About Gustav Aleister Blackwood
Init +3; Senses Perception +7
AC 18, touch 13, flat-footed 15 (+4 armor, +1 shield, +3 Dex)
hp 11 (1d8+3)
Fort +4, Ref +3, Will +1 (+3 vs. Mind-affecting)
Speed 30 ft.
Melee kukri +3 (1d4+3/18-20)
Ranged sling +3 (1d4+1)
Special Attacks Psychic Weapon (Sp), Mind Fear (Sp)
Occultist Spells Known (CL 1st; concentration +4)
1st (2/day)- Inflict light wounds, feather fall
0 (at will)- Touch of fatigue, message
Str 12, Dex 16, Con 14, Int 16, Wis 8, Cha 10
Base Atk +0; CMB +1; CMD 14
Feats Weapon finesse, Skill Focus (Perception) (Focused Study Human alternate trait)
SkillsKnowledge (arcana) +7, Knowledge (history) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +7, Perception +7, Sleight of Hand +7, Use Magic Device +4
Traits Deathtouched (Race, UCam p. 62), Armor Expert (Combat, UCam p. 51)
Mind Fear (Sp): As a standard action, you can expend 1 point of mental focus to cause a living creature to succumb to fear. The target must be within 30 feet of you and it can attempt a Will save to negate the effect. If the target fails the saving throw and has a number of Hit Dice equal to or greater than you, it is frightened for 1d4 rounds. If the target fails the saving throw and has a number of Hit Dice gretaer than you, it is shaken for 1d4 rounds instead. This is a mind-affecting fear effect.
Necromantic Servant (Sp): As a standard action, you can expend 1 point from your mental focus to raise a single basic human skeleton (Bestiary 250) or a human zombie (Bestiary 288) from the ground to serve you for 10 minutes per occultist level you possess or until it is destroyed, if you are within medium range (100 feet + 10 feet/level) you can spend 1 point of mental focus as an immediate action to cause the servant to return to full hit points. At 5th level...
Necromantic Focus (Su): ...
Soulbound Puppet (Sp): The implement animates with a spark of life. If the implement is a bone or skull, your power builds a Tiny or Small flesh puppet around it, vaguely shaped like the original creature the implement belonged to. If the implement is a doll, the doll comes to life. Treat this as a familiar, using twice the number of mental focus invested in the implement (to a maximum of your occultist level) as your wizard level to determine its powers and abilities. By using a bone or skull from the appropriate creature or a doll shaped like that creature, you can select any of the familiar choices available to a wizard, but you can also use a humanoid doll, bone or skull, using the base statistics of the homonculus, but without the fly speed, poison bite, or telepathic link. No matter the form, these creatures are constructs, with an alignment matching your own. Even if you have multiple necromancy implements, you can only have one soulbound puppet active at any given time. You cannot use this ability with a drum or robe.
Spirit Shroud (Su): ...
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 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.
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.
kukri 8 gp, 2 lbs.
sling 0 gp, 0 lbs.
kikko armor 30 gp, 25 lbs.
buckler 5 gp, 5 lbs.
traveler's outfit 1 gp, 5 lbs.
bandolier .5 gp, 0 lbs.
10 candles .1 gp, 0 lbs.
5 pieces chalk .05 gp, 0 lbs.
holy symbol (Pharasma), wooden 1 gp, 0 lbs.
ink, black 8 gp, 0 lbs.
inkpen .1 gp, 0 lbs.
journal 10 gp, 1 lb.
mess kit .2 gp, 1 lb.
5 torches .05 gp, 5 lbs.
Wand of Cure Light Wounds 49/50 charges
Assorted skulls: Raven, Fox, Cat, Hare, Viper 0 gp, 0 lbs.
alchemist's fire 20 gp, 1 lb.
46 lbs. of gear
Chronicle income and purchases
Current Balance= 909 gp, 2 pp
Gustav Aleister Blackwood was born in Thrusmoor, Ustalav to a family of land-owning nobility. His upbringing was privileged and proper, benefitting from the Blackwood family patrons' membership in the Esoteric Order of the Palatine Eye. Neither he nor his father knew of great-grandfather Cedric's run-in with vampires from Caliphas, but they would learn when the undying rulers of the capital city ousted their family from their beloved country.
No longer welcome, the Blackwoods emigrated south, to the fabled "City at the Center of the World." Gustav was instructed in the ways of the occult, learning the secret ways of psychometry in their rented manor but never inducted officially into the Order.
When his family, reduced already to only his parents and older sister, began to disappear, so, too, did the family fortune. Gustav and his father, the only family member remaining, were forced to sell most of their estate to stay afloat and eventually had to find new accommodations and even employment.
His training nearly complete, young Gustav found an affinity for channeling changes using the old Vudran Army-issued kukri that had not yet been pawned.
It was on the secret trip back to Ustalav for his induction into the occult Order that Gustav's mentor and last living relative was taken from him.
Always suspecting the vampire Counts of Caliphas, the estranged Blackwood scion fled, traveling the world as necessary to avoid the attention of the shadowy group that had torn his life apart.
Never meeting with any real success at beginning his life anew, Gustav found his way back to Absolom. There, the adventurous guild of explorers, the Pathfinder Society, took him in and helped him complete his training.
Now, endebted to the Pathfinders, Gustav travels the world again, seeking adventure and knowledge, but mostly... revenge!
Society Specific Stuff:
PFS Number: 50701-9