| Race |
Human |
| Classes/Levels |
Occultist - 2 |
About Galrys
Galrys
Human Occultist of Bharnarol 2
N Medium humanoid (human)
Init +5; Senses Perception +4
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Defense
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AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex)
hp 15 (2d8+2)
Fort +4, Ref +1, Will +3
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee mwk scythe +5 (2d4+4/×4)
Special Attacks channel positive energy 1/day (DC 9, 1d6)
Cleric Spells Prepared (CL 2nd; concentration +1)
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Statistics
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Str 16, Dex 13, Con 13, Int 18, Wis 8, Cha 7
Base Atk +1; CMB +4; CMD 15
Feats Heavy Armor Proficiency, Improved Initiative
Traits indomitable faith, pragmatic activator
Skills Acrobatics -4 (-8 to jump), Craft (weapons) +9, Disable Device +1, Knowledge (arcana) +9, Knowledge (engineering) +9, Knowledge (history) +9, Knowledge (planes) +9, Knowledge (religion) +9, Perception +4, Spellcraft +9, Use Magic Device +10
Languages Common, Daemonic, Goblin, Infernal, Orc
SQ: Implements (Abjuration, Evocation, Transmutation), Object Reading
[b]Combat Gear wand of cure light wounds; Other Gear mwk banded mail, mwk scythe, 968 gp
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Tracked Resources
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Focus Power - 0/9
Wand of cure light wounds - 0/50
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Special Abilities
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Implement: Abjuration
Abjuration implements are tied to objects associated with protection and wards.
Implements: Amulet, armor, bell, brooch, cloak, shield, talisman.
Base Focus Power: All occultists that learn to use abjuration implements gain the following focus power.
Warding Shield (Sp): As a swift action, you can expend 1 point of mental focus to create a shield of mental energy around you that protects you from harm. The next time you take damage, the shield reduces the damage by 2 points per occultist level you possess. If you do not take damage before the start of your next turn, the shield expires. You can activate this ability as an immediate action, but doing so costs 2 points of mental focus instead of 1.
Resonant Powers: Each time you invest mental focus into an abjuration implement, choose one of the following resonant powers. The implement’s bearer gains the benefits of this power until you refresh your focus.
Aegis (Su): You unlock a latent ability from the power of the implement’s history. When you choose this resonant power, select an armor or shield 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 armor or shield special ability as long as it contains at least 3 points of mental focus per +1 equivalent of the special ability. You can only choose this ability only with armor or a shield.
Guarding Talisman (Su): The implement protects against physical harm. Whoever wears (or holds, for bells) the implement gains a +1 deflection bonus to AC for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1/4 your occultist level. You cannot choose this ability with an armor or shield.
Warding Talisman (Su): The implement wards against adverse effects. Whoever wears (or holds, for bells) the implement gains a +1 resistance bonus to saving throws for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1/4 your occultist level. You cannot
choose this ability with an armor or shield.
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Implements: Evocation
Evocation Implements -- Implements focused on evocation grant the ability to create and direct energy, both to destroy and to protect.
Implements: Rod, staff, wand
Base Focus Power:Energy Ray (Sp): As a standard action, you can expend 1 point of mental focus to unleash a ray of pure energy as a ranged touch attack. This ray has a range of 30 feet. The ray deals 1d6 points of energy damage plus 1d6 points of energy damage for every 2 occultist levels you have attained beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on to a maximum of 10d6 at 19th level). When you unleash an energy ray, you must decide what type of damage it deals (acid, cold, electricity, or fire). Unleashing an energy ray provokes an attack of opportunity
Resonant Powers:Each time you invest mental focus into an evocation implement, choose one of the following resonant powers. The implement’s bearer gains the benefits of this power until you refresh your focus.
Intense Focus (Su): The implement channels and enhances the effect of damaging evocation. A spellcaster who bears the implement can add the implement as an additional focus component to any of his damaging evocation spells or focus powers that have an instantaneous duration. If he does so, the spell or focus power deals an additional 1 damage of the same type for every 2 points of mental focus invested in the implement, to a maximum of 1 + 1/2 your occultist level.
Lightbringer (Sp): The implement glows with light when held in hand. It produces normal light for 5 feet for every point of mental focus invested in the implement (to a maximum of 5 feet + 5 feet for every 2 occultist levels you possess), and it raises the light level by 1 step for an equal distance beyond that. For the purpose of darkness spells and abilities, this effect counts as a light spell of 0th level, +1 spell level for every 2 points of mental focus invested in the implement (to a maximum spell level of 1/2 your occultist level)
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Implements: Transmutation
Transmutation implements can alter the properties of both objects and creatures.
Implements: Belt, boots, sandals, vest, weapon
Base Focus Power: All occultists that learn to use transmutation implements gain the following focus power.
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.
Resonant Powers: Each time you invest mental focus into a transmutation implement, choose one of the following resonant powers. The implement’s bearer gains the benefits of this power until you refresh your focus.
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.
Physical Enhancement (Su): The implement enhances its wearer’s body to superhuman levels. When you choose this resonant power, select a physical ability score. The implement grants a +2 enhancement bonus to that physical ability score for every 3 points of mental focus invested in the
implement (to a maximum of +2 for every 5 occultist levels you possess). You can choose this ability only with a belt.
Quick Steps (Su): The implement increases its wearer’s speed. The wearer gains a +5 foot enhancement bonus to his base speed for every 2 points of mental focus invested in the implement (to a maximum of 5 feet + 5 feet for every 2 occultist levels you possess). You can use this ability only
with boots or sandals.