"...and when I snapped my fingers," the jolly man said through his great mustache demonstrating the action with a crisp snap!, "the earl's wife began neighing like a horse and prancing around the room like the best-in-show. And the earl! Well, he shook my hand, thanking me profusely with tears in his eyes!"
The man's audience of a few local peasants and other travelers roared with laughter at the culmination of the Baron's story which had started off naturally with the Baron Berle being bet he would never gain the approval of the dour Earl of Treshire. "Another! Another!" one rather toasty young merchant cried. She was quickly echoed by fellow listeners.
"Ha, ha! Of course!" Baron Berle Demetriarius made a long show of looking at his empty goblet. "I'm afraid the next tale requires a good swallow of wine to get it out of me. And perhaps a few bites of meat or cheese. Alas! Perhaps next time!"
There were quickly cries for the serving man to bring the baron more wine and a small plate finger foods arrived swiftly after.
"You all must really love these stories of my adventures!" Baron Berle roared, toasting his benefactors with the now full cup. The crowd cheered.
"This next bit is actually why I'm even here, traveling all the way from Taldor. I saved a man's life, you see. One renowned professor, Professor Lorrimor."
"Wait, I thought he died!" one drunken bursts out.
"Indeed he did," Baron Berle nods around bite of cheese. "Most likely because I wasn't here to save him this time."
Baron Berle Demetriarius launches into a rather involved story of chance on how he and the professor met and the baron happened to save his life merely on a whim...
I'll revisit this when I have more time. Need to get this posted!
Baron Berle Demetriarius
Male human (Taldan) occultist (silksworn) 1 (Pathfinder Player Companion: Heroes of the High Court 29, Pathfinder RPG Occult Adventures 46)
N Medium humanoid (human)
Init +4; Senses Perception +4
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 13 (1d8+5)
Fort +3, Ref +2, Will +2
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Offense
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Speed 30 ft.
Melee dagger +2 (1d4+2/19-20) or
. . heavy mace +2 (1d8+2)
Ranged energy ray +2 touch (1d6)
Implement Schools
. . Enchantment (heavy chain necklace, 4 points) Resonant—glorious presence; Focus—cloud mind
. . Evocation (gloves, 0 points) Resonant—intense focus; Focus—energy ray, shape mastery
. . Illusion (0 points) Resonant—distortion; Focus—minor figment
. . Transmutation (3 points) Resonant—physical enhancement (dexterity); Focus—legacy weapon
Occultist (Silksworn) Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—burning hands (DC 14), command (DC 14), disguise self, tears to wine (DC 14)
. . 0 (at will)—daze (DC 13), ghost sound (DC 13), purify food and drink (DC 13), telekinetic projectile[OA]
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Statistics
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Str 14, Dex 14, Con 12, Int 16, Wis 11, Cha 12
Base Atk +0; CMB +2; CMD 14
Feats Extra Mental Focus[OA], Toughness
Traits chance savior
Skills Appraise +7, Bluff +6, Diplomacy +6, Disguise +2, Intimidate +2, Knowledge (history) +7, Knowledge (nobility) +7, Knowledge (religion) +7, Perception +4, Sense Motive +4, Sleight of Hand +6, Use Magic Device +6
Languages Ancient Osiriani, Azlanti, Common, Thassilonian
SQ implements 2, mental focus (7/day)
Other Gear dagger, heavy mace, bedroll, belt pouch, chalk (10), flint and steel, ink, inkpen, journal[UE], masterwork backpack[APG], ostentatious garment, ostentatious garment, ostentatious garment, ostentatious garment, pot, torch (10), trail rations (5), waterskin, 13 gp
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Special Abilities
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Enchantment (Ostentatious garment - heavy chain necklace 10gp) Enchantment implements allow the occultist to befuddle the mind and charm his foes.
. .Glorious Presence +1 (Su) Implement grants competence bonus on Charisma skill checks and ability checks.
. .Cloud Mind (dazed 1 rnds HD <= 1, else staggered 1 rnd, DC 13) (Su) 1 focus: Creature in 30 feet is dazed or staggered.
Evocation (Ostentatious garment - fingerless silk gloves 10gp) Implements focused on evocation grant the ability to create and direct energy to protect and to destroy.
Implements: Gloves, rod, staff, wand.
. .Intense Focus +1 (Su) Use implement as focus to add damage to instantaneous evocation spells & effects.
. .Energy Ray 1d6 (Sp) 1 focus to unleash ray of pure energy as a ranged touch attack.
Illusion (Ostentatious garment - feathered hat 10gp) Illusion implements allow the occultist to distort the senses and cloak creatures from sight.
Implements: Crystal, hat, mask, prism, ring.
. .Minor Figment (1 round) (Su) 1 focus: create minor figment, as ghost sound or minor image.
. .Distortion (max 5%) (Su) As standard action, gain miss chance until your next attack.
Transmutation (Ostentatious garment - turned down boots 10gp) Transmutation implements can alter the properties of both objects and creatures.
Implements: Belt, boots, sandals, vest, weapon.
. .Physical Enhancement +2 (Dexterity) (Su) Implement grants bearer enhancement to one physical attribute.
. .Legacy Weapon +1 (Su) 1 focus: weapon touched gains enhancement bonus plus a special ability.
Implements (Su) Gain a series of items which grant access to schools and powers.
Mental Focus (7/day) (Su) You have a pool of points that activate your focus powers.
Shape Mastery (Su) Spend up to your Int modifier to exclude squares from the area of an evocation spell.