Male Human Cleric (Crusader) Level 1/Occultist 3 (Ancestral Aspirant)
Classes/Levels
HP 30/30; AC 19; Touch 10, FF 16, CMD 14; Conc +8; Fort +6, Refl +2, Will +8; Init +0 Move: 20' ; Perc +10
Gender
Active conditions: Mental Focus Ab: 3, Ench: 2;
About Graelem Nordstraum
Graelem Nordstraum,
Male Human Cleric (Crusader) Level 1/Occultist 2 (Ancestral Aspirant)
Lawful Neutral (Worships Iomedae)
21 Years old, Blonde hair, pale skin, dark brown eyes.
STR 14 +2
DEX 11 0
CON 12 +1
INT 15 +2
WIS 16 +3
CHA 15 +2
Defense:
HP 30 (8 max +3d8, +4 Con, +3 fav)
AC 19 (+6 armor, +3 shield); Touch 10, FF 16, CMD 14
Concentration +8
Fort +6, Refl +2, Will +8
Offense:
Init +0
Move: 20'
BAB: +3; CMB +5
Melee: Longsword +5 to hit (1d8+2 dam, 19-20/x2, S)
Ranged: None
Feats/Traits: Selective Channeling: Choose whom to affect with channel energy.
Warrior Priest: +1 bonus to initiative and +2 on concentration checks when casting defensively.
Shield Focus (B):Gain a +1 bonus to your AC when using a shield.
*Charming (Social): Benefit: You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
*Honey-Tongued (Religion): Benefit: You have a deep understanding of human nature and social philosophy. You gain a +1 trait bonus on Diplomacy or Bluff checks when dealing with agents of the law, whether judges, guards, or paladins.
Class Abilities
Focus Powers (Su): (DC 13)
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).
Implements (Abjuration, Enchantment) (Su): Abjuration Implements (Holy symbol)
Resonant Power(s): Each time the occultist invests mental focus into an abjuration implement, the implement grants the following resonant power. The implement's bearer gains the benefits of this power until the occultist refreshes his focus. 2 points currently. 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, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess.
Base Focus Power: All occultists who learn to use abjuration implements gain the following focus power.
Mind Barrier (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 shield prevents a total of 2 points of damage per occultist level you possess. It lasts until the start of your next turn or until exhausted. You can activate this ability as an immediate action, but doing so costs 2 points of mental focus instead of 1.
Focus Powers: Aegis (Su): As a standard action, you can expend 1 point of mental focus and touch a suit of armor or a shield to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum bonus of +4 at 18th level). Enhancement bonuses gained via this ability stack with those of the armor or shield, to a maximum total enhancement bonus of +5. You can also imbue the armor or shield with any one armor or shield special ability that has an equivalent enhancement bonus less than or equal to your maximum bonus granted by this ability 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 aegis) to gain an armor or shield special ability. In either case, these bonuses last for 1 minute.
Energy Shield (Sp): As a swift action, you can expend 1 point of mental focus to surround yourself with a shield that protects you from energy damage. Whenever you take acid, cold, electricity, or fire damage, the shield absorbs the damage (as protection from energy). The energy shield can absorb up to 5 points of energy damage per occultist level you possess. This shield lasts for 1 minute or until its power is exhausted. Its effect doesn’t stack with itself, with protection from energy, or with resist energy.
You can activate the energy shield as an immediate action by expending 2 points of mental focus instead of 1.
Enchantment Implements (necklace)
Resonant Power(s): Each time the occultist invests mental focus into an enchantment implement, the implement grants the following resonant power. The implement's bearer gains the benefits of this power until the occultist refreshes his focus. 2 points currently. Glorious Presence (Su): The implement invokes the presence of those who have worn it in the past. The implement's wearer gains a +1 competence bonus on all Charisma-based skill checks and ability checks for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess.
Base Focus Power: All occultists who learn to use enchantment implements gain the following focus power.
Cloud Mind (Su): As a standard action, you can expend 1 point of mental focus to cloud the mind of one foe within 30 feet. That foe is dazed for 1 round if the number of Hit Dice it possesses is less than or equal to or your occultist level. If it has more Hit Dice than your occultist level, it is staggered for 1 round instead. The foe can attempt a Will saving throw to negate the effect. Whether or not it succeeds at the save, the target is then immune to this effect for 1 day. This is a mind-affecting effect.
