About Bookworm the ExpurgatorBookworm'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)
Implement Schools (save DC 21)
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:
Occultist Spells Known:
Occultist Spells per 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
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)
Extra Mental Focus (3)
Third Eye (5)
Extend Resonant Power (abjuration) (7)
Psychic Virtuoso (9)
Legalistic Reading (11)
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.
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.
Magic Domain
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.
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.
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.
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.
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.
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)
Task..........................DC
Hypnotism (Diplomacy)
Phrenology (Knowledge [arcana])
Task...................................DC
Try Again: Yes. Reexamining a skull may provide new insights. You can attempt only one such check per day. Prognostication (Sense Motive)
Psychometry (Appraise)
Read Aura (Perception)
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 |