Mental Focus (10/day) (Su) You have a pool of points that activate your focus powers. 4-Abjure, 3-Evoke, 3-Trans
Implements (Su) Gain a series of items which grant access to schools and powers.
Abjuration (Holy Symbol of an Unbeliever) Abjuration implements are objects associated with protection and wards.
Implements: Amulet, armor, bell, bracers, brooch, cloak, holy symbol, shield.
Resonant Power: 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
Mind Focus (10 damage) (Sp) 1 focus , swift action to summon a shield that prevents damage 2points/level for 1 round.
Energy Shield (25 damage) (Sp) 1 focus, swift action: Summon energy shield absorbs acid, cold, electricity, or fire damage.
Evocation (Walking Stick of a Cloistered Monk) Implements focused on evocation grant the ability to create and direct energy to protect and to destroy.
Implements: Gloves, rod, staff, wand.
Resonant Power: Intense Focus (Su) +1 damage on spells for every 2 points of focus invested
Energy Ray (3d6, 30 ft) (Sp)[b] 1 focus: Ranged touch does energy damage of type you choose to target
[b]Energy Blast (5d6, 100 feet, DC 15) (Sp) 2 focus: Blast does energy damage of type you choose to all creatures in 20 ft. radius (Ref half).
Transmutation (Boots of the Hanged Man) Transmutation implements can alter the properties of both objects and creatures.
Implements: Belt, boots, sandals, vest, weapon.
Resonant Power: Physical Enhancement(Su) +2 stat bonus for every 3 points of focus.
Legacy Weapon (1 min) (Su) Standard Action, 1 focus: +1 enhancement to weapon
Quickness (5 rounds) (Sp) 1 focus: target gains supernatural quickness, as haste, but +2 AC/Reflex saves.
Size Alteration (Sp) 1 focus: increase or decrease a creature's size by one step.
Aura Sight (Su) Read the aura of creatures around you, as aura sight.
Automatic Writing (Linguistics, 1/week) You can produce mysterious writing that pertains to the immediate future.
Gatekeeper (Knowledge [Planes]) Once you are aware of a soulgate, DC 30 Knowledge (planes) check to open it.
Hypnotism (Diplomacy, 1/day) Use power of suggestion to alter subject's mind or recover memories.
Magic Item Skill Add half level as bonus to Use Magical Device.
Object Reading (Su) Examine an object for 1 minute to learn properties, history, and about last user.
Phrenology (Knowledge [Arcana], 1/day) Examine a creature's skull to learn it's psychological attributes.
Prognostication (Sense Motive, 1/day) You are skilled in means of folk divination.
Psychometry (Appraise, 1/day) Read the psychic impressions left on objects or in places.
Read Aura (Perception, 1/day) Read the psychic impressions left on objects or in places.
Shift Focus (Transmutation [Boots of the Hanged Man], 7 focus) (Su) Shift focus from one implement to another, but lose 1 point.
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Other Special Abilities
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Amateur Investigator (3/day) free action 1d6 bonus to knowledge, linquistic or spellcraft checks.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
appearance and background:
Fiterri is a tall (6'4") and gaunt figure. His pale skin color suggests he rarely leaves his shop during daylight hours these days. Early mornings he is often seen along waters' edge in his long flapping black cloak and his large walking stick. The stick is unique in that it has a silver bird (A finch of course) atop it that he often uses to hook items out of reach. The bird also makes a chirp when he whirls the stick about, to the delight of children often following him. For them he often has some second-hand toy that he has mended to the child that helps him carry home his mornings scrapings from the muddy banks.
A simple mudlarker himself until a few years ago, Fiterri discovered he had an 'ear' for the truly great finds. He never visited the same spot twice in a row, always leaving his schedule up to chance. But once he gets to a location, people say the lost coins, rings, and broaches call out to him. He made enough large finds that it allowed him to open a simple shop. He also made some unfortunate finds, murder weapons, stolen goods, and bodies that the constabulary have come to trust his skills. The trust also comes from the care that he takes in looking after those selling to his shop and those in greater need that he provides a little charity. To these people, the eccentric shopkeeper is fiercely local and protective. Unknown to all, thugs slinking through this portion of the slums shaking down merchants and tenants alike have encountered sudden and savage beatings that encouraged them to move along and leave the struggling people to continue struggling in peace.