Focus Powers: Obey (Sp): As a standard action, you can issue a command to one living creature by expending 1 point of mental focus. This functions as command. The target must be within 30 feet and capable of understanding your order. The target can attempt a Will save to negate this effect. If the creature is the same creature type as you, it takes a –2 penalty on this saving throw.
Mental Focus (Su):5 points total. 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.
Magic Item Skill (Ex): At 2nd level, an occultist's knowledge of magic items grants him a bonus when attempting to use them. He gains a bonus on all Use Magic Device checks equal to 1/2 his occultist level.
Emotional Reading (Su): An ancestral aspirant doesn't care much about objects that didn't belong to his ancestors, but he is keenly attuned to his relatives and fellow nobles, allowing him to read the emotions of others. If he spends 1 minute examining a creature, he learns one fact, chosen by the GM, about the creature's current emotions. Since emotional auras are complex, this ability is unlikely to reveal the secret feelings of a professional spy; instead, it only touches upon surface emotions.
Crusader Archetype:
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).
Channel Energy (Su): 1d6 (Will DC 13) 5/day, 2 used.
Domain:Loyalty (Associated Domain: Law.) Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment. The following granted power replaces the touch of law power of the Law domain:
Touch of Loyalty (Su): You can touch a willing creature as a standard action, granting it a +4 sacred bonus on saving throws to resist charm and compulsion effects. This effect lasts for 1 hour or until you prematurely end it (a free action). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells: 1st—command*, 2nd—align weapon (law only), 3rd—magic circle against chaos, 4th—order's wrath, 5th—greater command*, 6th—hold monster, 7th—dictum, 8th—shield of law, 9th—summon monster IX (law spell only).
Graelem grew up as the eldest child of a minor councilman in Korvosa. After the events with the rise and fall of Queen Ileosa the city was in disarray. Seeing the turmoil and corruption in Korvosa had instilled in him a greater sense of justice than most. This sense of justice leads him to aid citizens when he can from thieves taking advantage of the chaos. Once the government stabilized, his father cashed in on his bank of political favors and was able to finagle a position on the Regency Council. His son was then groomed to take his place in the realm of politics. When he meets a cleric or paladin of Iomedae, goddess of honor, valor, and loyalty his path becomes clear and he split from his families' wishes. However Korvosa eventually stabilizes and leaves him without a cause. Searching for a new one and ends up in the River Kingdoms, a place that has never been stable in many years. Now he has pledged himself wholly to his goddess, to bring justice to those who need it, much to his families' dismay.
One of the first calls he heard from his goddess was the call to join the Crusade in the Worldwound. Since he did hear the call later during the campaign he did not participate in any major battles, though we was able to whet his blade on some demon blood during some minor skirmishes. He fell in with Katerae during his travels and had a brief, yet torrid affair with her.
Once the Crusade ended he found himself adrift...
1. A couple paragraphs of story. Doesn't have to be much, but has to explain who your character is, how they got their skills, and how they got to the Stolen Lands. (in progress)
2. A rough (couple sentences) idea of what their personality might be. He feels a sense of justice after seeing all the chaos and turmoil from the Korvosa Civil War. Due to the favor granted by his father he does feel a sense of unworth about being granted such an honor.
3. Some sort of physical description. He is 23 Years old, with sandy blonde hair, tanned skin, and dark brown eyes. He keeps himself fit and his body shows marks of his recent travels as he is lean and rugged.
4. A friend, an enemy, and a member of their family, with a sentence or two description of how you know them (make up an event). Be prepared for these characters to show up in-game.
Friend: Felia Smallbones: Female Gnome Sorcerer CG. He met Felia on the long road to Brevoy when he joined a caravan as one of its guards and soon struck up a quick friendship. She did impart some advice to him on how to deal with the pressures he has been feeling.
Enemy: Katerae Ulgoth: Female Human Ranger, LE. Katerae has thick auburn hair and sharp hazel eyes. She wears leather armor and wields a longsword and buckler. Katerae has an animal companion, a hawk named Gotuia. He encountered Katerae on his travels and had a brief but torrid relationship with her. Upon finding out her taste in animal cruelty he eventually broke it off.
Family: Enryn Nordstraum, Father. His father is a well meaning man but his foray into royal politics did require him to get his hands dirty on occasion, especially when he decided to groom his son for the position.