Alain

Ezzemon of Blind Man's Mill's page

11 posts. Alias of Brass Pigeon.


Full Name

Ezzemon of Blind Man's Mill

Race

Human

Classes/Levels

Occultist 1

stats:
HP: 12/12 AC18 (FF17/Touch11/CMD14) | Fort+3, Ref+2 Will+2 | Init+1 | Perc.+4

Gender

Male

Size

Medium

Age

32

Alignment

N

Occupation

Former miller's help

Strength 16
Dexterity 12
Constitution 13
Intelligence 18
Wisdom 10
Charisma 10

About Ezzemon of Blind Man's Mill

Basics:

Occultist
Max Mental Focus: 7
Divination (writing board): 3
+1 to Perception
Transmutation (warhammer): 4
+2 to Strength

Spells (cast/max)
Knacks: -/-
Level 1: 0/2

Attacks:
Warhammer: +3, 1d8+3 (Full implement power and Lead Blades cast: +4, 2d6+4)
Handaxe: +3, 1d6+3 (+4, 1d8+4)
Sling: +1, 1d4+3 (+1, 1d6+4)

Languages:
Common
Draconic
Necril
Elven
Dwarven

Implement school powers:

Divination
Divination Resonant Power: 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.

Divination Base Focus Power: 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.

Divination Focus Powers
Watchful Eye (Sp)
You can expend 1 point of mental focus as a standard action to create an invisible sensor within 30 feet that watches a 5-foot-square area. Whenever any creature enters that square, you receive a mental image of the creature as long as you are on the same plane as the sensor. The sensor remains active for 10 minutes per occultist level you possess. The image will not wake you from slumber, although you do receive all of the images the sensor collected once you wake up. The sensor can be deceived by invisibility and similar magic. You can expend additional points of mental focus when creating the eye to increase the size of the square by 5 feet per additional point spent (to 10 feet square, 15 feet square, and so on).

Transmutation
Transmutation Resonant Power: 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).

Transmutation Base Focus Power: 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.

Transmutation Focus Powers:
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.

Spells:

Knacks (DC14): -/-
Detect Magic (div)
Mending (trans)

Level 1 (DC15): 2/day
Heightened awareness (div)
Lead Blades (trans)

Feats/Traits/Skills:

Feats:
Extra Mental Focus

Traits:
Pragmatic Activator: Use INT instead of CHA on UMD (Access the magic through the common properties of the item instead of the magical access).

Deft Dodger: +1 to Reflex saves (moving through a working mill makes is a good school in not getting hit by cogs, wheels, beams and swinging sacks of flour suddenly coming through a trapdoor above you).

Skills
Acrobatics: -5
Appraise: +8
Climb: -3
Disable Device: -1
Escape Artist: -5
Fly: -1
Knowledge(engineering): +8
Knowledge(history): +8
Knowledge(planes): +8
Perception: +4
Ride: -5
Sleight Of Hand:-5
Stealth: -5
Swim: -3
UMD: +4

Alternate Racial Trait: Dual Talented
Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

Equipment:

-Warhammer 12gp
-Handaxe 6gp
-Sling+bullets (30) 3sp
-Scale mail 50gp
-Heavy wooden shield 7gp
-Backpack, common 2 gp
-Sack 1 sp
-Waterskin 1 gp
-Rope, hemp (50 ft.) 1 gp
-Rations, trail 5 sp
-Bedroll 1 sp
-Blanket 5 sp

GP:19
SP:5
CP:

Background:

Ezzemon was raised in a very small village called Blind Man's Mill. At its center was a recently built wind mill. The farmers from the area had chimed in with Lyktyr the Blind to build their own mill so they wouldn't have to travel to the far away mill in Kusnar. This way they could save on travel time and would only have to pay the miller a relatively low fee and enjoy the profits. Ezzemon was put to work in the mill at the age of 8 as his older brothers were already doing all there was to do on the farm of their parents. He didn't get paid much but it was better than nothing. Through his teenage years he worked at the mill and saw a small village grow around the mill. Ezzemon grew quite strong, which comes to good use when hauling sacks of flour, but he also found he was missing out socially. The people around him seemed interested in other things than he was. Lyktyr, the blind miller, wasn't the sharpest knife in the drawer. He would often complain about suggestions that Ezzemon made and had him beaten. Later on Ezzemon grew too strong and Lyktyr started to ignore him instead. The years went by and Ezzemon stayed to work at the mill.

During these years Ezzemon sometimes had farmers offer him food or other goods instead of coin to pay him and the miller. It was with one of these payments, an old warhammer, that Ezzemon felt something strange. For the first time. It felt as if the warhammer was telling him on how to use it to draw strength from it. Ezzemon first thought it was a magical warhammer and told the miller about it. Lyktyr didn't believe Ezzemon but asked a visiting priest from Kusnar one day to check it out. The warhammer was just a warhammer according to the priest and Ezzemon felt ashamed when Lyktyr confronted him about it. Soon after that incident though, Ezzemon felt likewise powers in seemingly common objects and decided he was going to find out what they are. His parents had already passed away so he grabbed what little belongings and savings he had, said good bye to his brothers and started to travel to find other objects and learn about these and his ability to use them.

Later information:
Kusnar is a large town in the Southbrook duchy.

Appearance:

A rather unnoticable man, he must be in his thirties, watches you unscrupulously with his sky blue eyes. His sleek half long grey hair is hanging in disarray. Through the strands of hair his face shows a weathered skin, a weeks old short beard and you can see at least one large scar on his temple. His body is covered in all kinds of battered armour, latched together with leather straps, rope, nails and rings. Judging by the size of his armour and clothing it seems he's rather well built and probably capable of hard labour. Then you notice something odd: with one of his hands he's keeping a raggedy looking warhammer upright and the other hand is holding a dark red lacquered clipboard.

Ezzemon is a laidback person. Perhaps too laid back and a bit of a pushover. Since most of his life he hasn't done much other than working for the mill, he now feels a bit of an urge to explore the world and himself but finds himself held up by people requiring his help.