Sewer Goblin

Croak Bone-Friend's page

7 posts. Alias of Plerumque.


Full Name

Croak Bone-Friend

Race

Goblin

Classes/Levels

Occultist 1 | HP 10/10 | Fort +4, Ref +3, Will +3 | AC 17, T 14, FF 14 | Init +3 | Perception +9

Gender

Male

Size

Small

Age

13

Special Abilities

Over-Sized Ears, Darkvision, Mental Focus, Focus Power, Implements

Alignment

CE

Deity

Hadregash

Location

Licktoad Tribe

Languages

Goblin, Common

Strength 6
Dexterity 16
Constitution 14
Intelligence 16
Wisdom 12
Charisma 7

About Croak Bone-Friend

Croak Bone-Friend
Male goblin Occultist 1
CE Small humanoid (goblinoid, goblin)
Init +3; Senses Darkvision 60, Perception +9

DEFENSE
AC 17 Touch 14 FF 14 (+3 armor, +3 Dex, +1 size)
HP 10 (1d8+2)
Fort +4 Ref +3 Will +3

OFFENSE
Melee dogslicer -2 (1d6-2/19-20)
Ranged shortbow +3 (2d6/x3)

SPELLS
0 touch of fatigue, mage hand (DC 13)
1st cause fear, reduce person (DC 14) <- (2/2 left)

STATISTICS
Str 6, Dex 16, Con 14, Int 16, Wis 12, Cha 7
Base Atk +0; CMB -3; CMD 10
Feats Point Blank Shot
Skills Knowledge (Local) +4, Knowledge (Nature) +4, Perception +9, Ride +3, Sleight of Hand +6, Spellcraft +7, Stealth +3
Traits Vengeful (+1 dmg vs successful attacker)
Alternate Racial Traits Over-Sized Ears (+4 Perception)
SQ Darkvision 60, fast movement, mental focus (7), implements (necromancy: soulbound puppet (4), mind fear, necromantic servant; transmutation: legacy weapon (3), psychic weapon)
Languages Common, Goblin
Combat gear dogslicer, shortbow, goblin felt armor
Other gear none

Class Features:
CLASS FEATURES
All of the following are the class features of the occultist.
Weapon and Armor Proficiency: An occultist is proficient
with all simple and martial weapons, light armor, medium
armor, and shields (except tower shields).

Spells: An occultist casts psychic spells drawn from
the occultist spell list presented on page 42, limited by
the implements he knows. He can cast any spell he knows
without preparing it ahead of time. Every occultist spell has
a implement component (see the implements class feature).
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 is 10 + the spell
level + the occultist’s Intelligence modifier.
Like other spellcasters, 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 5: Occultist. In addition,
he receives bonus spells per day if he has a high Intelligence
score (see Table 1–3 on page 17 of the Core Rulebook).

The occultist’s selection of spells is extremely limited.
For each implement group he learns to use, he can add one
spell of each level he can cast from that implement’s spell
list to his list of spells known. When he 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 group he
knows how to use

Upon reaching 5th level, and at every third occultist level
after that (8th, 11th, and so on), an occultist can choose to
learn a new spell in place of one he already knows. In effect,
the occultist “loses” the old spell in exchange for the new
one. The new spell’s level must be the same as that of the
spell being exchanged, and it must be at least one level
lower than the highest-level occultist spell the occultist
can cast. The spell learned must come from the same list of
spells provided by the implement group of the spell lost. An
occultist can swap only a single spell at any given level and
must choose whether or not to swap the spell at the same
time that he gains new spells known for that level.

An occultist need not prepare his spells in advance. He can
cast any spell he knows at any time, assuming he has not yet
used up his allotment of spells per day for the spell’s level.

Focus Power (Su): Starting at 1st level, an occultist learns
to use a number of focus powers. At 1st level, he learns the two
base focus powers from his implements and can select one
more focus power from the list of those made available by his
chosen implements. Whenever he gains a new implement,
he gains the base power of that implement. In addition, at
3rd level and every 2 levels thereafter, he learns a new focus
power, selected from all of the powers granted by all of the
implements he knows. He can use focus powers only by
expending mental focus (see the mental focus class feature).
Unless otherwise noted, the DC for any saving throws against
a focus power is 10 + 1/2 the occultist’s level + the occultist’s
Intelligence modifier. He cannot select a focus power more
than once. Some focus powers require him to reach a specific
level of occultist before he can choose them.

Implements (Su): Starting at 1st level, an occultist learns to
use two implement groups. At 2nd level, and every 4 occultist
levels thereafter, the occultist learns to use one additional
implement group, to a maximum of seven groups at 18th
level. Each implement group adds one school of magic to
the occultist’s spell list. No other school is considered to be
on the occultist’s spell list until he selects an implement
group associated with that school. He cannot use spell
trigger or spell completion magic items from unknown
schools without making the appropriate Use Magic Device
skill check. An occultist can choose to select an implement
group more than once if he wishes, in order to learn more
spells from the same school.

Each implement group is represented by a small list of
objects. Each day, the occultist selects an item from that list
to be his implement for the day. The occultist needs only
one such item to cast a spell of the corresponding school,
unless he selected that implement group multiple times, in
which case he needs one item for each set of spells gained
from that group. Implements do not need to be magic items,
and nonmagical implements do not take up a magic item
slot. Implements that are not magic items are often of some
historical value or personal significance to the occultist,
such as the skull of a famous wizard’s familiar, the finger
bone of a saint, or the broken scepter of a long-dead king

Whenever an occultist casts a spell, he must have the
corresponding implement in his possession and he must
present the implement to the target or toward the area of
affect. This act is part of casting the spell and does not
require any additional action. If the occultist does not have
the corresponding implement, he can attempt to cast the
spell, but must make a concentration check to do so, with
a DC of 20 + the spell’s level. In addition, 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 (1st for a 1st-level spell, 4th for a
2nd-level spell, and so on).

