Ethem Baler

Bookworm the Expurgator's page

2 posts. Alias of Tiger Claw.


Full Name

Bookworm

Race

Human

Classes/Levels

Occultist (Tome Eater) 11 / Inquisitor (Living Grimoire) 1

Gender

Male

Size

Small

Age

130

Alignment

Lawful Neutral

Deity

Alithea

Languages

Common (Taldane), Gnome, Sylvan, Draconic, Elven, Giant, Celestial|Abyssal, Ancient Osiriani, Dwarven, Halfling, Hallit, Ignan, Infernal, Orc, Osiriani, Kelish, Tien, Varisian

Occupation

Expergator/Herald

Strength 8
Dexterity 12
Constitution 16
Intelligence 19
Wisdom 15
Charisma 13

About Bookworm the Expurgator

Bookworm's service to Alithea is focused on the location, neutralization, and destruction of dangerous artifacts and writings. He carries with him a tome almost as big as him containing a record of his former life, which he claims not to have read.

Race: Gnome (bleachling)

Alignment: Lawful Neutral

Diety: Alithea the Unraveling Eye

Class: Occultist (Tome Eater) 11 / Inquisitor (Living Grimoire) 1

Abilities: Str 8 (-1), Dex 12 (+1), Con 16 (20) (+5), Int 19 (23) (+6), Wis 15 (+2), Cha 13 (+1)

HP: 20 (11d8+33+1d8+3)

AC: 21 (+6 armor, +1 dex, +1 size, +1 natural, +2 deflection)

Initiative: +1 (+1 Dex, +0 trait)

Speed: 30' (light armor)

Saving Throws: Fortitude+15 (+7+2+3+3) Reflex +7 (+3+0+1+3) Will +14 (+7+2+2+3) (+2 vs illusion, +2 vs fear, despair; +2 racial bonus on Fortitude saves against diseases and poisons inflicted by fey, plants, and forest-related hazards)

BAB: +8/+3

Weapons: +2 holy book +12 (1d6+11 /19-20x2)
(+8ba+1dex+2mag+1hb)

Implement Schools (save DC 21)
Focus 17 (11+4+2) points
. . Abjuration (Bonded Tome, 7 points) Resonant—warding talisman; Base Focus—mind barrier; Focus—loci sentry, unraveling
. . Conjuration (Bonded Tome, 4 points) Resonant—casting focus; Base Focus—servitor; Focus—globe of negation, purge corruption, planar ward,
. . Divination (Bonded Tome, 6 points) Resonant—third eye; Base Focus—sudden insight; Focus—future gaze

Special Abilities: focus powers, implements (5), knacks, mental focus, object reading, devour books & scrolls, word sense, stern gaze, orisons, hand of the acolyte (5/5)

Spell-like Abilities: charm animal 3/day (DC 12)

Spells:

Inquisitor Spells Known:
Divination spells +1 CL
0: light, detect magic, light, brand
1: authenticating gaze, command, comprehend languages, detect chaos, detect demon, detect evil, detect good, detect law, detect undead, ears of the city, expeditious retreat, heightened awareness, hide weapon, invisibility alarm, keep watch, know the enemy, lock gaze, pierce facade, planar orientation, preserve garce, protection from chaos, protection from evil, protection from good, protection from law, sanctuary, speak local language, shield of faith, true appraisal
Inquisitor Spells per Day:
1: 1+2/day

Occultist Spells Known:
0: know direction, read magic, stabilize
Div 1: object reading Conj 1: cure light wounds, mage armor Abj 1: shield,warding weapon
Div 2: share memory Conj 2: ablative barrier, apport object Abj 2: arcane lock, node of blasting
Div 3: retrocognition Conj 3: penumbral disguise, urban step Abj 3: dispel magic, magic circle against chaos
Div 4: commune with texts Conj 4: dimension door, straightjacket Abj 4: conjuration foil, lesser globe of invulnerability

Occultist Spells per Day:
Divination spells +1 CL
1: 5+2/day
2: 4+2/day
3: 4+1/day
4: 2+1/day

Race Traits:

+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their enthusiastic attitudes make them naturally agreeable.
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Bleachling Magic: Gnomes with this racial trait treat their caster level as 1 higher for the purposes of divination spells they cast. Additionally, if the gnome has a Wisdom or Charisma score of 11 or higher, she also gains the ability to cast charm animal as a spell-like ability three times per day. The caster level for this effect is equal to the gnome’s level, and the DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier. This replaces gnome magic.
Eternal Hope: Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred.
Illusion Resistance: Gnomes get a +2 racial bonus on saving throws against illusion spells or effects.
Nature Affinity: Gnomes with this racial trait gain a +2 racial bonus on Fortitude saves against diseases and poisons inflicted by fey, plants, and forest-related hazards. This replaces keen senses.
Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.

Traits & Skills:

Background Traits:
1: Avid Reader
As a youth, you voraciously consumed books and scrolls provided by a member of an adventurer’s guild or a learned organization, and you have internalized these stories of bold adventurers. Choose one Knowledge skill [(arcana)]. You can always choose to take 10 on checks with the chosen Knowledge skill, even when distracted or threatened.

2: Self-taught Scholar
Being self-taught has made it necessary for you to scour all documentation you can get your hands on. You gain a +1 trait bonus on Linguistics checks to decipher unfamiliar languages, and Linguistics is always a class skill for you. In addition, you gain a +1 trait bonus on Spellcraft checks made to decipher the writing on a scroll.

Skills: Appraise (Int) +21, Diplomacy (Cha) +16, Heal (Wis) +17, Knowledge (arcana) (Int) +23, Knowledge (planes) (Int) +21, Knowledge (history) (Int) +21, Knowledge (religion) +10, Linguistics (Int) +21, Perception (Wis) +17, Profession (scribe) +8, Sense Motive (Wis) +19, Spellcraft (Int) +21, Use Magic Device (Cha) +24

Skill Break: Appraise (Int) +11or +1ir +6s +3c Diplomacy (Cha) +11or +1ir +1s +3c, Heal (Wis) +11or +1ir +2s +3c Knowledge (arcana) (Int) +11or +1ir +6s +3c +2g, Knowledge (planes) (Int) +11or +1ir +6s +3c, Knowledge (history) (Int) +11or +1ir +6s +3c, Knowledge (religion) +1ir +6s+3c, Linguistics (Int) +11or +1ir +6s +3c, Perception (Wis) +11or +1ir +2s +3c, Profession (scribe) +1ir +4s+3c, Sense Motive (Wis) +11or +1ir +4s +3c, Spellcraft (Int) +11or +1ir +6s +3c, Use Magic Device (Cha) +11or +1ir +4s +3c +1/2 level

Languages: Common (Taldane), Gnome, Sylvan, Draconic, Elven, Giant, Celestial,|Abyssal, Ancient Osiriani, Dwarven, Halfling, Hallit, Ignan, Infernal, Orc, Osiriani, Kelish, Tien, Varisian

Favored class bonus: +1 skill/level


Feats:

Feats: Scribe Scroll (1), Extra Mental Focus (3), Third Eye (5), Extend Resonant Power (abjuration) (7), Psychic Virtuoso (9), Legalistic Reading (11)

Scribe Scroll (1)
You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Magic Items for more information.

Extra Mental Focus (3)
You gain 2 additional points of mental focus.

Third Eye (5)
Once per day as a standard action, you can open a spiritual third eye positioned on your forehead between and above your normal eyes. You can keep this eye open for up to 1 minute per character level you possess. This duration doesn’t have to be consecutive, but it must be used in 1-minute increments. Once per day while your third eye is open, you can use the read aura occult skill unlock after 1 minute of intense concentration. This is in addition to the normal daily use of read aura (which still takes 10 minutes). While your third eye is open, you gain a +4 bonus on Perception checks to read auras, as well as a +8 bonus on Perception checks to detect invisible creatures or objects or see through magical disguises (both illusory ones and those provided by the change shape ability or polymorph magic). When you close your third eye, either voluntarily or at the end of the time limit, you are fatigued for an amount of time equal to the length of time you kept your third eye open.

Extend Resonant Power (abjuration) (7)
Select an implement school. When you place mental focus points into an implement of that school, you can choose to gain benefits from the resonant power as if you had placed only half as many points of mental focus into the implement. If you do, you can extend the same benefits to one additional ally within 30 feet at the time you invest mental focus. If the ally moves outside of the extended power’s range, the power is suppressed, but it resumes functioning once the ally moves within range again. You can spend 1 point of mental focus from your implement to pass the effect to a new target, so long as both the original target and the new one are within 30 feet. This feat can affect only one implement from a given school at a time, even if you have selected the same implement school more than once.

Psychic Virtuoso (9)
You gain a +2 bonus on checks to use occult skill unlocks. If you have more than 10 ranks in the base skill, this bonus increases to +4. This bonus doesn’t apply on other checks using the base skills—only on checks for occult skill unlocks.

Legalistic Reading (11)
Any Wisdom check you attempt to avoid a mishap when casting a spell from a scroll fails only on a natural 1. When you cast a spell from a scroll, you can attempt a caster level check with a DC equal to 25 + the scroll’s caster level as a free action. If you succeed, the magical writing does not vanish for 1 round; if the spell’s casting time is no longer than a standard action, the scroll can be used again in the following round before its writing fades. You can’t use this feat on a scroll a second time, and you can’t use this feat if the spell on the scroll requires a material component worth more than 10 gp.

