Seltyiel

Ephiril the collector's page

58 posts. Alias of Helikon.


Full Name

Ephiril the collector

Race

Half-Elf

Classes/Levels

Occultist 3

Stats:
hp 25/25 AC 16|T 11 |FF 15, F +4|R +1|W +5, Init +1, Per +8

Gender

Male

Size

medium

Alignment

LN

Deity

Nethys

Location

Westgate

Languages

Common, Elf, Draconic, Sylvan, Infernal, Halfling

Occupation

Shop Keeper

Homepage URL

Ephiril//Picture

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

About Ephiril the collector

Ephiril the collector:
CR 2
Half-Elfen Occultist 3
LN Medium Humanoid (elf)
Senses Perception + 8
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DEFENSE
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Init +3
AC 16 (+5 armor, +1 Dex)
touch 11, flat-footed 15
hp 25 (3d8+6)
Fort +5, Ref +2, Will +6
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OFFENSE (+2 Str)
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Spd 30 ft. (20 ft.)
Melee: Unarmed strike +3 (1d2+3 20/x2)
Bardiche +3 (1d10+4 19-20/x2)
Kukri +3 (1d4+3 18-20/x2)
Ranged: none
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STATISTICS
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Str 14(+2), Dex 12, Con 14, Int 18, Wis 10, Cha 08
Base Atk +2; CMB +5; CMD 16
FCB 3x ½ focus points =1,5

Racial & Occultist Traits:

Half-Elves
+2 to One Ability Score: (Int)
Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium:
Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed:
Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Dual Minded
The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.
Elf Blood:
Half-elves count as both elves and humans for any effect related to race.
Elven Immunities:
Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses:
Half-elves receive a +2 racial bonus on Perception checks.
Multitalented:
Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Languages:
Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
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Occultist
Weapon and Armor Proficiency
An occultist is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Spell Casting
An occultist casts psychic spells drawn from the occultist spell list, limited by the implement groups he knows. He can cast any spell he knows without preparing it ahead of time. Every occultist spell has an implement component (see Implements). 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 equals 10 + the spell level + the occultist's Intelligence modifier. 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: Occultist. In addition, he gains bonus spells per day if he has a high Intelligence score. The occultist's selection of spells is limited. For each implement school he learns to use, he can add one spell of each level he can cast to his list of spells known, chosen from that school's spell list. If he selects the same implement school multiple times, he adds one spell of each level from that school's list for each time he has selected that school. When the occultist 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 school he knows (plus any extra spells from schools he has selected multiple times). At 5th level and every 3 occultist levels thereafter (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 school 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 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.

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.

Mental Focus (Su) 10
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.


Feats and Skills:

Feats
Extra Focus
Power Attack

Traits:
Pragmatic Activator
You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
Clever Wordplay Diplomacy
Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.
Skills:
Appraise (Int), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Fly (Dex), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points gained/level 3x8=(4+4)
• Acrobatics: +1 (0 ranks; +0 trained; +1 Dex;)
• *Appraise: +8 (1 ranks; +3 trained; +4 Int)
• Bluff: +1 (0 ranks; +0 trained; +1 Cha)
• Climb: +2 (0 ranks; +0 trained; +2 Str)
• *Diplomacy: +9 (2 ranks; +3 trained; +4Int)
• *D. Device: NA (0 ranks; +0 trained; +0 Dex;)
• *Disguise: +1 (0 ranks; +0 trained; +1 Cha)
• Escape Artist: +1 (0 ranks; +0 trained; +1 Dex;)
• Heal: +1 (0 ranks; +0 trained; +1 Wis)
• Intimidate: +1 (0 ranks; +0 trained; +1 Cha)
• *Know (arcana): +10 (3 ranks; +3 trained; +4 Int)
• Know (dungeoneering): +4 (0 ranks; +0 trained; +4 Int)
• *Know (engineering): +8 (1 ranks; +3 trained; +4 Int)
• Know (geography): +4 (0 ranks; +0 trained; +4 Int)
• *Know (history) : +8 (1 ranks; +3 trained; +4 Int)
• Know (local): +5 (1 ranks; +0 trained; +4 Int)
• Know (nature: +5 (1 ranks; +0 trained; +4 Int)
• *Know (planes): +8 (1 ranks; +3 trained; +4 Int)
• *Know (religion): +8 (1 ranks; +3 trained; +4 Int)
• *Linguistics: +8 (1 ranks; +3 trained; +4 Int)
• *Perception: +10 (3 ranks; +3 trained; +1 Wis + 2 Racial+1Imp)
• Ride: +1 (0 ranks; +0 trained; +1 Dex;)
• *Sense Motive: +5 (1 ranks; +3 trained; +1 Wis)
• Stealth: +1 (0 ranks; +0 trained; +1 Dex;)
• *Spellcraft: +8 (3 ranks; +3 trained; +4 Int)
• Survival: +1 (0 ranks; +0 trained; +1 Wis)
• Swim: +2 (0 ranks; +0 trained; 2 Str;)
• *UMD: +10 (3 ranks; +3 trained; + 4Int)
Languages: Common, Elven, Draconic, Celestial, Sylvan, Infernal, Halfling


