Sebti the Crocodile

Clover In Spring's page

9 posts. Alias of Itzi.


Full Name

Enzo Jeggare | Male Chelaxian Occultist 4 |

Race

| Speed 30 ft. | Spells: 2nd: 2/2, 1st: 4/4 | MF: Conjuration: 4/5, Transmutation 5/5 | Fugitive from Numeria: 1/1, Liar’s Intuition: 1/1, Master of Shadows: 1/1, Practised Artificer: 1/1, Revolutionary Bluster: 1/1, Student of 12 Rites: 1/1

Classes/Levels

| Active Conditions: Physical Enhancement (+2 Dex)

Gender

| HP: 27/27 | AC 17* (T13*, FF 14) | CMB: +3 CMD: 16* | F:+5 R:+5* W:+5 | Init +3* | Perc +6, SM +1, Diplomacy +3, Bluff/Intim -1

Size

Medium

Age

28

Alignment

N

Deity

Nethys

Strength 11
Dexterity 18
Constitution 12
Intelligence 18
Wisdom 12
Charisma 8

About Enzo Jeggare

Statistics:

PFS # 293444-1
Faction: Dark Archives
Experience 10
Fame 18, Prestige Points 14

Enzo Jeggare
Male Human (Chelaxian) Occultist 4
N Medium Humanoid (human)
Init +3*; Senses Perception +5

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DEFENSE
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AC 18*, touch 14*, flat-footed 14 (+4 armour, +4* Dex, +0 shield)
hp 27 (4d8+4)
Fort +5, Ref +5* Will +5

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OFFENSE
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Speed 30 ft.
Melee dagger +3 (1d4/19-20)
Ranged masterwork shortbow +8* (1d6/x3)

Spells Known (CL 4th, Concentration +8)
2nd--2/day—cure moderate wounds, see invisibility, spider climb
1st--4/day—comprehend languages, cure light wounds, feather fall
0—At Will--detect magic, mending, stabilize

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STATISTICS
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Str 11, Dex 16, Con 12, Int 18, Wis 12, Cha 8
Base Atk +3; CMB +3; CMD 17*
Traits Civilized, Pragmatic Activator
Feats Extra Mental Focus, Point-blank Shot, Precise Shot
Skills Appraise +8, Diplomacy +3, Disable Device +8* (10-2=8), Knowledge (arcana) +11, Knowledge (engineering) +9, Knowledge (history) +9, Knowledge (local) +12 (+14 about Kaer Maga), Knowledge (nobility) +6, Knowledge (planes) +11, Knowledge (religion) +9, Linguistics +8, Perception +8, Sense motive +7, Spellcraft +11, Use Magic Device +13
(10 points; 4 class, 4 INT, 1 race, 1 favoured class) (Check Penalty -2)
Abilities Focus powers (flesh mend, legacy weapon, mind steed, servitor, sudden insight), implements (conjuration, divination, transmutation), knacks, magic item skill (+2), mental focus, object reading, resonant powers (casting focus, physical enhancement, third eye), shift power
Languages Common, Abyssal, Aklo, Celestial, Draconic, Infernal

Special Abilities:

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SPECIAL ABILITIES
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Mental Focus - 8 focus +2 extra = 10 mental focus
Conjuration - MF - 5 invested - Conjuration spells that have a duration of 1 round/level have their duration calculated at +2 CL
Divination - MF - 0 invested -
Transmutation - MF - 5 invested - +2 Dexterity

Resonant Powers
- 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.

- Physical Enhancement (Su): The implement enhances its bearer’s body. When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess).

- 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.

Focus Powers
- Flesh Mend (Sp): As a standard action, you can expend 1 point of mental focus to heal a living creature with a touch. The creature is healed an amount of damage equal to 1d8 + your occultist level. For every 4 occultist levels you possess beyond 3rd, the creature is healed an additional 1d8 points of damage, to a maximum of 5d8+19 at 19th level. This has no effect on undead creatures. You must be at least 3rd level to select this focus power.

- Legacy Weapon (Su): As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5. You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.

- Mind Steed (Sp): As a standard action, you can expend 1 point of mental focus to conjure a spectral horse. This horse can be either Medium or Large, but it otherwise functions as mount. The horse lasts for 10 minutes per occultist level you possess. If you are at least 5th level, the mount’s base land speed increases by 20 feet. If you are at least 9th level and you expend 1 additional point of mental focus, the mount can fly at a speed of 60 feet with good maneuverability, but doing so reduces the mount’s duration to 1 minute per occultist level you possess.

