using focus powers, even though he possesses only one physical item as an implement.
* This ability alters implements, mental focus, spellcasting, and implement mastery.

Battle Skill
* Magic Item Skill (Ex) At 2nd level, an occultist’s knowledge of magic items grants him a bonus when attempting to use them. He gains a bonus on all Use Magic Device checks equal to 1/2 his occultist level.
* At 2nd level, a battle host’s magic item skill ability applies only on checks with weapons, armor, and shields.
* This ability alters magic item skill.

Battle 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.
* At 2nd level, a battle host can use object reading on only weapons, armor, and shields. This ability alters object reading.

Bonus Feats
* At 4th, 8th, 12th, and 16th levels, a battle host gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The battle host must meet the prerequisites of these bonus feats.
* This ability replaces shift focus, magic circles, binding circles, and fast circles.

Spirit Warrior (Sp)
* At 5th level, a battle host can call forth the spirit of a dead warrior who once owned his bonded item. Calling the spirit is a standard action, and unlike the use of most spell-like abilities, it doesn’t provoke an attack of opportunity. This ability functions as spiritual ally, using the battle host’s occultist level as his caster level and his Intelligence modifier instead of his Wisdom modifier to determine the spell’s effects. The battle host can summon a spirit warrior once per day at 5th level, plus one additional time per day for every 4 occultist levels he possesses beyond 5th.
* This ability replaces aura sight.

Heroic Splendor (Su)
* At 6th level, a battle host can draw power from his bonded item to imbue himself with superhuman strength, agility, or resilience. As a swift action, a battle host can grant himself a +4 insight bonus to Strength, Dexterity, or Constitution for 1 minute. The battle host can use this ability once per day at 6th level, plus one additional time per day for every 4 occultist levels he possesses beyond 6th. If he activates heroic splendor again before the duration expires, the new use of heroic splendor replaces the old use.
* This ability replaces outside contact.

Background:

Jhavhul. If Amaimon could, he would have cursed the efreeti noble. For 66 years, the Azer had been enslaved. For each day of those years, he worked. He toiled. He forged weapons over which mortal kings would have waged wars. A spear holding the essence of a traitorous salamander lord: merely holding it raised one’s blood. Being stabbed by it drove victims insane with the trapped being’s rage. An axe with a blade that existed between planes, able to cut possible futures. Swords that wept magma, arrows that melted into flame upon impact. Shields that burst into blinding light when struck. All of this and more he made.
And when he was done? Amaimon knew the exact second of his promised release. When it came, the efreeti lord laughed. He told the Azer he had not earned his freedom. He would consider the boon if Amaimon could forge a tool to cut through the puzzle that was Kakishon. The court laughed. Amaimon did not.

His bronze kilt marked him as a smith. Forging was in his blood as much as the fire that burned within him. But what he desired was freedom. Freedom to work of his own volition. Freedom from Jhavhul. Freedom from Kakishon.

He cannot do this alone. He needs allies with skills he does not possess—mortals who have found their way into this prison. If they could find a way in, perhaps they can also find a way out

Unshackled Flame:

All of Amaimon’s power is bound to his hammer, Unshackled Flame. Forged in the crucibles of his captivity, the weapon bears a unique enchantment of his own design, one that draws its strength directly from the soul of its wielder. As Amaimon grows in might, so too does the hammer blaze brighter with his purpose.

In his hands, Unshackled Flame is more than just a weapon: it is a conduit for his purpose, created to forge his own destiny. In the hands of another, however, it is nothing more than a finely crafted tool, though otherwise unremarkable.

It is the perfect weapon for an Azer who dreams of freedom.