Implement Schools:

Transmutation
Transmutation implements can alter the properties of both objects and creatures.
Implement(s): Belt, boots, sandals, vest, weapon.

Resonant Power(s): Each time the occultist invests mental focus into a transmutation implement, the implement grants the following resonant power. The implement's bearer gains the benefits of this power until the occultist refreshes his focus.

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).

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.

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.
Size Alteration (Sp):
As a standard action, you can expend 1 point of mental focus and touch a creature to alter its size. You can increase or decrease the creature’s size by one step, as enlarge person or reduce person but not limited by the creature’s type. If the creature is hostile toward you, using this ability requires a successful melee touch attack, and the creature can attempt a Fortitude save to negate the effect. This effect lasts for 1 round per occultist level you possess. You can’t use this ability on a creature that is already subject to an effect that alters its size.

Divination Implements
Implements of the divination school grant powers related to foresight and remote viewing.
Implement(s):
Book, crystal ball, goggles, harrow deck, headband, lenses, planchette.

Resonant Power(s):
Each time the occultist invests mental focus into a divination implement, the implement grants the following resonant power. The implement´s bearer gains the benefits of this power until the occultist refreshes his focus.

Third Eye (Su)
The implement allows its bearer to notice that which can't easily be seen. The implement grants a +1 insight bonus on Perception checks per 2 points of mental focus stored in it, to a maximum bonus equal to the occultist's level. If the occultist is 3rd level or higher and stores at least 3 points of mental focus in it, the implement also grants low-light vision. If the occultist is 5th level or higher and stores at least 6 points of mental focus in it, the implement also grants darkvision 60 feet. (If the bearer already has darkvision, the implement increases the range of the darkvision by 30 feet.) If the occultist is 7th level or higher and stores at least 9 points of mental focus in it, the implement also grants the effects of see invisibility. If the occultist is 13th level or higher and stores at least 12 points of mental focus in it, the implement also grants blindsense 60 feet. If the occultist is 19th level or higher and stores at least 15 points of mental focus in it, the implement also grants blindsight 30 feet.

Sudden Insight (Sp)
As a swift action, you can expend 1 point of mental focus to gain an insight into your immediate future. You can use this foreknowledge as a free action before. You roll any ability check, attack roll, or skill check to gain an insight bonus on that roll equal to 1/2 your occultist level (minimum +1). You can use your foreknowledge only once per turn, and if it's not used by the end of your turn, the insight fades and you gain no benefit.
Conjuration Implement
Implements: Bowl, brazier, compass, figurine, lantern, mirror.

Resonant Power: Each time the occultist invests mental focus into an conjuration implement, the implement grants the following resonant power. The implement’s bearer gains the benefits of this power until the occultist refreshes his focus.

Casting Focus (Su): The implement empowers the bearer’s ties to the worlds beyond, allowing his spells to maintain their power for a longer period of time. The bearer can add the implement as an additional focus component to any conjuration spell he casts that has a duration measured in rounds per level. If he does so, he adds 1 to his caster level for every 2 points of mental focus stored in the implement (to a maximum bonus equal to your occultist level). This increase applies only when determining the duration of the spell. Apply this increase after other effects that adjust a spell’s duration, such as Extend Spell.

Base Focus Power: All occultists who learn to use conjuration implements gain the following focus power.

