Aron Kir

Constantine Fioritura's page

358 posts. Alias of polyfrequencies.


Full Name

Constantine Fioritura

Classes/Levels

| Focus (Abjuration 2/4, Transmutation 3/4) | Spells (Lv1 2/4) | Active: Lead Blades, Legacy Weapon, Slow

Gender

Human (Chelaxian) Male Haunt Collector (Occultist) 3 | HP 19/27 | AC 20 Touch 11 Flat 19 CMB +6 CMD 18 | Fort +5 Ref +3 Will +4 (-1 vs fear) | Speed 10 ft | Init +2; Per +6, SM +4

Size

Medium

Age

27

Alignment

CG

Deity

Milani

Location

Saringallow

Languages

Abyssal, Celestial, Common (Taldane), Gnome, Goblin, Halfling, Infernal

Strength 18
Dexterity 14
Constitution 12
Intelligence 17
Wisdom 10
Charisma 7

About Constantine Fioritura

Constantine Fioritura
Human Haunt Collector (Occultist) 3
CG Medium humanoid (human)
Init +2; Senses Perception +6

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Defense
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AC 21, touch 12, flat-footed 19 (+2 Dex, +7 armor, +2 shield)
hp 27 (3d8+6) (Lv2 hp roll), (Lv3 hp roll)
Fort +5, Ref +4, Will +4 (-1 vs fear effects, DC 12 to Demoralize)

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Offense
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Speed: 30 ft.
Melee: mwk longsword +8 (1d8+4/19-20), cold iron dagger +6 (1d4+4/9-20)
Ranged: cold iron dagger +4 (1d4+4/19-20)
Special: Aegis (+1, standard), Combat Trick (move), Energy Shield (15, swift), Legacy Weapon (+1, standard), Mind Barrier (6, swift)
Occultist Spells Prepared (CL 3rd; concentration +6)
1st (4/day) enlarge person, lead blades, shield
0 (at will) mage hand, mending, resistance

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Statistics
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Str 18, Dex 14, Con 12, Int 17, Wis 10, Cha 7
Base Atk +3; CMB +7; CMD 19

Feats: Extra Mental Focus, Power Attack
Traits: Clever Wordplay [Diplomacy] (social), Pragmatic Activator (magic), World Traveler (race), Secret Shame (drawback)
Skills: Diplomacy +8, Disable Device +7, Knowledge (arcana, planes) +9, Knowledge (history, local, religion) +8, Knowledge (engineering) +7, Linguistics +9, Perception +6, Sense Motive +4, Spellcraft +7, Use Magic Device +10; -3 ACP
Languages: Abyssal, Celestial, Common (Taldane), Gnome, Goblin, Halfling, Infernal
SQ: Dual Talent (Strength, Intelligence), Implements (Abjuration: heavy steel shield; Transmutation: masterwork longsword; Trapping of the Warrior Panoply), Focus Powers (Aegis, Combat Trick, Energy Shield, Legacy Weapon, Mind Barrier), Resonant Powers (Warding Talisman (Saves +1 (resistance)), Physical Enhancement (Strength +2), Martial Skill (BaB +1)), Mental Focus (8 points: Abjuration 4, Transmutation 4)
Combat Gear: masterwork longsword, cold iron dagger, heavy steel shield, +1 breastplate, 1 alchemist's fire, 1 acid flask, 1 tanglefoot bag, 2 potions of cure light wounds; Other Gear: backpack with ink, ink pen, journal, hammer, pitons (4), rope, waterskin, belt pouch with no coins; line of credit with Bank of Saringallow for 10.65 gp[/b]

Abjuration Implement: A heavy steel shield with the symbol of a laughing dog, since painted over with a rose; this belonged to his mother when she fought in the Goblinblood War
Divination Implement: Being a Guide to the Traps, Poisons, and Hunting Techniques of the Savages of the Sargavan Colonies of Imperial Cheliax, for the Elucidation and Preservation of Loyal Subjects of House Thrune, by Marcius Sarini (not yet active; still studying)
Transmutation Implement: A longsword wielded by his father when he fought in the Goblinblood War

Special Abilities:
Focus/Resonant Powers (Su)
Aegis (Su): As a standard action, you can expend 1 point of mental focus and touch a suit of armor or a shield to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum bonus of +4 at 18th level). Enhancement bonuses gained via this ability stack with those of the armor or shield, to a maximum total enhancement bonus of +5. You can also imbue the armor or shield with any one armor or shield special ability that has an equivalent enhancement bonus less than or equal to your maximum bonus granted by this ability 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 aegis) to gain an armor or shield special ability. In either case, these bonuses last for 1 minute.

Combat Trick (Ex): As a move action, you can expend 3 points of mental focus to gain a single combat feat for which you qualify. This benefit lasts for 1 minute.

Energy Shield (Sp): As a swift action, you can expend 1 point of mental focus to surround yourself with a shield that protects you from energy damage. Whenever you take acid, cold, electricity, or fire damage, the shield absorbs the damage (as protection from energy). The energy shield can absorb up to 5 points of energy damage per occultist level you possess. This shield lasts for 1 minute or until its power is exhausted. Its effect doesn’t stack with itself, with protection from energy, or with resist energy. You can activate the energy shield as an immediate action by expending 2 points of mental focus instead of 1. 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.

Martial Skill (Ex): When wielding the weapon used as the panoply’s associated implement, you treat your base attack bonus as though it were 1 point higher for every 4 points of total mental focus invested in all of the associated implements, to a maximum base attack bonus equal to your occultist level. This increase can grant you additional attacks when using the full attack action (for example, a 12th-level occultist with 12 points of mental focus invested among the associated implements would be treated as having a base attack bonus of +11, with iterative attacks at a base attack bonus of +6 and +1).

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.

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). Ability: Strength.

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.

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

Traits:
Clever Wordplay [Diplomacy] (social): Your cunning and logic are more than a match for another’s confidence and poise. Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.

Pragmatic Activator (magic): While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

World Traveler (race): Your family has taken the love of travel to an extreme, roaming the world extensively. You’ve seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

Secret Shame (drawback): You have a terrible fear of the public at large, a group, or an important person (such as your order of knights, your liege lord, your family, or your lover) learning a shameful truth about you. You take a -1 penalty on saving throws against fear effects, and the DC of any Intimidate check to demoralize you is reduced by 1. If you would normally be immune to fear, you do not take these penalties, but instead lose your immunity to fear (regardless of its source).