Casamir Azmeren

Hallothien's page

34 posts. Organized Play character for Kobash.


Classes/Levels

Occultist 2 | AC 15 T 13 FF 12 | HP 17/17 | F +4 R +2 W +3 | Init +2 | Perception +6

About Hallothien

PFS# 7162-18
Faction:
XP: 3
PP: 6 (0 spent)
FAME: 6

DESCRIPTION:

RACE: Elven
CLASS/LEVEL: Occultist 2
ALIGNMENT: NG
INIT: +2
AC: 15 [F: 13 T: 12]
FOR: +4 REF: +2 WIL: +3
HP: 17

STR 10 DEX 14 CON 12 INT 20 WIS 10 CHA 7

BA +1 CMB +1 CMD 13
Melee +1
Ranged +3

SKILLS: [18 ranks]
Appraise 1 (+9)
Craft (book binding) 2 (+10)
Disable Device 1 (+6)
Knowledge Arcana 2 (+10)
Knowledge History 1 (+9)
Knowledge Religion 2 (+10)
Knowledge Planes 1 (+9)
Linguistics 2 (+11)
Perception 2 (+6)
Spellcraft 2 (+10)
Stealth 1 (+7)
Use Magic Device 1 (+10)

Languages: Common (Taldane), Elven, Draconic, Thassilonian, Azlanti, Hallit, Shadowtongue, Infernal, Ancient Osiriani

FEATS: spell focus (conjuration)
TRAITS: pragmatic activator (Int instead of Chat for UMD), unintentional linguist (infernal)
SPECIAL: Focus Power, Implements (Conjuration, Transmutation, Divination), knacks, magic item skill (+1/2 level to UMD), object reading

Mental Focus (10/10)

Occultist Spells (CL 2 DC 15+)
0-Level (Knacks)
Conjuration: stabilize
Divination: read magic
Transmutation: mending

1st-Level (4)
Conjuration: cure light wounds
Divination: comprehend languages
Transmutation: magic weapon

SCENARIO and PRESTIGE:

SCENARIOS and ADVENTURES
The Confirmation 1xp/2pp/430gp +20 Day Job
The Merchant's Wake 1xp/2pp/514gp (GM Credit)
The Library of the Lion 1xp/2pp/510gp (GM Credit)

WEALTH and EQUIPMENT:

Total Accumulated Wealth - 1624gp

Starting Purchases
studded leather armor 25gp
Longbow 75gp
Quiver of cold iron arrows 2gp
Club
Backpack 2gp
Alchemist fire 20gp
Acid 10gp
Scrivener's kit 1gp
Journal 10gp
*SubTotal - 145

TOTAL Spent 145
CURRENT Wealth 5

Elven Racial Traits:

Medium: Elves are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Elves have a base speed of 30 feet.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

Occultist Abilities:

Conjuration Implements
Implements used in conjuration involve magics that transport or call creatures.
Implements: Compass, figurine, lantern, mirror.

Resonant Powers:
Summoning Focus (Su): The implement allows creatures to pass through it into the material world, strengthening their connection and extending their stay. The bearer can add the implement as an additional focus component to any conjuration [summoning] spell he casts that has a duration measured in rounds per level. If he does so, the spell’s duration increases by 1 round for every 2 points of mental focus stored in the implement (to a maximum of your occultist level). Apply this increase after other effects that adjust a spell’s duration, such as Extend Spell. You cannot choose this ability with a compass.

Base Focus Power:
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 cannot have more than one servitor in effect at a time. When the duration expires, you can expend 1 additional point of mental focus to extend it by another minute (and can continue to do so as long as you have mental focus remaining). This extension is not an action.

Transmutation Implements
Transmutation implements can alter the properties of both objects and creatures.
Implements: Belt, boots, sandals, vest, weapon.

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.

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.

Focus Power:
Sudden Speed (Sp): As a swift action, you can expend 1 point of mental focus to grant yourself a burst of speed. This increases your land speed by 30 feet for 1 minute. This ability does not stack with itself.