Inquisitor Special Abilities:

Orisons: Inquisitors learn a number of orisons, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Spells: A living grimoire must prepare his spells ahead of time, and can know any number of inquisitor spells. He uses Intelligence instead of Wisdom as his key spellcasting ability score (to determine his spell DCs, bonus spells per day, modifier on concentration checks, and so on), and to determine the effects and number of uses of his domain powers.
The living grimoire receives the same number of spell slots per day as a warpriest of his inquisitor level, and receives bonus spells per day if he has a high Intelligence score. He must choose and prepare his spells ahead of time by choosing a time each day for 1 hour of quiet contemplation while he studies his holy book.
At 1st level, the living grimoire’s holy book contains all 0-level inquisitor spells plus three 1st-level inquisitor spells of his choice. He also selects a number of additional 1st-level inquisitor spells equal to his Intelligence modifier to add to his holy book. At each new inquisitor level, he gains two new inquisitor spells of any spell levels he can cast (based on his new inquisitor level) for his holy book. At any time, he can learn inquisitor spells from scrolls or other written sources and add inquisitor spells he finds to his holy book.
This ability alters orisons and spellcasting and replaces cunning initiative.

Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).

Domain: Like a cleric’s deity, an inquisitor’s deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM’s approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.
Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.

Magic Domain
Hand of the Acolyte (Su): You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Holy Book (Su): At 1st level, a living grimoire forms a supernatural bond with a large ironbound tome containing the holy text of his deity and learns to use it as a weapon. When wielding the holy book as a weapon, he deals base damage as if it were a cold iron light mace (but see Sacred Word below), is considered proficient with the book, takes no improvised weapon penalty, and gains a +1 bonus on attack rolls with the book. The tome serves as his holy symbol and divine focus, and can be enchanted as a magic weapon. He can replace his bonded tome with another book at any time, though he must perform a 24-hour binding ritual to attune himself to the new book. This ability replaces monster lore.

Sacred Word (Su): At 1st level, a living grimoire learns to charge his holy book with the power of his faith. The inquisitor gains the benefits of the warpriest’s sacred weapon class ability, but the benefits apply only to his bonded holy book. Like a warpriest’s sacred weapon, the living grimoire’s book deals damage based on the inquisitor’s level, not the book’s base damage (unless the inquisitor chooses to use the book’s base damage). This ability replaces judgment.

Occultist Special Abilities:

Knacks: An occultist learns one knack, or 0-level psychic spell, each time he selects an implement school (including when he again selects a school that he has already learned to use). These spells are cast like any other spell, but they can be cast any number of times per day. Knacks cast using any other spell slots because of metamagic feats applied to them, for example, consume spell slots as normal.

Spells: 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. 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 1–6: 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).

Implements (Su): At 1st level, an occultist learns to use two implement schools. At 2nd level and every 4 occultist levels thereafter, the occultist learns to use one additional implement school, to a maximum of seven schools at 18th level. Each implement school adds one spell per spell level of that school of magic to the occultist’s spell list. No spells from any other school are considered to be on the occultist’s spell list until he selects the associated implement school. He can’t use spell trigger or spell completion magic items from unknown schools without succeeding at the appropriate Use Magic Device check. An occultist can select an implement school more than once in order to learn additional spells from the associated school.
Each implement school is represented by a small list of objects. Every day, the occultist selects one item from that school’s list to be his implement for the day for each implement school he knows. The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement school multiple times, in which case he needs one item for each set of spells gained from that school. Implements don’t need to be magic items, and nonmagical implements don’t take up a magic item slot even if they’re worn. Implements that are not magic items are often of some historical value or of personal significance to the occultist, such as the finger bone of a saint, the broken scepter of a long-dead king, the skull of a mentor’s familiar, or the glass eye of an uncanny ancestor.
Whenever an occultist casts a spell, he must have the corresponding implement in his possession and present the implement to the target or toward the area of effect. This act is part of casting the spell and doesn’t require any additional action. If the occultist lacks the corresponding implement, he can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell’s level) to do so. Spells cast by an occultist without the appropriate implement are always treated as if they were cast at the minimum caster level for the spell in question (caster level 1st for a 1st-level spell, caster level 4th for a 2nd-level spell, and so on).
Each implement school also grants a base focus power. This power is added to the list of focus powers possessed by the occultist (see Mental Focus below). In addition, each implement school grants access to a number of other focus powers that the occultist can select from using his mental focus class feature.
Chosen Implements(1:Divination, Conjuration, 2 Abjuration, 6 Conjuration, 10 Abjuration)

Mental Focus (Su): 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 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.
The occultist can choose to save generic mental focus inside his own body instead of investing all of it, but expending this focus comes at a higher cost. Any focus power the occultist activates with generic focus costs twice as much mental focus to use (and to maintain, if applicable). The occultist can expend his generic focus through an appropriate implement on any focus power he knows, but an implement he didn’t invest any focus in at the start of the day grants no resonant power.

Focus Powers (Su): At 1st level, an occultist learns the base focus power from both of his two implement schools and can select one more focus power from the list of those available to him through those schools. Whenever the occultist learns a new implement school, he gains the base power of that school. In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power selected from the options granted by all of the implement schools he knows. The occultist can use focus powers only by expending mental focus. Unless otherwise noted, the DC for any saving throw against a focus power equals 10 + 1/2 the occultist’s level + the occultist’s Intelligence modifier. The occultist can’t select a focus power more than once. Some focus powers require him to reach a specific occultist level before he can choose them.

Bonded Tome (Su): At 1st level, a tome eater forms a supernatural bond with a specific book. She can replace her bonded tome with another book at any time, though the tome eater must perform a 24-hour binding ritual to attune herself to the new book.
The bonded tome starts as an implement for any two schools of magic at 1st level, and it gains access to additional schools of magic at 2nd, 10th, 14th, and 18th levels, granting the tome eater access to base focus powers and resonant powers accordingly. The tome eater’s bonded tome serves as her implement component to cast occultist spells of all schools she knows. However, she must split her mental focus among the schools she knows for the purpose of determining resonant powers and using focus powers, even though she possesses only one physical item as an implement. Once per day as part of casting an occultist spell, a tome eater can expend 1 point of mental focus tied to the appropriate school to increase the spell’s caster level by 1 or increase the spell’s DC by 1. A tome eater can enhance a spell in this manner one additional time per day at 6th level, and another time per day for every 5 occultist levels she possesses beyond 6th. This ability alters implements, mental focus, spellcasting, and implement mastery.

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.

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.

Devour Books and Scrolls (Sp): A tome eater can devour books and scrolls in order to gain various benefits. Devouring a book or scroll is a full-round action that provokes attacks of opportunity. A devoured book or scroll is absorbed into the tome eater’s body and completely destroyed.
At 4th level, once per day a tome eater can devour a spell scroll or a book to regain mental focus, which she can divide as she likes among her schools of magic, to a maximum of the amount of mental focus she assigned to that school at the beginning of the day. If she devours a scroll, a tome eater regains a number of points of mental focus equal to the spell level of the highest-level spell contained on the scroll. If she devours a nonmagical book that contains at least 100 pages of written text and is worth at least 25 gp, a tome eater regains 1 point of mental focus. If she devours a magical book, she regains a number of points of mental focus equal to half the caster level of the item. If the tome eater devours a spellbook with at least 50 pages of spells of 1st level or higher, she regains 4 points of mental focus.
At 6th level, a tome eater can ready an action to devour an enemy’s spell when an enemy within 30 feet attempts to cast a spell from a scroll. This ability works as the counterspell action as if the tome eater were using dispel magic, though the tome eater doesn’t need to cast a spell to counter the enemy’s spell. A tome eater can use this ability once per day at 6th level, plus one additional time per day for every 4 occultist levels beyond 6th. If a tome eater readies an action to use this ability and the readied action never triggers, she doesn’t expend a daily use of this ability.
At 8th level, a tome eater can devour a book or scroll as a standard action. Additionally, whenever a tome eater successfully uses this ability to counter a spell being cast from a scroll, she can devour the enemy’s scroll without spending any additional actions if she hasn’t devoured a scroll or book yet that day.
This ability replaces shift focus, the implement gained at 6th level, magic circles, outside contact, binding circles, and fast circles.

Word Sense (Sp, Su): At 5th level, a tome eater is constantly under the effect of read magic. Additionally, she can automatically detect the general topic of a piece of writing, and whether that writing is a magical scroll or tome, simply by looking at it. If she spends 1 round concentrating on a text within 30 feet per 100 pages of the text, she can gain a sense of a text’s contents as if she had skimmed the text. This ability replaces aura sight.

Divination Implements:

Resonant Power: Each time the occultist invests mental focus into an divination implement, the implement grants the following resonant power. The implement’s bearer gains the benefits of this power until the occultist refreshes his focus.
Third Eye (Su): The implement allows its bearer to notice that which can’t easily be seen. The implement grants a +1 insight bonus on Perception checks per 2 points of mental focus stored in it, to a maximum bonus equal to the occultist’s level. If the occultist is 3rd level or higher and stores at least 3 points of mental focus in it, the implement also grants lowlight vision. If the occultist is 5th level or higher and stores at least 6 points of mental focus in it, the implement also grants darkvision 60 feet. (If the bearer already has darkvision, the implement increases the range of the darkvision by 30 feet.) If the occultist is 7th level or higher and stores at least 9 points of mental focus in it, the implement also grants the effects of see invisibility. If the occultist is 13th level or higher and stores at least 12 points of mental focus in it, the implement also grants blindsense 60 feet. If the occultist is 19th level or higher and stores at least 15 points of mental focus in it, the implement also grants blindsight 30 feet.
Base Focus Power: All occultists who learn to use divination implements gain the following focus power.
Sudden Insight (Sp): As a swift action, you can expend 1 point of mental focus to gain an insight into your immediate future. You can use this foreknowledge as a free action before you roll any ability check, attack roll, or skill check to gain an insight bonus on that roll equal to 1/2 your occultist level (minimum +1). You can use your foreknowledge only once per turn, and if it’s not used by the end of your turn, the insight fades and you gain no benefit.
Divination Focus Powers
Future Gaze (Sp): As a standard action, you can gain an insight into the future by expending 1 point of mental focus. This functions as augury, using your occultist level as the caster level.

Conjuration Implements:

Resonant Power: Each time the occultist invests mental focus into an conjuration implement, the implement grants the following resonant power. The implement’s bearer gains the benefits of this power until the occultist refreshes his focus.
Casting Focus (Su): The implement empowers the bearer’s ties to the worlds beyond, allowing his spells to maintain their power for a longer period of time. The bearer can add the implement as an additional focus component to any conjuration spell he casts that has a duration measured in rounds per level. If he does so, he adds 1 to his caster level for every 2 points of mental focus stored in the implement (to a maximum bonus equal to your occultist level). This increase applies only when determining the duration of the spell. Apply this increase after other effects that adjust a spell’s duration, such as Extend Spell.
Base Focus Power: All occultists who learn to use conjuration implements gain the following focus power.
Servitor (Sp): As a standard action, you can expend 1 point of mental focus to summon a servitor. This ability functions as summon monster I, but you can use it only to summon a single creature, and the effect lasts for 1 minute. At 4th level and every 3 levels thereafter, the level of the summon monster spell increases by 1, to a maximum of summon monster VII at 19th level. You can’t have more than one servitor in effect at a time. At any time, you can expend 1 point of mental focus as a free action to extend the duration of an active servitor by 1 minute.
Focus Powers: In addition to gaining the base focus power, occultists who learn to use conjuration implements can select from the following focus powers when choosing the powers gained from their focus powers class feature.
Purge Corruption (Sp): As a standard action, you can expend 1 point of mental focus to draw out the corruption from a creature. You must touch the target with your implement to use this power. This ability functions as either neutralize poison or remove disease, using your occultist level as the caster level. Each use of this ability can cure only one poison or one disease. You must be at least 5th level to select this focus 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.

Abjuration Implements:

Resonant Power: Each time the occultist invests mental focus into an abjuration implement, the implement grants the following resonant power. The implement’s bearer gains the benefits of this power until the occultist refreshes his focus.
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.
Focus Powers: In addition to gaining the base focus power, occultists who learn to use abjuration implements can select from the following focus powers when choosing the powers gained from their focus powers class feature.
Loci Sentry (Sp): As a standard action, you can expend 1 point of mental focus to set a ward about an area. This area has a maximum radius of 10 feet + 5 feet per occultist level you possess. Whenever a creature enters the area, a sentry manifested by your psyche appears and strikes out at the intruder. The affected creature must succeed at a Will save or be dazed for 1 round. You are immediately aware of the sentry’s activation. The sentry lasts for up to 1 hour per occultist level you possess, or until triggered. When you set the sentry, you can set any number of specif ic creatures to be immune to the sentry and thus avoid triggering it.
Unraveling (Sp): As a standard action, you can expend 1 point of mental focus to unravel a magical effect. This functions as a targeted dispel magic spell, but you must be adjacent to the effect to unravel it. If the effect is created by psychic magic, you receive a +5 bonus on your caster level check to unravel it. If the effect targets an object in your possession, you automatically succeed at the check. You must be at least 5th level to select this focus power.
Globe of Negation (Sp): As a standard action, you can expend 3 points of mental focus to create a stationary globe of negation. This globe is 10 feet in diameter and cancels any spell effect that is cast into or through its area. This functions as globe of invulnerability, but it affects spells of any level. The globe can negate a total number of spell levels equal to your occultist level, after which the globe collapses. Spells that exceed the number of remaining levels remove all remaining levels, but are weakened; any creatures targeted by such spells receive a +4 circumstance bonus on any saving throws against the spells’ effects. The globe lasts for a number of rounds equal to your occultist level. It has no effect on spells originating within the globe—only on those that enter its area as or after they are cast. You must be at least 11th level to select this focus power.

Occult Skill Unlocks:

Automatic Writing (Linguistics)
You can produce mysterious writing that pertains to the immediate future, either under the influence of enigmatic guiding spirits or by unleashing your subconscious intuition.
Check: Once per week, you can spend 1 hour posing questions while your hand unconsciously scribbles messages of varying legibility and accuracy. At the end of this hour, You attempt a Linguistics check to decipher the meanings of these messages. If successful, you gain information as though you had used augury. If you have 10 or more ranks in Linguistics, you can attempt a higher DC check to instead gain information as though you had used divination. The chance of successfully producing coherent or meaningful writing from any of these effects equals 60% plus 5% for every 1 by which your check result exceeds the DC (to a maximum of 90%). You must choose which DC you’ll try to meet before attempting the check. The GM rolls the check and d% roll secretly, so that you can’t tell whether the messages are accurate.
Writing Results....Ranks Required....DC
As augury spell.............1......................20
As divination spell........10....................30
Action: Automatic writing takes 1 hour.
Try Again: Yes. You can attempt to learn more about a subject, but can still attempt only one check per week.

Faith Healing (Heal)
You apply esoteric principles to temporarily suspend or remove curses, diseases, and ability damage.
Check: You can use faith healing once per day. The DC and effect of the Heal check depend on the task you attempt. You can’t use faith healing on yourself.
Restore Vitality: You suppress ability damage. You perform a 1-hour ceremony, after which you attempt a Heal check against the DC of the effect that caused the ability damage. If you succeed at the check, you temporarily suppress 1 point of ability damage for 1 hour, plus 1 additional point and hour for every 5 by which the check result exceeds the DC. A creature can benefit from this treatment no more than once per day.
Suspend Affliction: You treat one curse, disease, or poison affecting a creature. You enter into a deep trance for 1 hour while you treat the subject, after which you attempt your Heal check. If the check is successful, you suspend the effects of the affliction by 1 hour, plus 1 hour for every 5 by which you exceed the DC. This time doesn’t count against the effect’s duration (if any). The affliction can still be cured by other means while it’s suspended.
Remove Affliction: You can attempt to permanently remove an affliction in an 8-hour ceremony, after which you attempt a Heal check. If the result of the check is at least double the DC of the original affliction, the sufferer can attempt another saving throw using the original DC to permanently cast off the effect.

Task..........................DC
Restore vitality..........Effect’s save DC
Suspend affliction.....Affliction’s save DC
Remove affliction......Double the affliction’s save DC
Action: Restoring vitality and suspending afflictions each require 1 hour in a quiet environment. Permanent removal of afflictions requires 8 hours of heavy activity.
Try Again: Varies. A creature can’t be the subject of faith healing more than once per day. You can’t try to permanently remove an affliction again.

Hypnotism (Diplomacy)
You use the power of suggestion and subtle psychic influence to alter a subject’s mind and dredge up repressed memories.
Check: You can use hypnotism once per day. The DC of a Diplomacy check to hypnotize is 20 + the subject’s Will save modifier against mind-affecting enchantment (compulsion) effects. All uses of hypnotism are mind-affecting enchantment (compulsion) effects.
Implant Suggestion: You can implant a suggested course of reasonable action in the mind of a willing creature, along with a defined trigger. To implant a suggestion, you spend 1 minute inducing a trance-like state in the subject, after which you attempt a Diplomacy check. If the check is successful, You implant the course of action, as a suggestion spell with a duration of 10 minutes plus 10 additional minutes for every 1 by which your check result exceeds the DC. If the subject ceases to be willing, it can attempt a Will save once each round to shake off the effects. The save DC is equal to 10 + 1/2 your character level + your Charisma modifier. You can attempt to subtly implant a suggestion in the mind of an unwilling creature with an attitude of indifferent or better after 1 minute of continuous, calm interaction with that creature, but the DC is 10 higher.
Recall Memory: You can draw out forgotten memories from a willing subject. You spend 1 minute inducing a calming, trance-like state in the subject, after which you attempt a Diplomacy check. If you succeed at the check, the hypnotized creature can reroll any previously failed Intelligence or Knowledge check to recall the forgotten information with a +4 bonus. The information must be something the subject once knew or was exposed to.
Action: Hypnotism takes 1 minute of calm interaction.
Try Again: Yes. You can try to hypnotize the same creature more than once, but only once per day.