- 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.
dog

- 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.

Magic Item Skill (Ex): 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): 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 (see page 196), but doesn’t require a skill check and can be used at will.

Shift Focus (Su): At 4th level, an occultist gains the ability to shift his mental focus from one implement to another, though some of the focus is lost along the way. Shifting mental focus removes a number of points of mental focus from one implement and adds the same number – 1 to another implement; this takes 1 minute of quiet contemplation while touching both implements. The occultist can shift his mental focus only from one implement to another implement; he can’t shift generic focus into an implement. Unlike expending focus normally, this shift can reduce the effect of a resonant power in the implement from which the mental focus was taken. It does not, however, add to the resonant power of the implement to which the focus is added

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear dagger, masterwork shortbow, 38 arrows, wand of cure light wounds (1 charges), wand of cure light wounds (50 charges), acid(2), alchemist’s fire(1), holy water (1), tanglefoot bag (1), thunderstone (1)
Possessions leather lamellar, masterwork backpack, bedroll, explorer’s outfit, fancy clothes, flint and steel, grooming kit, inkpen, ink vial, journal, rations (2), sack, thieve’s tools, torch, vial w/ stopper, waterskin, wooden holy symbol of Nethys, wayfinder, masterwork book (Kaer Maga guidebook), romance novel, tent
Implements
Conjuration - well-worn dog figurine
Divination - infernal themed harrow deck
Transmutation - vest

Carrying Capacity
Light 0-43 lb. Medium 44-86 lb. Heavy 87-130 lb.
Current Load Carried 54.5 lbs. (or 41 lbs and Paras carries 13.5 lbs)
Money 8,181 GP 1 SP 9 CP

Temporary Gear:

New Purchases:

Boons:

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BOONS
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[X] [X] [X] [] [] Initiate’s Edge: Restorative Wand - You gain a wand of cure light wounds with 5 charges. This wand has an effective market price of 0 gp if sold.

Fugitive from Numeria You spent time studying the secrets of the Silver Mount and have acquired both a rudimentary understanding of the cosmic technology and the enmity of a dangerous organization. When you would be targeted or affected by an activated magical item, as a free action, you gain a +2 bone to AC and on saving throws against that item’s effects for 1d4 rounds. When this boon is used cross it off your Chronicle sheet.

Liar's Intuition: The more thoroughly you dupe your enemies, the more thoroughly you can see through their lies. For the duration of one scenario, you gain a +1 circumstance bonus on Sense Motive checks for 1 hour against any creature that you have successfully deceived using the bluff skill. For every additional successful lie you tell that creature, the bonus increases by +1 (maximum +5). You can only benefit from this boon against one creature at a given time. When this boon is used, cross it off your Chronicle.

The Many Fortunes of Grandmaster Torch: You owe Grandmaster Torch a favour (two of them)—which he plans to redeem in the future. When he calls in this favour, you are obligated to fulfill this request so long as it doesn’t violate any moral restrictions of your race, class, or alignment.

Master of Shadows: You gain a one-time +5 circumstance bonus on any knowledge check concerning the Shadow Plane and shadow magic. When this bonus is used, cross this boon off your Chronicle.

[] Practised Artificer Your tinkering with long-forgotten artifacts has granted you considerable insight in how other mysterious devices might work. You gain a +1 insight bonus on Use Magic Device checks — increasing to a +4 bonus when activating an item blindly — lasting until the end of the scenario in which the boon is used. When this boon is used, cross it off your chronicle sheet.

Prince of Wolves: your experience with the Sczarni of the Prince’s Wolves have give you insight into dealing with werewolves and other lycanthropes, and you are unphased by their bestial natures. You receive a +2 bonus on Diplomacy and Intimidate checks against lycanthropes. Additionally, the Intimidate DC for a lycanthrope to demoralize you is 2 higher than normal.

Revolutionary Bluster: You gain a one-time +5 circumstance bonus on any Disguise or Bluff check against someone from Galt. When this bonus is used, cross this boon off your Chronicle.

