Gravin Goldhammer

Garrivek Runebuckle's page

206 posts. Alias of TrinketMike.


Full Name

Garrivek Runebuckle

Race

| Speed 20 ft. | Spells: 2nd: 4/4, 1st: 5/5 | Mental Focus: Conjuration: 2/2, Divination: 1/2, Evocation: 3/3, Transmutation: 4/4, Generic: 0/0

Classes/Levels

| Active Conditions: Casting Focus (+1), Intense Focus (+1), Physical Enhancement (STR +2), Third Eye (+1)

Gender

| HP: 51/51 | AC 20 (T12, FF 18) | CMB: +6 CMD: 18 (+4 vs. bull rush and trip) | F:+8 R:+5 W:+7 (+2 vs. poison, spells, spell-like) | Init +2 | Perc +11*, SM +11*, Diplomacy +4

Languages

Common, Draconic, Dwarven, Giant, Gnome, Goblin, Halfling, Orc, Terran, Undercommon

Occupation

Courier

Strength 14
Dexterity 14
Constitution 14
Intelligence 16
Wisdom 12
Charisma 8

About Garrivek Runebuckle

Statistics:

Garrivek Runebuckle
Male Dwarf Occultist (secret broker) 6
N Medium Humanoid (dwarf)
Init +2; Senses Darkvision 60 ft., Perception +10

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DEFENSE
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AC 20, touch 12, flat-footed 18 (+8 armour, +2 Dex, +0 shield)
…+4 dodge AC vs. giants
hp 51 (6d8+18)
Fort +8, Ref +5, Will +7
…+2 vs. poison, spells, spell-like

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OFFENSE
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Speed 20 ft.
Melee +1 dwarven dorn-dergar +7 (1d10+3 B) (melee or 10 ft. reach, move action to switch between)
Ranged telekinetic projectile +6 (1d6 B) (close)

Spells Known (CL 6th, Concentration +10)
2nd—4/day—restful cloak, share language, sound burst, spider climb
1st—5/day—burning hands, lead blades, cure light wounds, heightened awareness
0—At Will—detect magic, mending, stabilize, telekinetic projectile
(+4 HP healed with cure spells)

Spells Known (CL 6th, Concentration +10)
0—At Will—share memory (willing target only)

NOTE: +1 attack vs. goblinoids and orcs

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STATISTICS
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Str 14, Dex 14, Con 14, Int 16, Wis 12, Cha 8
Base Atk +4; CMB +6; CMD 18 (+4 vs. bull rush and trip when standing on the ground)
Traits frontier healer, pragmatic activator
Feats breadth of experience, endurance, extra mental focus
Skills Appraise +12 (5 ranks), Diplomacy +4 (2 rank), Heal +11 (5 ranks), Knowledge (arcana) +9 (1 rank), Knowledge (dungeoneering) +9 (1 rank), Knowledge (engineering) +9 (1 rank), Knowledge (geography) +9 (1 rank), Knowledge (history) +14 (+2 regarding dwarves and their enemies; 6 ranks), Knowledge (local) +9 (1 rank), Knowledge (nature) +10 (1 rank), Knowledge (nobility) +9 (1 rank), Knowledge (planes) +9 (1 rank), Knowledge (religion) +9 (1 rank), Linguistics +8 (6 ranks), Perception +10 (+2 stonecunning, 6 ranks), Profession (any) +3 (0 ranks), Ride +4 (2 ranks), Sense Motive +10 (6 ranks), Spellcraft +12 (6 ranks), Use Magic Device +12 (6 ranks),
(9 points; 4 class, 3 INT, 0 race, 0 favoured class, 2 background)
Abilities aura sight, broker secrets, defensive training, focus powers (energy blast, energy ray, flesh mend, legacy weapon, servitor, sudden insight, watchful eye), hatred, hardy, implements (conjuration, divination, evocation, transmutation), knacks, knowledge is power, lorekeeper, mental focus (9 points), object reading, resonant powers (casting focus, intense focus, physical enhancement, third eye), share memory, slow and steady, stability, stonecunning
Languages Common, Draconic, Dwarven, Giant, Gnome, Goblin, Halfling, Orc, Sylvan, Terran, Undercommon

Special Abilities:

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SPECIAL ABILITIES
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Mental Focus - 9 points + 2 = 11 points
Conjuration - MF - 2 invested - +1 CL conjuration spells measured in rounds/lv
Divination - MF - 2 invested - grants +1 Perception, Profession, Sense Motive, +1 all knowledges, low-light vision
Evocation - MF - 3 invested - grants +1 damage with evocations
Transmutation - MF - 4 invested - grants +2 STR

Resonant Powers
- 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.
- Intense Focus (Su): The implement channels and enhances the effects of damaging evocations. A spellcaster who bears the implement can add the implement as an additional focus component for any of his damaging evocation spells that have an instantaneous duration or focus powers with an instantaneous duration. If he does so, the spell or focus power deals 1 additional point of damage of the same type to each creature for every 2 points of mental focus invested in the implement, to a maximum of 1 + 1 for every 2 occultist levels you possess.
- 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).
- 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 lowlight 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.

