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You awake in a fairly large chamber with a narrow walkway flanked by two rows of holding cells, twelve in total. At one end of the chamber is a sturdy looking reinforced wooden door. The cells are made of a series of iron bars, each an inch thick. Three lanterns hang from the ceiling gently swaying back and forth, causing the shadows of the bars to drift side to side. A hint of must fills your nostrils as you look around finding each cell except one is filled with a different occupant, some you recognize, others you don't.
The Isle of Cadranite. A land of many adventures and mysteries. One in particular over the last fifty years has caused many of the smaller towns and villages to fear the dark. A figure is known as The Piper. In the middle of summer every few years he strikes, abducting several children, holding them prisoner for two or three days, then returns them. No physical damage is done to them, other than a strange blue mark on their wrist and months of nightmares. In the town of Swampwood, on a warm summers eve, you hear a strange tune come through your bedroom window... --------------------------- Hello, one and all to the start of your adventuring careers. This story starts with you as the lastest abductees of The Piper. A little homebrew module I have put together for PF2E. You will start off at Level 0, as per found here. Once the Prelude has finished the story will jump ahead some years and your characters being level 2. Character Creation:
- Use rules for Level 0 Characters (linked above). - Please provide a short backstory for your character. It does not need to be too long, but it does need to provide a connection to another young NPC (i.e. a sibling, best friend, rival, etc.) Recruitment Process:
- This thread will be open until 9/26/20 at Midnight (UTC-8, aka Pacific Time) You will need to have at least the background finished. - I am looking for 3-5 players. I have 1 player already interested, and possibly another (but they haven't - Since the crunch side of things is going to be fairly light, given how Level 0 works, I will be judging your character concept more on the fluff side of things. - After players have been chosen, we will take some time to solidify the crunch.
Expectations:
- As standard, posting once a day would be appreciated and at least once a weekend. Please attempt to let me know if you are going to be delayed in posting. Any questions?
For nearly half a century now there has been a figure lurking in the rural countryside. Every few years he re-surges and abducts several children from various villages and small towns and holds them prisoner for a few days before returning them unharmed. At least physically, the nightmares that follow usually last a lifetime. On this night, you were sound asleep in your bed and then you were awoken by the strange call of music that you have never heard before........ --------------- Welcome to the start of your adventuring career young heroes! This is a homebrew one-shot that I originally created for PF1E using the Young Character rules. Turned out much more difficult to pull off than I intended. Now with the GMG for 2E, I have revived this adventure to see if it holds better. Character Creation:
- Use the rules for Level 0 Characters. (If you are wanting to do the apprentice option for a class, that is fine too.) - A short backstory of your character. It doesn't need to be too long, perhaps a couple paragraphs. You're starting off a young characters after all. Please include an NPC that you (and possibly other PCs) share a connection with. (i.e. Sibling, best friend, rival, etc)
Recruitment Process:
- This thread will be open until 5/1/20 at Midnight (UTC-8, aka Pacific Time) You will need to have at least the background finished. - I am looking for 4-6 players - Since the crunch side of things is going to be fairly light, given how Level 0 works, I will be judging your character concept more on the fluff side of things. - After players have been chosen, we will take some time to solidify the crunch.
Expectations:
- As standard, posting once a day would be appreciated, once a weekend. - At this time, I do not plan on continuing this adventure after it has been completed. However, that may be subject to change depending on how things go.
Any questions?
Okay, said I'd get this up, and here it is. Character Generation Starting Level: 1 Starting Credits: 1500 Starting Gear Level:
Stat Generation:
1) Point buy - Rules found here. 2) Rolling - roll 4d6, drop lowest. Allowed 1 free 18 3) Ability Picks - Choose Ability Scores from the following array: 16, 16, 11, 10, 10, 10. Then apply Race and Theme modifiers. Note: No Ability Score can be over 18 (including modifiers) Races Allowed: Any from this page Classes Allowed: Any from this page and from the Playtest
Ten years. That is how long it has been since you were tricked into slaying your wife by those 'holier than thou' bastards. While you killed the four men that were with you that day, the other three, you've been hunting. The first you got six years ago and after much exposure to exquisite pain, he gave up the location of the second. And when you finally caught her, well, it took a year to break her. And now, you stand in front of the bordello that Davick visits occasionally. Surely, one of the courtesans within will have information for the next step in your journey.
It’s been days since your trial which sentenced you to imprisonment at Branderscar Prison, a place known throughout Talingarde for being inescapable. Now the time has finally arrived for you to be transported to the fortress turned prison. While chained, you are roughly dragged from your holding cell into the caged wagon with a few others, also sentenced as you. Days pass as you are transported from Daveryn to Branderscar. In one village, you overhear Caravan Master state that he doesn’t like the state the roads ahead. The Captain disregarded the warning, stating, ”This waste of skin needs to be delivered to Branderscar, and I have never missed a delivery. We push on.” The prison caravan begins moving on.
I've been looking at the Drift Engine table on page 298, and I'm a little confused. The Max Size seems to be backwards to me. I would think that the most powerful Engine wouldn't be limited to such a small ship size. I know Medium isn't really small, but it prevents Capitol Ships from truly benefiting. Am I wrong? Or is this actually a typo?
In the kingdom of Talingarde, many crimes may send you to Branderscar Prison, but the sentence has but one meaning. You are wicked and irredeemable. Each of you received the same greeting when you arrived. You were held down by rough hands and branded upon the arm with a runic F. The mark signifies ‘forsaken’ and the painful scar is indelible proof that each of you has betrayed the great and eternal love of Mitra and his chosen mortal vassals. Condemned, you face at best a life of shackles and servitude in the nearby salt mines. Others might await the “gentle” ministrations of the inquisitors so that co-conspirators may be revealed and confessions extracted. Perhaps, some of you will be spared this ordeal. Perhaps instead you have come to Branderscar to face the final judgment. In three days, the executioner arrives and the axe falls or the pyre will be lit. Through fire or steel, your crimes will be answered. You have all been chained together in the same communal cell dressed in nothing but filthy, tattered rags. Manhandled and mistreated, any finery you once possessed is either ruined or long lost. No special treatment has been given any prisoner – male or female, commoner or noble – all of the forsaken are bound and imprisoned together. Your feet are secured by iron cuffs tethered by one long chain. Your arms are secured to the wall above by manacles. A guard is posted right outside the cell day and night. Little thought is given to long term accommodations. At Branderscar, justice comes swift and sure. Escape seems hopeless. You have all been well searched and every attempt to conceal anything on your person has failed. And if you could somehow slip your bonds and fly out of this prison, where would you go? Who from your former life would want anything to do with the forsaken? Despised, alone and shackled – all that you can do now is await your doom. For each of you, your old life is over. For each of you, hope is a fading memory. For each of you, justice will be fairly meted. And who can blame fair Talingarde after what each of you has done?
Well, here it is, the Discussion/Character Gen thread for GMSCV's Way of the Wicked. As far as the CGen goes, I'll be fairly open to most anything concerning Race and Class. When it comes to ability scores, you have two choices. 1) Focus and Foible: Choose one stat to be 18 and another to be 8. The other 4 stats are determined in order by 1d10+7. No re-rolls. 2) 25-Point Buy: I'm confident you're all fairly familiar with this, and don't need it explained. Any further questions, either ask here or PM me.
So I've been thinking lately, 'I wonder if other players have come up the idea of creating characters inspired by rock/metal bands?' I'll start, here's my first attempt, based off of several songs by Hammerfall: Hector Hammerfall: Human warpriest (champion of the faith) 15/Champion 6 LN Medium humanoid (human) Init +11; Senses tremorsense 20 ft.; Perception +9 -------------------- Defense -------------------- AC 31, touch 13, flat-footed 28 (+14 armor, +1 Dex, +2 dodge, +4 shield) hp 240 (15d8+120) Fort +16, Ref +9, Will +18 Defensive Abilities fortification 25%, hard to kill, mythic saving throws, sacred armor (+3, 15 minutes/day); Immune disease, fear; Resist cold 20, electricity 30, fire 20; SR 17 -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor), fly 60 ft. (average) Melee heavy shield bash +14/+9/+4 (1d4+3) or . . retribution +17/+12/+7 (2d6+5/×3 plus 2d6 vs. evil plus 1d6 electricity) Special Attacks blessings 10/day, fervor 11/day (5d6), mythic power (15/day, surge +1d8), sacred weapon Warpriest (Champion of the Faith) Spells Prepared (CL 15th; concentration +19) . . 5th—breath of life[M] (DC 19), righteous might, summon monster V . . 4th—cure critical wounds[M], mythic severance (2, DC 18), order's wrath (DC 18), restoration . . 3rd—cure serious wounds[M] (2), daylight[M], invisibility purge, remove curse, remove disease . . 2nd—bull's strength (2), cure moderate wounds[M] (3), lesser restoration . . 1st—cure light wounds[M] (2), detect undead, remove fear (2), stunning barrier[ACG] (DC 15) . . 0 (at will)—guidance, light, mending, stabilize, virtue . . M mythic spell -------------------- Statistics -------------------- Str 16, Dex 13, Con 18, Int 13, Wis 18, Cha 16 Base Atk +11; CMB +14; CMD 27 Feats Additional Traits, Death From Above[M], Distance Thrower[UC], Divine Protection[ACG], Dodge[M], Eschew Materials[M], Improved Initiative, Improved Shield Bash, Iron Will, Leadership, Power Attack, Quick Draw, Toughness, Weapon Focus (warhammer) Traits natural-born leader, oathbound Skills Acrobatics -2 (-6 to jump), Fly +3, Heal +22, Intimidate +21, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (planes) +6, Knowledge (religion) +9, Perception +9, Spellcraft +9 Languages Common, Dwarven SQ amazing initiative, blessings (glory: demoralizing glory, glorious presence, law: axiomatic strike, battle companion), detect alignment, force of will, recuperation, smite Combat Gear helm of electric radiance; Other Gear iron hide, spellwall, retribution, periapt of health, ring of cold resistance (major), ring of fire resistance (major), tremor boots, wings of flying -------------------- Special Abilities -------------------- Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell). Blessings (10/day) (Su) Pool of power used to activate Blessing abilities. Death from Above [Mythic] When charging from higher ground or flying, +2 to crit multiplier (max x6) and free trip on a hit. Detect Alignment (Sp) As a move action, focus on target in 60 ft to learn if has opposed alignment. Distance Thrower Reduce ranged penalties for thrown weapons by 2 Divine Source (2 domains) (Su) You can grant divine spells to those who follow your cause. Dodge [Mythic] Use 1 power to gain a +10 dodge bonus against one attack. Energy Resistance, Cold (20) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (30) You have the specified Energy Resistance against Electricity attacks. Energy Resistance, Fire (20) You have the specified Energy Resistance against Fire attacks. Eschew Materials [Mythic] Ignore M components up to 10 gp/tier. Use 1 power for 50 gp/tier or 2 for 100 gp/tier. Fervor (5d6, 11/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self. Flight (60 feet, Average) You can fly! Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll. Fortification 25% You have a chance to negate critical hits on attacks. Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2. Helm of electric radiance Grants weapons shocking ability. Immunity to Disease You are immune to diseases. Immunity to Non-Mythic Fear (Ex) You are immune to fear from non-mythic sources. Improved Shield Bash You still get your shield bonus while using Shield Bash. Leadership (Base Score 19) You attract loyal companions and devoted followers. Limitless Range (Ex) Throw any melee weapon as if it had a range increment of 20 ft. Longevity (Su) You don't take penalties to physical ability scores due to aging. Mythic Power (15/day, Surge +1d8) Use this power to perform your mythic abilities. Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source. Natural-Born Leader Your cohorts, followers, and summoned creatures gain +1 vs. Mind-affecting effects, +1 Leadership score if you have the Leadership feat. Oathbound (1/day) Reroll a saving throw against a Charm or Compulsion effect. Power Attack -3/+6 You can subtract from your attack roll to add to your damage. Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks. Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities. Sacred Armor +3 (15 minutes/day) (Su) As a swift action, grant armor enhancement bonus or certain powers. Use 1 fervor as free action to also activate Sacred weapon. Sacred Weapon (1/day) (Su) As a swift action, grant weapon axiomatic for 1 min. Smite (3/day) (Su) As a swift action, gain +3 att, +15 dam, and +3 to AC vs. chaotic foe in sight. Spell Resistance (17) You have Spell Resistance. Sudden Attack (Ex) As a swift action, use 1 power to make melee att, roll twice with +6 bonus and bypass all DR. Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount. Tremorsense (20 feet) Sense things and creatures without seeing them.
Bonus Spells: At 7th level, an eldritch scion gains the bonus spell from his bloodrager bloodline that is normally gained at 10th level. He gains the next three bonus spells from his bloodline at 9th, 11th, and 13th levels, respectively.
My question is, what about the 7th level bonus spell? Does one still get it in addition to the one they would get at 10th, or is it just skipped?
You awaken in one of twelve cells lined up six on each side of a fairly large room, with the light of a single lantern casting shadows of the bars upon the floor and walls. The air of the room is musty and almost uncomfortable to breathe and despite the fact the room is made of stone no echoes can be heard. The last thing you remember was hearing some hauntingly beautiful flute music that seemed to call out to you. There are more children in the other cells, most are human, but there appears to be a Half-Orc, a Sylph, a Nagaji, a Catfolk, and one that looks...different. The strange one looks like an elf, of which you have seen a few, but this one's head is hairless and has skin that is very dark. So dark in fact, that the Elf seems to blend into the shadows of the cell.
For the past several decades, the Isle of Cadranite has been plagued by a figure known as The Piper. He appears at random and abducts a certain amount children either from their homes or while they are out doing other activities. Once obtained, he demands ransom from the parents for their safe return. Many Adventurers have been hired to track down this fiend, but none have been able to succeed. In the town of Swampwood, he has struck again. This time he has taken twelve and demanded two hundred gold pieces for their return. ------------------------------------------------------------------ Welcome everyone, to the very start of your character’s career. This one-shot adventure is designed to use the Young rules, listed here, and to provide a spring-board for characters to get to know each other prior to going out and becoming legendary heroes. My goal: When this adventure is finished, your characters will proceed into adulthood and start their Adventuring Careers. Character Generation: Starting Level: 3 Stats: 20 point buy. Don’t forget, as young PC’s you get a +2 to Dex and a -2 to Str, Con, Wis. These will be removed at the end of the game. Hit points: Max at 1st, average plus one each level after or roll. Traits: One Races: Core and Featured from Advanced Race Guide Classes: NPC Classes only. Starting Gear: None, you’ll be starting in a cell. Don’t worry,
Party size: Six Posting: At least 1/day during the week, and on weekends if possible. What am I looking for in a character:
- What does your parent(s)/guardian(s) do for a living? - Were you born in Swampwood? - What interests does your character have? - What does your character dream of being when they’re older? Submission Cut-off: May 18th. Crunch need not be complete, but Fluff is required to be.
It has been some days since you first heard the call to arms, days spent travelling to Doronan, Capitol of the Known World. For some of you, the city is not a new sight. For the rest, the sight is something to behold. Every building seems to have some sort of ruinic mosaic upon its doors. Even the air seemed alive with the smells of exotic cuisine and the bustling of people in the marketplace. Eventually, you made your way to the Council Building, where you were instructed to wait until the days affairs were finished. The room was decorated in teal and royal blue banners, carvings of various beautiful creatures from all over the world. Looking around at the others who answered the call, you can’t help but wonder if the rumors were true. Did the Council truly intend to release the Tarrasque, or was it just a rumor?
Five hundred years ago, it fell from the sky, a mountainous tower of black metal that seemed to radiate pure evil. Since that time, hoards of unspeakable horrors have roamed the land, terrorizing all in their path. Many attempts to siege The Void Tower, as it is known, have failed. In these dark times, the surviving council members have hatched a desperate plan that many would call insane, releasing the Tarrasque. This mighty creature was imprisoned centuries ago by the Seven Heroes, a group of very powerful Adventurers who somehow managed to gain control of the monster with seven mysterious amulets. With these talismans, the Council hopes to somehow use the Tarrasque to destroy The Void Tower and then hopefully put it back into its prison. The only real problem with this plan, besides unleashing possible Armageddon, is that no one knows exactly where the talismans are. So a call to arms has been sent out for Adventurers willing to undertake the retrieval of these artifacts. Will you answer the call?
Starting level – Five Stat Generation – Focus/Foible: One stat (your choice) 18, One stat (again, your choice) 8, all other stats 1d10+7 in order. Allowed two sets of rolls, choose best. No swapping rolls. Hit Points – Max 1st level, Average each level after. Traits – Two Race – Core and Featured from Advanced Race Guide Classes – All from Core, APG, Ultimate Magic and Combat are allowed. Starting Gold - 10,500 GP Note – All 3rd party content will be considered on a case by case basis. Party size: Four Posting – As GM, I will strive to post as much as possible daily, and wish the players I accept to post at least 1/day weekdays, weekends as well if at all possible. Please notify me, if possible, when you will be unable to post for an extended period. What I am looking for in characters:
Sumbmittion cutoff date: Two weeks. You only need the fluff submitted to be considered for the campaign.
For those that have no idea what I'm talking about, look at this. It seems pretty simple to convert to Pathfinder. I just want some fresh ideas on:
I am just curious what zany ideas the community has to offer.
Here is the situation. I have a friend that wants to start a new campaign with 1st level characters and I've managed to talk my wife into giving it a try. After looking through the books, she has decided to play a Half-Elf Sorceror with the Verdant Bloodline. Normally I don't have an issue coming up with a backstory but, I'm hitting a stone wall for ideas here. I've come up with two so far. One where she is looking for her parents after they were taken in a bandit raid and the other is her searching for an ancient artifact. Can anyone help me on this? I just need some seeds here as to why she turned to a life of adventure. I can figure out the rest of the details later. Thanks in advance.
This may be a little Metagamey, but basically this stems from a thought I had when I read the final BBEG in the Kingmaker AP. It consists of the Contingency and Fireball. Think about it. A Fighter runs up and cleaves the evil Wizard's skull in two, then BOOM, Maximized Fireball at point blank. Ouch. Anyway just wondering if anyone else had any thoughts of how to make players a little leary about the old run up a hit him hard tactic.
I was looking at the Stalwart Defender Damage Reduction, which states: Stawart Defender wrote: Damage Reduction (Ex): At 5th level, a stalwart defender gains DR 1/—. At 7th level, this DR increases to 3/—, and at 10th level it increases to 5/—. Damage reduction from different sources does not stack; however, a stalwart defender of 5th or higher level that gains DR from armor (but not from any other source) increases his class-based DR by the value of the armor's DR. Thus a 7th-level stalwart defender wearing adamantine full plate (DR 3/—) has DR 6/—. Emphasis mine Then I got to thinking, what about the Barbarian DR (Yes, it's possible)? The way I'm reading it seems to be no, but yet I don't see why it couldn't. Is it legal to stack them, or do I need to houserule it? Thanks in advance.
Setting: Gods controlled the flow of magic in the world until they died. After a few centuries, magic reappeared in the world. Question: How do Clerics, Paladins, and Inquisitors get their spells without Gods granting them? Note: It's easy to explain the other classes. Wizards and Magi study the mechanics, Sorcerors and Oracles are born into it, Druids and Rangers get it from Nature, and Alchemists use their own magical aura. I'm not looking for a new game mechanic, just an explanation that works. Thanks in advance.
Been trying to come up with a way to create a class that functions like the Benders in Avatar: The Last Airbender (TV Show not the Movie). I figured the Monk class would be a good starting point as far as base concept. For the damage types of each style, I thought Air = Force, Earth = Bludgeoning\Piercing (dependant on how you shaped the rock), Fire = Fire (no brainer), Water = Slashing\Cold (Cold comes with more advanced moves). The main issue I seem to be having is progression and flavor. Roughly what I have in mind is Low level = Basic attack (1d8 damage type), Block and High level = Ultimate (i.e. Fire = Lightning, Air = Tornado like effect, Water = Tidal Wave, Earth = This one's tricky, haven't figured it out yet.) It's not much, but at this stage it's still a pretty rough concept. Any help is welcome. Thanks in advance.
About Vorsirion the RevenantVorsirion the Revenant
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SPECIAL ABILITIES:
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. Focus Powers (Su): At 1st level, an occultist learns the base focus power from both of his two implement schools (see Implements below) 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 (see 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. 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. Each implement school is represented by a small list of objects. Every day, the occultist selects one item from that school's list to be his implement for the day for each implement school he knows. The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement school multiple times, in which case he needs one item for each set of spells gained from that school. Implements don't need to be magic items, and non-magical implements don't take up a magic item slot even if they're worn. Implements that are not magic items are often of some historical value or of personal significance to the occultist, such as the finger bone of a saint, the broken scepter of a long-dead king, the skull of a mentor's familiar, or the glass eye of an uncanny ancestor. Whenever an occultist casts a spell, he must have the corresponding implement in his possession and present the implement to the target or toward the area of effect. This act is part of casting the spell and doesn't require any additional action. If the occultist lacks the corresponding implement, he can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell's level) to do so. 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 (caster level 1st for a 1st-level spell, caster level 4th for a 2nd-level spell, and so on). Each implement school also grants a base focus power. This power is added to the list of focus powers possessed by the occultist (see Mental Focus below). In addition, each implement school grants access to a number of other focus powers that the occultist can select from using his mental focus class feature. See Implement Schools for a complete list of implements associated with each school and their focus powers. Keen Senses: Elves receive a +2 racial bonus on Perception checks. 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. 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. Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. 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. 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. Once mental focus is invested inside an implement, the implement gains the resonant power of its implement school, and the occultist can expend the mental focus stored in the implement to activate the associated focus powers he knows. If a resonant power grants a bonus that varies based on the amount of mental focus invested in the implement, the bonus is determined when the focus is invested, and is not reduced or altered by expending the mental focus invested in the item. Once all of the mental focus in an implement has been expended, it loses its resonant power until mental focus is once again invested in the implement. The implement grants its resonant power to whoever possesses it; 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 (see Implements) and can't expend 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 instead of investing all of it, but expending this focus comes at a higher cost. Any focus power the occultist activates with generic focus costs twice as much mental focus to use (and to maintain, if applicable). The occultist can expend his generic focus through an appropriate implement on any focus power he knows, but an implement he didn't invest any focus in at the start of the day grants no resonant 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 within 30 feet of you, and it can attempt a Will saving throw to negate the effect. If the target fails the save and has a number of Hit Dice less than or equal to yours, it is frightened for 1d4 rounds. If the target fails the saving throw and has a number of Hit Dice greater than yours, it is instead shaken for 1d4 rounds. This is a mind-affecting fear effect. 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. Necromatic Focus (Su): The implement grants its possessor greater power over the undead. Whoever possesses the implement can control an additional 2 Hit Dice of undead for every point of mental focus invested in the item (to a maximum number of Hit Dice equal to 4 × your occultist level). Any spellcaster who bears the implement can add it as an additional focus component for a necromancy spell he casts to create undead. If he does so, he can create an additional number of HD of undead equal to the additional HD the implement allows him to control (apply this effect after doubling the HD of undead for desecrate, if applicable). Undead creatures take a –1 penalty on saving throws against spells cast by the bearer of this implement for every 4 points of mental focus invested in this implement. Necromatic Servant (Sp): As a standard action, you can expend 1 point of mental focus to raise a single human skeleton or human zombie from the ground to serve you for 10 minutes per occultist level you possess or until it is destroyed, whichever comes first. This servant has a number of hit points equal to 1/2 your maximum hit point total (not adjusted for temporary hit points or other temporary increases). It also uses your base attack bonus and gains a bonus on damage rolls equal to 1/2 your occultist level. At 5th level, whenever the necromantic servant would be destroyed, if you are within medium range (100 feet + 10 feet per level) of the servant, you can expend 1 point of mental focus as an immediate action to cause the servant to return to full hit points. At 9th level, you can choose to give the servant the bloody or burning simple template (if it's a skeleton) or the fast simple template (if it's a zombie). At 13th level, when you take an immediate action to restore your servant, it splits into two servants. You can have a maximum number of servants in existence equal to 1/2 your occultist level. At 17th level, the servant gains a teamwork feat of your choice. 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. 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). 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. Sudden Speed (Sp): As a swift action, you can expend 1 point of mental focus to grant yourself a burst of speed. This increases your land speed by 30 feet for 1 minute. This ability does not stack with itself. 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. Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon. BACKGROUND:
Once, Vorsirion of house Edasseril was the most promising young elf in Kyonin, and a relative of the Queen. A kind, silver-tongued diplomat and agile warrior, he was the envy of his great house. Popular and skilled, many sought to gain influence with him. He would, all agreed, make it far in life. So it was that he was the natural choice to lead an expedition to a long-abandoned elven fortress. Here, it was written, lay curious elven treasures from a bygone age. After much difficult searching, Vorsirion located the fortress and began its exploration. Little did he know that it had been abandoned, long ago, for a reason, when a powerful demi-lich and wizard named Vaarkalikax had made the place his den. So evil was this lich that his name was rarely spoken and had almost been lost to history. Still, the lich had been destroyed when his marshal and warlord, a jealous elven vampire named Countess Sadow, betrayed him, though she herself perished in her master’s final act. Vorsirion and his expedition stumbled right into hell. Though abandoned for centuries, the place was afflicted by spirits, the walking dead, and most especially, the surviving dueling psyches of Vaarkalikax and Countess Sadow. In a pitched battle, Vorsirion was separated from his party, and found himself trapped in the very place where the two powerful undead had destroyed each other. His companions promised to return for him, though most of them perished as they escaped. After some time, Vorsirion heard nothing except for the disconcerting sounds of the place--whispers, dripping, scraping, wind--soon the elf thought he would go mad. Searching his dank, inescapable tomb, Vorsirion found a pair of objects that seemed to be the source of his torment. First, a spectral elven blade, which he did not know had slain Vaarkalikax; and second, the skull of the lich himself, whose last words had slaughtered the vampire and left her almost without trace. In the days that passed, Vorsirion could not escape the room, neither could he find respite from these two relics. He placed them as far away as he could, yet found them ever closer. When he ventured to bury them under some rubble, he instead found them in his hands after rousing from delirium. So it was that after many days in purgatory, Vorsirion's rations gave out. He survived for a period of time on rats and a small puddle of water, but this was insufficient to sustain him for long. Thus he died, a broken, starving, and tormented soul, trapped and alone. At home, he had the funeral of a hero, and many greatly mourned his death. Even so, no rescue attempt had ever been mounted. Those few companions that escaped feared so much the thought of ever returning that they never mentioned their leader may have still been alive. Thus ended the days of Vorsirion of house Edasseril. It is strange to relate that after a decade had passed, Vorsirion again opened his eyes. He was alive--or at least half-so--a revenant returned from the grave to terrorize the living. If blood coursed through his veins, it did so at a trickle, and even his breathing was shallow. The elf wasn't even sure he was alive. What he did know is that he still held a spectral elven blade in his right hand, and a skull in his left. And the way out of his prison was now clear. He escaped, though he was no longer the elf he was when he entered. Now, he heard voices. He relived memories that were not his own. His own natural tendencies for kindness had been supplanted--with things almost unspeakable. He made his way back to his own land. At first, he received a hero's homecoming, and his family and friends rejoiced exceedingly. But it did not take long for them to discover that he was not the same. He no longer had a silver tongue, an easy smile, or a kind word. Some even believed it was not the same elf, that he was a doppelganger or some fey foundling. If he were honest with himself, Vorsirion wasn't even sure he disagreed. He had new powers, a morbid new fascination with death, and unsettling things happened all around him. Eventually he left his home, if for no other reason than to save his family from the shame and disappointment of what he had become. But he did not depart his home alone. He left, along with the dueling psyches of Vaarkalikax and Countess Sadow, the powerful, undead fragments that still lived on in the artifacts he could neither discard nor lose. In the years that followed, they whispered to him, leading him first to Ustalav, and then to Restov. To ignore the whispers would lead to madness. But it was clear that they hoped to use Vorsirion--to what end, he did not know. Appearance Personality 1. Background
Level Progression:
Level 1: Class Taken: Occultist Class Feature Gained: focus powers, implements 2, knacks, mental focus Hit points Gained: 1d8 + 1 Con Skill Points (4+4+2 background): diplomacy (1), disable device (1), knowledge (arcana)(1), knowledge (history)(1), knowledge (religion)(1), linguistics (1), perception (1), spellcraft (1), stealth (1), use magic device (1) Feats: weapon finesse Favored Class Bonus: increase the occultist's total number of points of mental focus by 1/2 point. Level 2:
Level 3:
Level 4:
Dice:
[dice=knowledge arcana/religion]1d20+9[/dice] [ooc]Looking for 1) vulnerabilities 2) immunities 3) special abilities[/ooc
[dice=+1 elven curve blade]1d20+9;1d10+1[/dice] [dice=MW elven branched spear]1d20+9;1d8[/dice] [dice=longbow attack]1d20+8;1d8[/dice] The Difficulty Class for a saving throw against an occultist's spell equals 10 + the spell level + the occultist's Intelligence modifier. DC for any saving throw against a focus power equals 10 + 1/2 the occultist's level + the occultist's Intelligence modifier
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