[] [] [] Student of the Twelve Rites: You have recovered several tablets of the Twelve Rites from the monk Shinri and her agents. The blasphemous knowledge contained within these ever-shifting tablets is dangerous to ponder too long, but you can tap into it briefly to learn Shinri’s abilities.
You can use this knowledge to replace some of your own abilities with Shinri’s. You can check a box before this boon to retrain one of your feats with one of Shinri’s using the retraining rules from Pathfinder RPG Ultimate Campaign at a reduced cost. Retraining into one of the following feats takes 2 days, rather than 5: Combat Reflexes, Dodge, Eschew Materials, Improved Unarmed Strike, Mantis Style, Mantis Wisdom, Sorcerous Strike, Stunning Fist, or Weapon Focus. If you are a spontaneous spellcaster you can check a box before this boon to retrain one of your spells known into one of Shinri’s spells using retraining rules from Pathfinder RPG Ultimate Campaign at a reduced cost. Retraining into one of the following spells takes 1 day per spell level rather than 2: dispel magic, feather fall, levitate, mirror image, or spider climb.
Alternatively you can check a box before this boon to use feather fall as a spell-like ability, using your character level as your caster level. If you are at least 3rd level you can check two boxes to cast levitate, mirror image, or spider climb. If you are at least 5th level, you can check all three boxes to cast dispel magic.

Yagevna Blessing The Yagevnya family in Irrisen recognizes you as a close associate for freeing their daughter, Natalya, from her icy prison. When in Irrisen, you gain a +2 circumstance bonus on all diplomacy rolls when you mention the Yagevna family and how you assisted them.

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Burgeoning Notoriety You cations have earned you a modicum of respect on the high seas, and you gain 5 points of Disrepute and 5 points of Infamy. Disrepute behaves in many ways like Prestige Points, allowing you to leverage your reputation to purchase a small number of boons. Prestige Points and Disrepute are not interchangeable unless otherwise noted. Infamy behaves in may ways like Fame, tracking the total number of Disrepute points that you have carried over our career, and you may use your infamy instead of your Fame when determining the maximum gp value of items purchased from your faction. As you continue your adventure in the Shackles, your Disrepute and Infamy will grow, as Weill the ways in which you may spend Disrepute.

Avast Ye! (1 Disrepute): Before attempting a Diplomacy or Perform (oratory) check when addressing a pirate or creature with the aquatic or water subtype, you may spend 1 points t Disrepute to gain a + bonus on the check. For each additional point of Disrepute you spend increase this bonus by 1 (maximum +5).

Rum Punch Champion: You participated in the festival games honouring Cayden Cailean, breaking several records and earning you more than a few awards. Choose one of the following three boons, and cross the others off your Chronicle sheet. Using the boon is a free action and requires you check off the the accompanying check box. If you have already used the boon you may activating it again by spending 2 Disrepute.
[]…Pit Challenger - You can use this boon to gain the benefits of the Improved Unarmed Strike feat for 1d4+1 rounds. If you already have the Improved Unarmed Strike feat you gain a +1 bonus on attack and damage rolls with unarmed strike for 1d4+1 rounds. If you are in an urban setting, double these bonuses.

Background:

Enzo Jeggare, of the esteemed House Jeggare, was given every opportunity to excel in life. His family’s influence and power granted him every advantage obtainable. He was given the finest education, including mundane studies like engineering, history, advanced mathematics and foreign languages, and esoteric studies like planar knowledge and the arcane. Not only this, he was taught to be a gentleman. A man who was an upstanding member of his community and helped the poor and needy. A man who was powerful and well respected.

Enzo had always desired to be a powerful conjurer or devil binder—a most prestigious occupation! He excelled at his magical theory, but had difficulty with the practical application of the arcane—at least until he came into possession of an ancient, worn, dog figurine. The figure spoke to him—though no one else could hear it—and shared many secrets. Enzo spoke back, of course, like a gentleman should, and the dog helped him unlock reserves of power within himself he did not know he possessed. Enzo and the dog figurine are inseparable now and Enzo hopes, in time, that his powers will grow dramatically.

Hoping to find more ancient objects of power, Enzo used his family’s influence to gain membership in the Dark Archives faction of the Pathfinder Society. His time with the group has been short, having only been on one mission thus far (and having made some curious companions, indeed!)

Appearance and Personality:

Enzo is a well-groomed Chelaxian nobleman with pale skin, black hair, gray eyes, and a fabulous moustache. He’s a handsome, if lanky, gentleman with a reputation as a philanthropist and a conjurer. He enjoys fine wine, fine company, and ancient magical objects.

Enzo is a secretive man, which gives him an air of mystery. Though well-practised in the art of evasion, he’s an awkward liar. He is never without his Devil Deck—a beautifully illustrated harrow deck adorned with images of devils and infernal symbolism—and a worn-out dog figurine