Queen Abrogail II

Draught's page

99 posts. Alias of cartmanbeck (RPG Superstar 2014 Top 16).


Full Name

Draught

Classes/Levels

Female android Occultist 2 | hp 15/15 | AC 15, T 13, FF 13 | Init +3 | Perception +8

About Draught

Draught remembers very little of her past... possibly because she was created recently by some unknown group. What she does know is that she awoke nude and cold in a small cave on the top of an ice-capped mountain. It took her days to make it to the bottom, and by the time she got down, she was half-frozen and mostly starved, though she had at least been able to cover herself with some dirty pelts and other detritus. Luckily, a young man found her and took her in, though she soon found that his intentions were all but pure. After warming by the fire in his home, she found herself being set upon by the strong young man, and she was forced to kill him in self defense with a fire poker.
Draught was confused by what happened... the man saved her, then tried to hurt her. She did not understand why someone would do such a thing. She ate her fill from the man's stores, found clothing that she modified to fit her, and set out to learn more about the world around her.
Since then, Draught has found that she has a proclivity toward loud ranged weapons called "guns", and is quite the markswoman with them. She also began to develop a fondness toward certain items, and found that these items could allow her to channel magical energy through them into potent spells. Draught now finds herself as a wandering adventurer, always trying to learn more about her world and about the strange and confusing people in it.

Stats:

Draught
Female android occultist 2
CN Medium humanoid (android)
Init +3; Senses Perception +8

Defense
AC 16, Touch 13, FF 13 (+3 armor, +3 Dex)
hp 15 (2d8 + 2)
Fort +4, Ref +3, Will +4 (+4 vs. mind-affecting, poison, paralysis, stun)
Immune fatigue, exhaustion, disease, sleep effects

Offense
Speed 30 ft.
Melee rapier +1 (1d6/18-20)
Ranged Corrosive pistol +4 (1d8 plus 1d6 acid/x4)
Special attacks

Current Occultist spells known (CL 2nd, concentration +6)
1st (3/day) - mage armor, silent image, reduce person <- (0/3 used)
0 - create water, mage hand, ghost sound

Occultist Implement abilities
Transmutation gun (4 points) - Legacy Weapon, Psychic Weapon
Illusion mask (2 points) - Masquerade, Minor Figment
Conjuration mirror (3 points) - Summoning Focus, Servitor, Conjure Implement

Statistics
Str 11, Dex 16, Con 12, Int 18, Wis 12, Cha 8
Base Atk +1; CMB +1; CMD 14
Feats Point Blank Shot, Precise Shot
Traits Specialized training (Kn. engineering and Disable device), Nimble Fingers, Keen mind (+1 DD, class skill)
Skills Appraise +9, Disable Device +11, Kn. (arcana, engineering, history, planes) +9, Perception +8, Spellcraft +9, UMD +5
SQ Emotionless, Constructed, Nanite surge 1/day (+5 to any d20 roll), Knacks, Magic item skill, Object reading, Mental focus (9 points/day), Implements (Transmutation [gun], Illusion [mask], Conjuration [mirror]), Focus powers (Psychic Weapon, Minor Figment, Servitor, Conjure Implement), Resonant powers (Legacy weapon, Masquerade, Summoning focus)
Languages Common, Gnome, Elven, Orc, Goblin

Gear:

Gear:
Kit, magus:
backpack
bedroll
belt pouch
flint and steel
ink and pen
iron pot
mess kit
2 rope, hemp, 50 ft.
soap
10 torches
5 trail rations
waterskin

Kit, gear maintenance:
metal polish
small file
leather paring knife
condition oil for leather
2 soft cloths
extra leather straps
sewing needle
buttons

MW thieves' tools
17 paper cartridges

Kit, Skeleton slayer's:
1 acid flask
club
sling
10 sling bullets
1 holy water
tanglefoot bag
crowbar
wooden holy symbol (Nethys)

49 wand, CLW
1 scroll, enlarge person
1 scroll, expeditious retreat
1 scroll, magic weapon

Full Text of Implement Abilities:

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. (Current: Corrosive)

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.

Masquerade (Su): The implement allows its wearer to change his appearance, varying in scale depending on the number of points of mental focus invested in the implement. The wearer receives a +1 bonus to Disguise checks for every point of mental focus invested in the implement (to a maximum bonus equal to your occultist level). This bonus doesn’t stack with the bonuses from polymorph spells or spells like disguise self. The wearer can choose to mimic a specific creature using this ability, and he can change his appearance as a standard action. If the wearer concentrates for 1 full round, he can change his appearance to blend into his current surroundings, gaining the same bonus to Stealth checks until he moves. You can use this ability only with a mask.

Minor Figment (Sp): As a standard action, you can expend 1 point of mental focus to create a minor figment. This can function as either ghost sound or minor image. In either case, the effect lasts for a number of rounds equal to your occultist level.

Summoning Focus (Su): The implement allows creatures
to pass through it into the material world, strengthening
their connection and extending their stay. The bearer can
add the implement as an additional focus component to
any conjuration [summoning] spell he casts that has a
duration measured in rounds per level. If he does so, the
spell’s duration increases by 1 round for every 2 points of
mental focus stored in the implement (to a maximum of your
occultist level). Apply this increase after other effects that
adjust a spell’s duration, such as Extend Spell. You cannot
choose this ability with a compass.

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 cannot have more than one servitor in effect at a time. When the duration expires, you can expend 1 additional point of mental focus to extend it by another minute (and can continue to do so as long as you have mental focus remaining). This extension is not an action.

Conjure Implement (Sp): You can expend 1 point of mental focus to conjure any item that qualifies as an implement that you know how to use. This implement can be used as the item in question, functioning as a masterwork version of that item, but it can also be used to cast your psychic spells, even though you did not select it at the beginning of the day. If you have more than one implement for the same school, decide which set of spells the conjured implement will grant when you first conjure it. The implement cannot be used to store mental focus or create any effects that require mental focus. The implement lasts for 10 minutes per occultist level you possess.