Focus Powers
- Energy Blast (Sp): As a standard action that provokes attacks of opportunity, you can expend 2 points of mental focus to unleash a blast of energy. This blast has a range of 100 feet, and deals 5d6 points of energy damage, plus an additional 1d6 points for every 2 occultist levels you possess beyond 5th (6d6 at 7th, 7d6 at 9th, and so on, to a maximum of 12d6 at 19th level). The blast deals damage to each creature in a 20-foot-radius burst, but each affected creature can attempt a Reflex save to halve the damage. When you unleash an energy blast, you must decide what type of damage it deals (acid, cold, electricity, or fire). You must be at least 5th level to select this focus power.
- Energy Ray (Sp): As a standard action that provokes attacks of opportunity, 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 an amount of energy damage equal to 1d6 points + 1d6 points for every 2 occultist levels you possess beyond 1st (2d6 at 3rd level, 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).
- Flesh Mend (Sp): Conjuration - As a standard action, you can expend 1 point of mental focus to heal a living creature with a touch. The creature is healed an amount of damage equal to 1d8 + your occultist level. For every 4 occultist levels you possess beyond 3rd, the creature is healed an additional 1d8 points of damage, to a maximum of 5d8+19 at 19th level. This has no effect on undead creatures. You must be at least 3rd level to select this 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.
- 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.
- 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.
- 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).

Aura Sight (Su): At 5th level, the occultist can read the auras of creatures around him as a standard action. This functions as the aura sight spell with a duration of 1 round.
…This spell makes your eyes glow and allows you to see alignment auras within 120 feet of you. The effect is similar to that of a detect chaos/evil/good/law spell, but aura sight does not require concentration, and it discerns an aura’s location and power more quickly. You know the location and power of all chaotic, evil, good, and lawful auras within your sight. An aura’s power depends on a creature’s Hit Dice or an item’s caster level, as noted in the description of the detect evil spell. If an item or a creature bearing an aura is in line of sight, you can attempt a Knowledge (religion) check to determine the aura’s strength (one check per aura; DC 15 + spell level, or 15 + 1/2 caster level for a non-spell effect).

Breadth of Experience (feat): You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.

Broker Secrets (Su): At 2nd level, a secret broker can trade her secrets to another. For the purpose of this ability, an object’s secret is composed of pieces of information gained from a single object through object reading, object seer, psychometry, or read object that the occultist didn’t otherwise know and hasn’t shared with another, written somewhere, or otherwise recorded or found a way to recover should she forget them and lose possession of the object. The secret broker can willingly use this ability in tandem with handing the object over to another creature in order to transfer the object’s secret to that creature. The secret broker forgets the object’s secret and the creature instantly learns the object’s secret.
…The secret broker can also destroy an object to remove his memory of the object’s secret without transferring it to another. In either case, any onlookers who understand what the secret broker is doing, and the recipient in the case of a transfer, can intrinsically tell that the secret broker has used this ability rather than simply sharing the memory through other means or destroying the object but keeping its secret.
…This ability replaces magic item skill.

Class Skills A secret broker adds Bluff and all remaining Knowledge skills to her list of class skills. This alters the occultist’s class skills.

Defensive Training (race trait): Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype.

Focus Powers (Su): At 1st level, an occultist learns the base focus power from both of his two implement schools (divination, ?) 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 on page 48). 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 (DC 16). 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.

Frontier Healer (campaign trait): Frontier Healer: You make your way in life by putting people back together after the rigors of the world take their toll—brewing herbal remedies, setting broken bones, and treating diseases. You gain a +1 trait bonus on all Heal and Knowledge (nature) checks, and one of these skills is always a class skill for you. Any time you restore hit points using the Heal skill or a cure spell (but not with channeled energy, lay on hands, or a magic device such as a potion or wand), you restore 1 additional hit point, plus 1 for every 2 class levels you have beyond 1st. (+4)

Hatred (race trait): Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.

Hardy (race trait): Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

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 nonmagical 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. 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.

Knowledge is Power The secret broker starts play possessing a single divination implement, typically a ledger of secrets. She gains new implements as normal at 2nd level and every 4 levels thereafter, and they can be of any school. A secret broker’s third eye resonant power grants an insight bonus on Profession and Sense Motive checks equal to the bonus it grants on Perception checks, and an insight bonus on all Knowledge checks equal to half that bonus. She must select divination with implement mastery. This ability alters implements and implement mastery.

Lorekeeper (alternate race trait): Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.

Mental Focus (Su): 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 (9 points); 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 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.

