Harsk

Belir's page

520 posts. Alias of Tyranius.


Full Name

Belir

Race

Dwarf Battle-Host 7 | HP 66/66 | AC 25 (29 vs Giant); TCH 12; FF 24; F +10; R +7; W+7; CMB +20; CMD 23; INIT +8

Classes/Levels

Consumables:
Focus: Armor 5/5; Weapon 6/6 | Roll with it 2/2 | Wands: CLW 33/50 |

About Belir

Belir
Male dwarf occultist (battle host) 7 (Pathfinder RPG Occult Adventures 46, 100)
N Medium humanoid (dwarf)
Init +8; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 25, touch 12, flat-footed 24 (+10 armor, +1 deflection, +1 Dex, +3 shield)
hp 66 (7d8+28)
Fort +10, Ref +7, Will +7; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee agrimmosh +12 (2d6+7/×3) or
. . gauntlet (from armor) +10 (1d3+5) or
. . mwk dwarven waraxe +11 (1d10+5/×3) or
. . unarmed strike +10 (1d3+5 nonlethal)
Ranged shortbow +7 (1d6/×3)
Special Attacks hatred
Occultist Spell-Like Abilities (CL 7th; concentration +10)
. . 1/day—spirit warrior
Implement Schools (1 generic focus)
. . Abjuration (Armor, 5 points) Resonant—warding talisman; Focus—aegis +2, energy shield, mind barrier
. . Transmutation (Weapon, 6 points) Resonant—physical enhancement (strength); Focus—legacy weapon, size alteration, sudden speed
Occultist (Battle Host) Spells Known (CL 7th; concentration +10)
. . 3rd (2/day)—fly, magic circle against evil
. . 2nd (4/day)—heat metal (DC 15), resist energy
. . 1st (5/day)—alarm, lead blades[APG]
. . 0 (at will)—mending, resistance
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Statistics
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Str 20, Dex 14, Con 16, Int 17, Wis 10, Cha 8
Base Atk +5; CMB +10 (+12 bull rush); CMD 23 (27 vs. bull rush, 27 vs. trip)
Feats Bodyguard[APG], Combat Reflexes, Extra Mental Focus[OA], Improved Initiative, Power Attack
Traits reactionary, roll with it
Skills Acrobatics +0 (-4 to jump), Appraise +3 (+5 to assess nonmagical metals or gemstones), Climb +6, Diplomacy +3, Disable Device -1, Knowledge (arcana) +8, Knowledge (engineering) +7, Knowledge (geography) +5, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +4, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +7, Perception +7, Spellcraft +10, Survival +1, Swim +6, Use Magic Device +9 (+12 with weapons, armor, and shields); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones
Languages Common, Dwarven, Giant, Gnome, Halfling, Orc
SQ battle reading, battle skill, heroic splendor, implements 4, mental focus (12/day), panoply bond, rock stepper[ARG]
Combat Gear wand of cure light wounds, acid (2); Other Gear +1 full plate, +1 heavy steel shield, agrimmosh, arrows (20), mwk dwarven waraxe, shortbow, belt of incredible dexterity +2, ring of protection +1, backpack, bedroll, belt pouch, chalk (10), flint and steel, hemp rope (50 ft.), ink, inkpen, journal[UE], occultist's implement[OA], occultist's implement[OA], piton (20), pot, torch (10), trail rations (5), waterskin, 156 gp, 7 sp, 6 cp
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Tracked Resources
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Acid - 0/2
Arrows - 0/20
Energy Shield (35 damage) (Sp) - 0/35
heightened enlarge person - 0/0
Heroic Splendor (1/day) (Su) - 0/1
Mental Focus (12/day) (Su) - 11/12
Mental Focus: Abjuration Assigned (12 focus) - 5/12
Mental Focus: Abjuration Spent (5 focus) - 0/5
Mental Focus: Transmutation Assigned (12 focus) - 6/12
Mental Focus: Transmutation Spent (6 focus) - 0/6
Roll With It (2/day) - 0/2
Spirit Warrior (1/day) (Sp) - 0/1
Torch - 0/10
Trail rations - 0/5
Wand of cure light wounds - 0/50
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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.
Aegis +2 (Su) 1 focus: Grant armor or shield enh. bonus and special ability.
Battle Reading (Su) Use object reading only on weapons, armor, and shields.
Battle Skill +3 Add half level on Use Magical Device checks with armor, weapons, and shields.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Energy Shield (35 damage) (Sp) 1 focus, swift action: Summon energy shield absorbs acid, cold, electricity, or fire damage.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Heroic Splendor (1/day) (Su) Give yourself +4 insight bonus to physical stat for 1 minute.
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.
Mental Focus (12/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.
Panoply Bond (Su) You bond with a specific weapon, suit or armor, or shield.
Physical Enhancement +4 (Strength) (Su) Implement grants bearer enhancement to one physical attribute.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.
Size Alteration (Sp) 1 focus: increase or decrease a creature's size by one step.
Spirit Warrior (1/day) (Sp) Summon spirit of dead warrior to fight with you, as spiritual ally.
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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Warding Talisman (Armor)(Resonant) +1 to saves for every 2 focus invested into armor or shield. Max 1+1 for every 4 levels.

Mind Barrier (Armor)- Swift action-Spend 1 Focus to create a Shield of mental energy negates 2 damage per occultist level. Use as an immediate action by spending 2 focus instead of 1.

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.

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Add to Herolab

Potion of Swimming
+8,000 gp

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Possible future plans:
Start with orc bane/ defiant on weapons and armor
Then move to Giant bane and defiant on weapons and armor
Get belt with throwing axes to retract back for flying creatures.

MWk Dwarven Battleaxe---> +1 (+2000 gp)
+1 Dwarven Battleaxe---> +1 Orc-Bane Dwarven Battleaxe (+6000 gp)
+1 Orc-Bane Dwarven Battleaxe--->+1 Orc/Giant-Bane Dwarven Battleaxe (+10000 gp)
Total (18,000)

Mwk Full Plate Armor---> +1 (+1000 gp)
+1 Full Plate Armor---> +1 Orc Defiant Full Plate Armor (+3000 gp)
+1 Orc Defiant Full Plate Armor---> +1 Orc/Giant Defiant Full Plate Armor (+5000 gp)
Total (9,000)

Heavy Steel Shield---> Mwk Heavy Steel Shield (150 gp)
Mwk Heavy Steel Shield---> +1 (+1000 gp)
+1 Heavy Steel Shield---> +1 Orc Defiant Heavy Steel Shield (+3000 gp)
+1 Orc Defiant Heavy Steel Shield---> +1 Orc/Giant Defiant Heavy Steel Shield (+5000 gp)
Total (9,150)