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 can’t have more than one servitor in effect at a time. At any time, you can expend 1 point of mental focus as a free action to extend the duration of an active servitor by 1 minute.
Spells
Detect Magic
Guidance
Stabilize
Level 1:
Lead Blades
Heighten Awareness
Cure light wounds


Equipment:

Bardiche +1 2313 gp
Kukri 8 gp
Steel Lamellar Armor 150 gp
Notebooks 2gp
Ink and Inkpen 3gp
Belt pouch 1gp
Fortune Teller Cards common 1gp
Redeye the cruel´s woven hair belt
Redeye the cruel´s brazen compass
Steelfist´s Jade-green silken headband
Edest Hidalgo´s Holy Symbol of 1gp
Potion CLW CL1 x3
Description

Backstory:

Write five things about your character's concept and background
Ephiril is a halfblood, born to an elven father and a human woman.
His father used to be a mercenary, but has been retired and is now the a Sworn Blood, or Guardian of shaman Leaf-in-wind, one of the shamans´of the Ekujae tribe
Ephiril has apprenticed for many years with his father as guardian in Sworn Blood, studying the art of blade and spell.
Ephiril is a man of his word and he is unhappy to cheat people, but he has to obey his father's commands.
Ephiril is a well learned you man, with strong magical talent, but needs implements to work tiny bits of it. He also makes up for his scocial inabilities with his well educated mind.

List two goals for the character that you, as a player, think would be cool to see accomplished in-game.
Become worthy of the trust given to him by Leaf-in-wind . Stop being seen as his father's son, or the half blood bladeswinger.
One day create a magic item by himself and imprinting it with a bit of his spirit.

List two secrets about your character.
Some of items sold by his father are forgeries. Some of them even forged with Ephiril´s help. A lot of people could be VERY unhappy if they find out.
On the day of his birth, the stars were specially aligned, heralding a strong magical potential in the infant. But his father made a pact with a demon stealing gaining a part of his sons potential for himself. But his magical talent could not be completely stolen and with the help of his implements Ephiril can steal weave magic.

Describe three people that are tied to the character through blood, romance, or honor.
Ephirils best friend is also his sister, although they just share the same father. There are no secrets between the two and although he loves his parents, he simple adores the 105 years older girl with the short blond hairs and the strong spirit, who is a apprenticed to Leaf-in-Wind
A few years ago Ephiril befriended an elderly man named Kwava, the son of the master fletcher. Although Kwava is easely 80 years older, they booth have the same humor and the same interests. Kwava is an aspiring wizard and trusts Epheril as a guard.
Three years ago during a discussion in the circle a young scholar named Tachi Broodus presented his theories about the will of the gods.
Ephiril utterly destroyed his theories with two seemingly innocent questions. Broodus reputation as a sage was shattered beyond redemptions. But Tachi is a talented wizard and experienced adventurer, who specialises in the Aztlant civilisation and their artifacts.

Describe three memories that your character has
-The feeling as if a warm well located in the middle of his body sending energy flowing through his right arm into an old sword to empower it. The ecstatic joy when he used his power the first time.

-The first time he left the Mwangi Expense and breathed the foul air of the human cities.

-Looking up to his father who again beat him a training fight, understanding that he might never beat him in melee. Crying inside that he will always be his lesser if he does not leave his long shadow.

Also, think about your character as a person.
Ephiril is almost 6 feet with sand blond shoulder long hair and a medium stubble.
His ears are quite pointy, but not as extreme as a full blooded elf, and his eyes crystal blue.
When adventuring he wears sturdy brown leather pants and shirt with soft leather boots and gloves und a scale armor, with a Kukri sheathed on his left hip. A long polearm complements the attire.
If not adventuring he wears combination of light leather and colourful linen shirt to show a well-respected shop-owners son.
Ephiril enjoys a good book while lounging in a hot bath, with spiced wine and honey treats. He is also a regular attendant to a scholar circle.
If he can he enjoys the spectacle in the arena, especially fights between the current champion Iobo the thrice-scarred and the various monsters brought to the arena for the audience enjoyment.
Ephiril is a collector of seemingly mundane items, who speak to him in a very special way.
Items like the belt of the bandite Redeye the cruel, made of a dozen strands of hair, collected from his own daughters. Or the jade-green silken headband, worn by the monk gladiator Steelfist in his first championship duel after leaving the arena for10 years, the one he threw into the crowd. Or the holy symbol of Eldest Hidalgo, which he presented to focus his faith to channel the vampire Obouro into dust.


Introduction:

Ephiril is a rather average sized young man with a regular frame, with shoulderlong honey coloured hair and inquisitve green eyes, legacy of his father. He has clever, long hands with a surprisingly strong grip.
His voice is a smooth and he is very good to twist logic to convince people.
He is smartly dressed in blue trousers of chelaxian linnen, with a trendy red stripe and a egg shelled embroided tunic over a white shirt. usually with brown fingerless gloves