Object Reading (Su): At 2nd level, an occultist learns how to read information from items he examines. Examining an item in this way requires him to spend 1 minute handling the item. If the item is a magic item, the occultist learns its properties and command word as if he had successfully examined the item using detect magic and succeeded at a Spellcraft check. This ability does not reveal whether the item is cursed unless the occultist’s class level is equal to or greater than the caster level of the item. If the item has any historical significance, the occultist learns one piece of information about its past (as determined by the GM). Finally, if the item was last used no longer than 1 day ago per the occultist’s class level, the occultist learns one piece of information about the last creature to use the item. This information might be a glimpse of the creature’s appearance, a brief vision of what it saw while using the item, or perhaps its emotional state when it last used the item. The GM determines what information is gained in this way. This functions like the psychometry occult skill unlock (see page 196), but doesn’t require a skill check and can be used at will.

Pragmatic Activator (magic trait): You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

Share Memory (Sp): At 4th level, a secret broker learns to use her knowledge transference powers more flexibly, allowing her to use share memory at will, but only with willing targets. This ability replaces shift focus.

Slow and Steady (racial trait): Dwarves have a base speed of 20 feet, but their speed is never modified by armour or encumbrance.

Stability (race trait): Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning (race trait): Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice any such features that they pass within 10 feet of, whether or not they are actively looking.

Weapon Familiarity (race trait): Dwarves are prof icient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Weapon and Armor Proficiency: An occultist is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear +1 dwarven dorn-dergar, dagger, acid, alchemist’s fire (5), holy water, tanglefoot bag (3), thunderstone (5), potion of bear's endurance, potion of cure light wounds, scroll of cure moderate wounds, potion of gaseous form (2), potion of remove fear (4), scroll of endure elements, scroll of monkeyfish, smokestick (4)
Possessions +2 breastplate, adventurer’s sash (bandolier holds 6 pouches, move), bedroll, campfire bead, cloak of resistance +1, explorer’s clothes, flint & steel, handy haversack, healer’s kit, ink, inkpen, journal, rations (5), magnifying glass, traveller’s any-tool, waterskin, wine merchant's ledgers, silver tankard shaped like an old dwarven woman (worth 50 gp)
Implements tan leather bound secret book with writing in a complex cipher, (divination), brass compass of Varisian craftsmanship featuring a butterfly on its lid (conjuration), fingerless black leather gloves of a famous dwarven linguist (evocation)
Mount NAME (combat trained heavy warhorse), bit and bridle, riding saddle, saddlebags (2), sack, (weight: 47.5)
Carrying Capacity
Light 0-58 lb. Medium 59-116 lb. Heavy 117-175 lb.
Current Load Carried 66 lbs.
Money 16 GP 0 SP 0 CP

Background:

Born and raised in Kraggodan, a dwarven sky citadel in southern Nirmathis, Garrivek is a bit of an odd duck. He had trouble keeping a job, nothing kept his attention, and he seemed to flit from careers to career, picking up skills but never excelling at them. His family was displeased with his flightiness, but Garrivek had developed a diverse array of experiences which set him on a path of exploration. Garrivek developed an incurable case of wanderlust, which he indulged with travel, both underground and on the surface. His parents helped him find work as a courier, taking messages and packages from Kraggodan to distant Janderhoff. Having found his calling, Garrivek wandered, picking up more work as he travelled Golarion.

It’s been decades since he started out, and he’s travelled more of Avistan and Garund than most dwarven clans. He seems to know secrets regarding every nation, and carries tokens of remembrance and momentos from his continent-spanning travels. He has a knack for prying secrets from such objects. Being an experienced courier, its not uncommon for him to handle sensitive deliveries.

Garrivek has developed a respect for the dangers of the road, and has taken to sleeping in his armour, believing it helps keep him safe. He takes it off only once a week to bathe. This has given him a pungent smell, but he doesn’t seem to notice.

Appearance and Personality:

Garrivek is a short, big-bellied dwarf with a thick grey beard and a tacky sweat-slicked comb-over reaching from both sides of his head to the centre, which, from a distance to the visually impaired, gives him the appearance of a full head of hair.

Garrivek is a friendly fellow, though his sour smell and poor hygiene keeps people at a distance. He wears his armour constantly, only taking it off for his weekly bath. Garrivek has a habit of picking at his nails. He’s a constant chatterbox, always going off on a conversational tangent which rarely — if ever — relates to the topic at hand. He seems to have a story about everywhere, and contacts for everything, though it seems he doesn't have any close companions.

Notes:

Favourite Curse: "Busted knuckles!"

Spellcasting:

Abilities

Servitor - Garrivek clutches the compass around his neck in his hand, focuses his psychic potential into it's brass casing, and sets the needle spinning wildly. A moment later smoke billows from it, drifting toward the [...]. As the smoke coils forward it forms into a [...]! With a nod of his head to the creature he shouts, "Sic' him!"

Spells

Heightened Awareness - Garrivek clutches his book in hand, brings it to his face, and whispers hushed words into his book. Arcane runes glow upon the books cover, swirl around him in a colourful storm, then fly right into his eyes. Garrivek blinks rapidly, shaking away the light.