Each implement group also comes with a base focus power.
This power is added to the list of focus powers possessed by
the occultist. In addition, each implement group also adds
a number of other focus powers that the occultist can select
using his focus power class feature.

See the Implement Groups section for a complete list of
implements, the objects that qualify as each type, their focus
powers, and the schools associated with them.

Knacks: An occultist learns a knack, or 0-level psychic
spell, for each implement he learns 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
(due to metamagic feats, for example) consume spell slots
as normal.

Mental Focus (Su): Starting at 1st level, an occultist
can invest a portion of his mental focus into his chosen
implements for the day, allowing him to perform a variety
of abilities depending on the implement and the amount
of focus invested in it. Each day, an occultist has a number
of points of mental focus equal to 3 + his occultist level
+ his Intelligence modifier. He can split this mental
focus amongst his implements in any way he desires. If
the implement is lost or destroyed, the focus is lost with
it. Once mental focus is stored inside an implement, the
occultist gains a resonant power and can spend the focus to
activate the implement’s focus powers. Whoever possesses
the implement gains the resonant power, so 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 cannot spend 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, but spending this focus comes at a
higher cost. He can spend his generic focus through any
appropriate implement on any focus power he knows, but
he doesn’t receive any resonant powers, and any focus power
he activates with generic focus costs twice as much focus to
use (and to maintain, if applicable).

Implements:
Necromancy Implements
Implements that draw power from necromancy can
control undead and harm the living.

Implements: Bone, doll, drum, skull, robe.

Resonant Powers: Each time you invest mental focus
into a necromancy implement, choose one of the following
resonant powers. The implement’s bearer gains the benefits
of this power until you refresh your focus.
Soulbound Puppet (Su): The implement animates with a
spark of life. If the implement is a bone or a skull, your
power builds a Tiny or Small f lesh puppet around it,
vaguely shaped like the original creature the implement
belonged to. If the implement is a doll, the doll comes
to life. Treat this as a familiar, using twice the number
of points of mental focus invested in the implement (to
a maximum of your occultist level) as your wizard level
to determine its powers and abilities. By using a bone or
skull from the appropriate creature or a doll shaped like
that creature, you can select any of the familiar choices
available to a wizard, but you can also use a humanoid doll,
bone, or skull, using the base statistics of the homunculus,
but without a fly speed, poison bite, or telepathic link. No
matter the form, these creatures are constructs, with an
alignment matching your own. Even if you have multiple
necromancy implements, you can only have one soulbound
puppet active at any given time. You cannot use this ability
with a drum or robe.

Base Focus Power: All occultists that learn to use
necromancy implements gain the following focus power.
Mind Fear (Sp): As a standard action, you can expend 1 point
of mental focus to cause a living creature to succumb to fear.
The target must be with 30 feet of you and it can attempt a
Will save to negate the effect. If the target fails the saving
throw and has a number of Hit Dice equal to or less than
you, it is frightened for 1d4 rounds. If the target fails the
saving throw and has a number of Hit Dice greater than
you, it is shaken for 1d4 rounds instead. This is a mind-
affecting fear effect.

Focus Powers: In addition to the base focus power,
occultists that learn to use necromancy implements can
select from the following focus powers when choosing the
powers gained from their focus powers class feature.
Necromantic Servant (Sp): As a standard action, you can
expend 1 point from your mental focus to raise a single basic
human skeleton (Pathfinder Role Playing Game Bestiary 250)
or human zombie (Bestiary 288) from the ground to serve
you for 10 minutes per occultist level you possessor until
it is destroyed. Whenever the necromantic servant would
be destroyed, if you are within medium range (100 feet +
10 feet/level) you can spend 1 point of mental focus as an
immediate action to cause the servant to return to full hit
points. At 5th level, the servant gains the advanced simple
template. At 9th level, you can choose to also apply the giant
simple template. At 13th level, when you spend an immediate
action to restore your servant, it splits into two servants.
This can allow you to have up to a number of servants in
existence equal to half your occultist level. At 17th level, the
servant gains a teamwork feat of your choice.

Transmutation Implements
Transmutation implements can alter the properties of
both objects and creatures.

Implements: Belt, boots, sandals, vest, weapon.

Resonant Powers: Each time you invest mental focus into
a transmutation implement, choose one of the following
resonant powers. The implement’s bearer gains the benefits
of this power until you refresh your focus.
Legacy Weapon (Su): You unlock a latent ability from the
power of the implement’s history. When you choose this
resonant power, select a weapon special ability with an
equivalent enhancement bonus less than or equal to +1 for
every 3 points of mental focus invested in the implement
(to a maximum of 1 + 1/4 your occultist level). As long as the
implement qualifies for the ability, it gains that weapon
special ability as long as it contains at least 3 points of mental
focus per +1 equivalent of the special ability. You can choose
this ability only with a weapon.

Base Focus Power: All occultists that learn to use
transmutation implements gain the following focus power.
Psychic Weapon (Sp): As a swift action, you can expend
1 point of mental focus to imbue one weapon, unarmed
strike, or one natural attack with psychic power. This grants
the weapon a +1 enhancement bonus. This bonus stacks
with any enhancement bonus the weapon might have, as
long as it does not increase the total bonus to greater than
+5. This effect does not stack with itself. This bonus lasts
for 1 minute.