Phrenology (Knowledge [arcana])
You examine the skulls of intelligent creatures to analyze the subjects’ psychological attributes, since the shape of the brain influences the shape of the skull.
Check: Once per day, you can use your fingertips to examine the shape of a creature’s skull. Reading a creature’s skull requires 1 minute of concentration and scrutiny while
You physically manipulate the skull. This technique can be used on a willing, helpless, or paralyzed creature, or on decomposed remains (as long as the skull is intact or can be pieced together). This skill can’t be used on creatures without discernible skulls, such as constructs, elementals, oozes, or plants. After the minute is up, the GM attempts a secret Knowledge (arcana) check. The DC is typically modified by the subject’s Hit Dice. With a single check, You determine all the information whose DC you meet.
For instance, if you had a result of 22 when examining a creature with 2 HD, you would learn that creature’s race and age, gender, alignment, and class, but not its level or HD.

Task...................................DC
Determine race and age......10
Determine gender.................15
Determine alignment............15 + creature’s HD*
Determine class ....................20 + creature’s HD*
Determine level or HD.........25 + creature’s HD*
*A dead creature’s skull uses the HD the creature had when alive.
Action: Reading a creature’s cranium requires 1 minute of uninterrupted study.

Try Again: Yes. Reexamining a skull may provide new insights. You can attempt only one such check per day.

Prognostication (Sense Motive)
You are skilled in means of folk divination. The most common methods are cartomancy (reading cards), cheiromancy (reading a creature’s palms), crystallomancy (crystal-gazing), extispicy (reading animal entrails), horoscopy (reading a creature’s birth stars), oneiromancy (interpreting dreams), osteomancy (reading cast bones), and pyromancy (reading flames).
Check: Once per day, you can predict a creature’s fortune for the near future. You spend 10 minutes interpreting the divination means at your disposal. The GM then attempts a secret Sense Motive check with a DC modified by the subject’s Hit Dice (see the table below). The result of the check can give you basic insight into the subject’s nature, including its alignment, class, and levels or Hit Dice, and might reveal clues to the creature’s immediate future.
Determining the immediate future as an augury spell has a chance of successfully interpreting meaningful readings equal to 60% plus 5% for every point by which the check result exceeds the DC (to a maximum of 90%). With a single check, you determine all the information whose DC you meet.
For instance, if you had a result of 22 when telling the fortune of a creature with 2 HD, you would learn that creature’s alignment and class, but not its level, HD, or fortune.
Task..................................................DC
Determine alignment....................15 + creature’s HD
Determine class .............................20 + creature’s HD
Determine level or HD...................25 + creature’s HD
Determine fortune as augury spell..25 + creature’s HD
Try Again: Yes. You can attempt to read a particular creature’s fortune repeatedly, but only once per 24 hours.
Special: Specially crafted items purchased for the exclusive use of this skill grant a +2 circumstance bonus on Sense Motive checks to prognosticate.

Psychometry (Appraise)
You can read the psychic impressions left on objects or in places by previous owners and events.
Check: Once per day, you can concentrate for 1 minute while in physical contact with an item or location, during which you receive flashes of insight regarding the subject’s nature and ownership. After 1 minute, you attempt a DC 15 Appraise check to decipher the visions. You gain one piece of information about the historical significance or the last previous owner—such as a glimpse of the last owner’s appearance or its emotional state when it last used the item—determined by the GM. You learn one more piece of information for every 10 by which your check result exceeds the DC, as long as you concentrate for 1 additional minute for each piece of information. If you fail the check by less than 5 or the item has no significant psychic imprint, you don’t learn any information. If you fail this check by 5 or more, the item appears to be psychically significant even if it’s not, and the information you gain is wildly inaccurate.
If you attempt to use psychometry on an item affected by charge object or implant false reading, you automatically learn all information imprinted by the spell. You must also attempt a Will save. If the item is affected by an implant false reading spell, on a success, you realize the information was false, and can determine the true information as well. On a failure, or if the item is affected by a charge object spell, you believe the information is true.
Action: Reading an object requires at least 1 minute of uninterrupted concentration.
Try Again: Yes. Multiple readings on an object or place always give the same results unless its circumstances or ownership have changed, but additional checks might reach further back into an object’s history. You don’t reroll the saving throw to determine if a psychic imprint is false. You can still use psychometry only once per day.

