Vorrea Talminari

Camred Symas's page

87 posts. Organized Play character for d'Eon.


Full Name

Camred Symas

Race

Human

Classes/Levels

Occultist 1 | HP 9/9 | AC 15, T 11, FF 14 | F +3, R +1, W +4 | Init +1 | Perc +7 | 1st level: 0/2 | Evocation Focus 3/4, Divination Focus 1/3

Gender

Female

Size

Medium

Age

18

Alignment

Neutral Good

Deity

Zohls

Languages

Taldane, Aboleth, Varisian, Osiriani, Aklo, Azlanti

Strength 10
Dexterity 12
Constitution 13
Intelligence 18
Wisdom 14
Charisma 10

About Camred Symas

Appearance:
5'8", 10 stone 5

Defense:
HP 9
AC 15 (+3 armor +1 shield +1 Dex)
CMD 11 (+0 BAB +0 Str +1 Dex)

Fort +3
Ref +1
Will +4

Offense:
BAB +0
CMB +0

Sword cane +0 1d6 ×2

Skills:
Appraise +9 (1 rank +4 Int +3 misc +1 trait)
Knowledge (arcana) +8 (1 rank +4 Int +3 misc)*
Knowledge (history) +8 (1 rank +4 Int +3 misc)*
Knowledge (planes) +8 (1 rank +4 Int +3 misc)*
Linguistics +8 (1 rank +4 Int +3 misc)
Perception +7 (1 rank +2 Wis +3 misc +1 insight)
Profession (scribe) +6 (1 rank +2 Wis +3 misc)
Spellcraft +8 (1 rank +4 Int +3 misc)
Use Magic Device +4 (1 rank +0 Cha +3 misc)

*+1 bonus to checks made in the Grand Lodge

Special Abilities:
Favored Class: Occultist, +1/6 Focus Power

Skilled: +1 skill points per level.

Mental Focus: 7 points. 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.

Automatic Writing: 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 DC 20 Linguistics check to decipher the meanings of these messages. If successful, you learn whether a particular action will bring good or bad results in the next half hour or so. 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%).

Phrenology: 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.
• Race and age, DC 10
• Gender, DC 15
• Alignment, DC 15+HD
• Class, 20+HD
• Level or HD, 25+HD

Psychometry: 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.

Read Aura: 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: DC 15+HD/CL. 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: DC 20+HD/CL. 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: DC 15+HD. 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: DC 20+HD/CL. 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.

Feats:
Extra Focus Power: You gain one additional focus power from among those available from your chosen implement schools. You must select a power for which you normally qualify.

Extra Mental Focus: You gain 2 additional points of mental focus.

Traits:
Keen Appraiser: You gain a +1 trait bonus on Appraise checks. In addition, you need only exceed the DC of an Appraise check by 2 in order to determine whether the item in question has magic properties (although success still does not grant knowledge of the magic item's abilities).

Relic Hunter: You gain a +1 trait bonus on Appraise and Knowledge (history) checks made to examine ruined buildings more than 1,000 years old as well as any ruined objects found in them. If such an item is magical, you gain a +1 trait bonus on Spellcraft checks to identify its properties and Use Magical Device checks to activate it.

Rod of Sudamsha:
Evocation Implement

Intense Focus: A spellcaster who bears the implement can add the implement as an additional focus component for any of his damaging evocation spells that have an instantaneous duration or focus powers with an instantaneous duration. If he does so, the spell or focus power deals 1 additional point of damage of the same type for every two points of focus stored, max +1 damage.

Energy Ray: As a standard action that provokes attacks of opportunity, you can expend 1 point of mental focus to unleash a ray of pure energy as a ranged touch attack. This ray has a range of 30 feet. The ray deals 1d6 energy damage. When you unleash an energy ray, you must decide what type of damage it deals (acid, cold, electricity, or fire).

Radiance: As a standard action, you can touch a weapon to cause it to glow with light by expending 1 point of mental focus. The weapon produces light like a torch. For the purpose of darkness spells and abilities, this effect counts as a light spell of level 0. This light lasts for 1 minute. In addition, whenever the weapon scores a critical hit against a foe, the wielder can choose to end the effect, causing the foe to be surrounded by the radiance for 1d4 rounds. While illuminated in this way, the target can't benefit from concealment or invisibility, nor can it attempt Stealth checks to avoid being seen. All attack rolls made against an illuminated foe receive a +2 circumstance bonus.

Knacks
Telekinetic projectile 1 standard action | T, E | close (25') | Make a ranged attack at +1 with an object weighing 5 lbs or less that deals 1d6 damage

1st
Burning hands 1 standard action | T, E | 15' cone | 1d4 fire damage to all creatures in the area, DC 15 Ref to halve

Philausith's Leaves:
Divination Implement

Third Eye: 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, max +1 bonus.

Sudden Insight: 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 a +1 insight bonus on that roll. 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.

Future Gaze: As a standard action, you can spend 1 point of mental focus to gain an insight into the future that can tell you whether a particular action will bring good or bad results for you in the immediate future. The chance for receiving a meaningful reply is 71%, this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results:
Weal (if the action will probably bring good results).
Woe (for bad results).
Weal and woe (for both).
Nothing (for actions that don't have especially good or bad results).
If the spell fails, you get the "nothing" result.

The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same die result as the first casting.

Knacks
Guidance 1 standard action | T, E | touch | 1 minute or until discharged | The touched creature gains a +1 competence bonus to a single attack roll, skill check, or saving throw

1st
Heightened awareness 1 standard action | T | self | 10 minutes | Gain a +2 competence bonus to Perception checks and all trained Knowledge checks. If this spell is active when you make an initiative check, you can dismiss it to gain a +4 bonus on that check.

Common Buffs:

Equipment:
Studded leather armor, buckler, sword cane, scholar's outfit, backpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), waterskin, Rod of Sudamsha, Philausith's Leaves, alchemist's fire

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Encumbrance
Light lbs
Medium lbs
Heavy lbs

Inventory Tracking:
Current gold: 496 gp

Studded leather - 25 gp
Sword cane - 45 gp
Wayfinder - 1 PP

Prestige and Boons:
XP 1

Fame 2
Prestige 1

Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).

Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name — such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item —
would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it of your Chronicle sheet.

Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

Chronicles: