Sylph occultist (occult historian) 3 (Pathfinder RPG Bestiary 2 258, Pathfinder RPG Occult Adventures 46, Ultimate Wilderness 67)
CG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +6
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 26 (3d8+8) (currently 25)
Fort +5, Ref +3, Will +4
Defensive Abilities trap sense +1; Resist electricity 5
Speed 30 ft. (20 ft. in armor)
Melee adamantine heavy flail +7 (1d10+6/19-20) or
. . atlatl dart +2 (1d6+4) or
. . mwk cold iron greatsword +7 (2d6+6/19-20) or
. . morningstar +6 (1d8+4)
Ranged atlatl +3 (1d6+4)
Spell-Like Abilities (CL 3rd; concentration +3)
. . 1/day—feather fall Implement Schools (2 generic focus)
. . Abjuration (armor, 3 points) Resonant—warding talisman; Focus—energy shield, mind barrier
. . Divination (planchette, 0 points) Resonant—third eye; Focus—sudden insight
. . Transmutation (weapon, 4 points) Resonant—physical enhancement (strength); Focus—legacy weapon
Occultist (Occult Historian) Spells Known (CL 3rd; concentration +7)
. . 1st (4/day)—detect snares and pits, lead blades[APG], warding weapon[UC]
. . 0 (at will)—mending, read magic, resistance
Str 18, Dex 12, Con 12, Int 18, Wis 10, Cha 10
Base Atk +2; CMB +6; CMD 17
Feats Extra Mental Focus[OA], Toughness
Traits pragmatic activator, reactionary
Skills Acrobatics -1 (-5 to jump), Appraise +8, Disable Device +5, Knowledge (arcana) +9, Knowledge (engineering) +8, Knowledge (history) +10, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +9, Perception +6, Spellcraft +10, Survival +0 (+2 to avoid becoming lost), Use Magic Device +11
Languages Aquan, Auran, Common, Elven, Ignan, Kelish, Osiriani, Terran
SQ breeze-kissed[ARG], implements 3, magic item skill, mental focus (9/day), ruin reading
Combat Gear scroll of silence, silversheen, alchemist's fire (2); Other Gear scale mail +1, scarab shield, adamantine heavy flail, atlatl[UC], atlatl dart[UC] (2), mwk cold iron greatsword, morningstar, wayfinder[ISWG], automatic writing planchette[OA], bedroll, belt pouch, chalk (10), flint and steel, hammer, ink, inkpen, journal[UE], masterwork backpack[APG], piton (4), tattoo[UE], thieves' tools, trail rations (5), waterskin, 281 gp, 6 sp, 5 cp
Abjuration (armor) Abjuration implements are objects associated with protection and wards.
Implements: Amulet, armor, bell, bracers, brooch, cloak, holy symbol, shield.
Breeze-Kissed (1/day) +2 AC versus nonmagical ranged attacks. Bull rush/trip with air 1/day within 30 ft.
Darkvision (60 feet) You can see in the dark (black and white only).
Divination (planchette) Implements of the divination school grant powers related to foresight and remote viewing.
Implements: Book, crystal ball, goggles, harrow deck, headband, lenses, planchette.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Shield (15 damage) (Sp) 1 focus, swift action: Summon energy shield absorbs acid, cold, electricity, or fire damage.
Implements (Su) Gain a series of items which grant access to schools and powers.
Legacy Weapon +1 (Su) 1 focus: weapon touched gains enhancement bonus plus a special ability.
Magic Item Skill Add half level as bonus to Use Magical Device.
Mental Focus (9/day) (Su) You have a pool of points that activate your focus powers.
Mind Barrier (-6 damage) (Sp) 1 focus, swift action: Reduce next damage taken before next turn. 2 for Imm.
Physical Enhancement +2 (Strength) (Su) Implement grants bearer enhancement to one physical attribute.
Ruin Reading (1/day) (Su) Glean secrets of ruined structure with Knowledge (history) check.
Sudden Insight +1 (Sp) Swift action & 1 focus: Gain insight bonus to one abil. or skill check, or attack before end of turn.
Third Eye (Su) Gain enhanced senses while implement stores focus.
Transmutation (weapon) Transmutation implements can alter the properties of both objects and creatures.
Implements: Belt, boots, sandals, vest, weapon.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Warding Talisman +1 (Su) Implement grants Resistance bonus to saves.
Raised in Wati, Drea's human father was obsessed with Aroden. His daughter was raised to be a warrior princess, and to follow her father into the adventurer/crypt-breaker lifestyle. That was, until Drea's mother's family came a-calling. Drea's mother's family believed that their history of servitude to humans and other races needed to be met with radical action and violence. The idea that Drea's mother (who has been missing to this day) would have a half-human child out of wedlock was repellant to them, and required payment. That payment was Drea's father's life.
Left parentless, Drea was taken in as an adolescent by a large Wati family, where she was put to work as a caretaker for their children, by irony's hand. She suffered abuse while in their pseudo-employ, and left as soon as she began to feel the stirrings of her occult powers within herself, taking the suit of armor and great sword of the patriarch of the house as her payment upon her exit.
She has found her way to Absalom, and means to make sense of her world. She harbours ill-will towards most outsiders, but given that vengeance is a bitter dish, she usually does not act upon it immediately. Usually.