Read Aura (Perception)
Your psychic sensitivity allows you to read the psychic and magical auras of creatures and objects.
Check: Once per day, you can examine the natural aura of a creature or object to discern the subject’s alignment, emotions, health, or magic. This requires 10 minutes of concentration, after which you attempt a Perception check. Each time, you must pick one of four auras to read: alignment, emotion, health, or magic. The result of the check applies only to the selected aura. You must be within 30 feet of the subject at all times during the reading.
Objects typically have only magic auras, though some also have alignment auras (and intelligent items have emotion auras). You can still attempt to detect a type of aura an object doesn’t have, but you get no results. The DC varies depending on the aura, as shown on the table.
Read Alignment Aura: You attempt to read the alignment aura, learning the alignment and its strength. An alignment aura’s strength depends on the creature’s Hit Dice or item’s caster level, as noted in the description of the detect evil spell.
Read Emotion Aura: The colors within the target’s aura reveal its emotional state. If successful, you learn the target’s disposition and its attitude toward any creatures within 30 feet of it. For a number of rounds equal to the amount by which you exceeded the skill check’s DC, You gain a +2 circumstance bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks against the target.
Read Health Aura: Viewing the flow of vital force, you assess a creature’s physical condition. You learn if the creature is unharmed or wounded, if it is poisoned or diseased, and whether it is affected by any of the following conditions: confused, disabled, dying, nauseated, panicked, staggered, stunned, and unconscious. You also learn the total number of points available in its ki pool, grit pool, or similar resource.
Read Magic Aura: You attempt to determine the number and power of all magical auras on a target creature or object (see detect magic to determine a magic aura’s power). If the check is successful, you can attempt Knowledge (arcana) or Spellcraft checks to determine the school or identify properties of a magic item, as normal. If the item is affected by magic aura or a similar spell, you can realize this and determine the actual properties of the item if your check result exceeds the DC by 5 or more. If the spell is of a higher level (such as aura alteration), increase this threshold DC by 2 for every spell level beyond 1st.
Task........................................DC
Read alignment aura.......15 + creature’s HD or item’s caster level
Read emotion aura...........20 + creature’s HD or item’s caster level*
Read health aura..............15 + creature’s HD
Read magic aura...............20 + creature’s HD or item’s caster level
* Intelligent items only.
Action: Reading an aura requires 10 minutes of study.

Try Again: Yes. You can read a creature or object’s aura more than once, whether you read the same aura or a different one. You can still attempt only one skill check to read an aura per day.

History:

The only other survivor of the arcane eruption that granted Alithea her godlike powers was a gnome occultist. When the ritual grew beyond the control of the casters, he attempted to escape into the First World. He managed to escape as the most volatile magical energies erupted. Although he survived, the gnome was instantly struck with the Bleaching, and lost his memory.

Left only with his sense of his own fault for his amnesia, the gnome made his way to the closest city in the First World, Anophaeus, hoping that he might discover the truth of his past in dreams. After several years in Anophaeus, he was granted a vision which sent him on a journey to the Serene Circle, where he believed someone in Irori's realm would be able to help him regain his past.

It was there that the gnome found Alithea, still very early in her initial reflections and trying to understand her newfound abilities. Though she and the gnome were never close, she recognized the gnome. She convinced The Old Man, with whom she was training, to help the gnome uncover his memories. Irori's herald produced a tome, containing all the gnome's life and knowledge, including what he had lost. With his past now within his grasp, the gnome was afraid of facing it. It was at this moment that Alithea came up with the Rememorization. She called over a scrivenite from Irori's archives and had it strip away her knowledge, producing a tome similar to the gnome's, offering to undergo the experience with the gnome. Touched, the gnome read his tome, and relearned of his past, as an adventurer and follower of Nethys. Understanding the gravity of his mistakes, and the difficult experience Alithea went through with him, he denounced his old life, and took up the name Bookworm, becoming Alithea's first follower.

When Alithea established her temple in Absalom, Bookworm took on the role of her herald and high priest. His service to Alithea is focused on the location, neutralization, and destruction of dangerous magical artifacts. He carries with him a tome almost as big as him containing the record of his former life.

Equipment:

Carried: grimoire/holy book
Worn: mithril shirt (attuned +2) (1,100gp), backpack (2gp) Belt pouch (1gp), holy symbol of Alithea (platinum, 500gp)
Haversack: 50 ft. rope, silk (10gp), gear maintenance kit (5gp), chronicaler's kit (40gp), compass (10gp), healer’s kit (10/10, 50gp)
Belt pouch: holy water (4, 25gp ea)
WBL 21,000 (Heroic NPC) + ABP

Periculo Magicae:

Aura moderate transmutation CL 14th
Slot none; Price 61,080 gp; Weight 10 lbs.
Description
The large ironbound tome is the holy grimoire of Alithea's herald Periculo Magicae is a holy text in the works. The first section details the life of Bookworm, the only other survivor of the disasterous arcane experiment that granted The Unraveling Eye her divine spark.
Considered an improvised weapon, Periculo Magicae deals base damage as if it were a +2 cold iron light mace with the dispelling burst property. Twice per day, the tome can used to destroy magical or mundane writings, as the erase spell, without any chance of failure.
Construction
Requirements Craft Magic Arms and Armor; ray of enfeeblement; Price 30,540 gp