Consortium Agent

Harold Wainright's page

374 posts. Alias of Luke_Parry.


Full Name

Harold Wainright

Race

Elf

Classes/Levels

Occultist(Battle Host) 1 (HP 8/8) (AC 19/16/13) (CMD 17) (Fort +2, Ref +6, Will +2) (Init +8) (Perception +6)

Gender

Male

Size

Medium

Age

43

Alignment

Lawful Neutral

Deity

Anubis

Languages

Common, Elven, Osiriani, Ancient Osiriani

Strength 12
Dexterity 22
Constitution 10
Intelligence 15
Wisdom 11
Charisma 8

About Harold Wainright

Appearance:
Harold is a severe-looking elf, with a nasty burn scar running down the right side of his face, from his hairline to jaw, which mercifully misses his eye. He usually styles his hair forward on that side, to cover the worst of the burn, but makes no move to hide it entirely. His face i also decorated with numerous tattoos, representing both the Old Gods of Osirion, and ancient hieroglyphs as warding sigils.

He dresses in functional, no-nonsense leathers, with an ancient, ornate bow decorated with jackal motifs slung across his back, a jackal-emblazoned buckler on his forearm, and a dagger at his side.

Background:
Harold is part of a small clan of desert elves, who long ago made a pact with the old pharaohs to watch over their dead, ensuring that their eternal rest is left undisturbed, and putting down any unquiet spirits that arise, so that they may sleep once again.

The old dynasties may be long-gone, but the memories of elves are far more durable than those of humans, and Harold's people still wander the deserts, usually individually, but coming together in numbers when a great threat arises.

Hearing of the recent plan to open the necropolis of Wati, Harold was dispatched both to participate and investigate - to eliminate any threats, prevent any great evils from being freed, and to sound the alarm if the worst were to happen, and a truly ancient and terrible evil were to be unleashed...

As a general rule of thumb, Harold tries to act honorably, keeping true to his word. He is generally fairly tolerant, taking the view that, in the grand scheme of things, most faults can be forgiven with time, and the short-lived races are basically children, even when they are 'old'. The one thing he will not tolerate is those who disrespect the past, showing flagrant disregard who have come before them - violently looting tombs is the greatest sacrilege he can think of (respectful relocation of artefacts that ensures the name of the deceased continues to be remembered by the living is just *barely* tolerable)!

Initiative: +8 [+6 Dex + 2 Trait]
Senses: Low Light Vision, Perception +6
Speed: 30 ft

AC: 19 (10 + 6 Dex + 2 (Leather) + 1 (Buckler))
Touch: 16 (10 + 6 Dex)
Flat-footed: 13 (10 + 2 (Leather) + 1 (Buckler))

Hit Points: 8/8 (8+0)

Fort: +2 Ref: +6 Will: +2

+2 on Will saving throws against charm and compulsion effects.
+2 bonus on saving throws to remove negative levels.
+4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments.
+4 trait bonus on saving throws made to resist the effects of being in hot conditions.
+1 trait bonus on saving throws against fire effects.

Combat:
Base Atk: +0; CMB: +1; CMD: 17

Melee
Dagger: +1 to Hit; Dmg 1d4+1; crit 19+/x2; Type P/S

Ranged
MW Mighty[+1] Composite Longbow: +7 to Hit; Dmg 1d8+1; crit 20/x2; Type Piercing or Bludgeoning; Range 110'

Skills:
Skill Points per level: 4 (Class) + 2 (Intelligence) + 2 (Background)**
Acrobatics +5 (+6 Dex - 1 ACP)
Appraise +2
Bluff -1
Climb +0 (+1 Str - 1 ACP)
Craft(Any) +2
Disable Device +13 (+6 Dex + 1 rank + 3 class skill + 1 Trait + 2 MW Thieves' Tools)
Diplomacy -1
Disguise -1
Escape Artist +4 (+6 Dex - 1 ACP)
Heal -1
Intimidate -1
Knowledge(Arcana) +6 (+2 Int + 1 rank + 3 class skill)
Knowledge(Local) +6 (+2 Int + 1 rank + 3 class skill)
Knowledge(History)** +6 (+2 Int + 1 rank + 3 class skill)
Knowledge(Nobility)** +6 (+2 Int + 1 rank + 3 class skill)
Knowledge(Planes) +6 (+2 Int + 1 rank + 3 class skill)
Knowledge(Religion) +6 (+2 Int + 1 rank + 3 class skill)
Perception +6 (+0 Wisdom + 1 rank + 3 class skill + 2 Racial)
Ride +3 (+6 Dex - 1 ACP)
Sense Motive -0
Stealth +3 (+5 Dex - 2 ACP)
Survival +0
Swim -1 (+1 Str - 2 ACP)

Feats:
1st: Precise Shot
3rd: Rapid Shot
4th (Occultist Bonus): WF: Bows
5th:
7th:
8th (Occultist Bonus):
9th:
11th:
12th (Occultist Bonus):
13th:
15th:
16th (Occultist Bonus):

Traits:
Trap Finder:
Forgotten dungeons and ancient tombs have always held an appeal for you, and you’ve never been able to resist the urge to delve into these lost sites in search of knowledge, treasure, or both. You may not have received any formal training in the roguish arts, but you’ve nonetheless become skilled at spotting and disabling hidden traps. The tombs of Wati’s necropolis, just opened for exploration, seem like the perfect place to put your skills to the test.

Benefit: You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.

Reactionary:
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.

Benefit: You gain a +2 trait bonus on initiative checks.

Desert Child:
[iYou were born and raised in rocky deserts, and are accustomed to high temperatures.[/i]

Benefit: You gain a +4 trait bonus on saving throws made to resist the effects of being in hot conditions and a +1 trait bonus on saving throws against fire effects.

Racial Features:

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 get a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses:
Elves receive a +2 racial bonus on Perception checks.
Shadowhunter:
Those who understand the connection between shadows and the Negative Energy Plane know how to fight the spirits of darkness. Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day).

Elves can take this trait in place of weapon familiarity.

Desert Runner:
Some elves thrive in the deepest deserts, forever roaming across burned and parched lands. Elves with this racial trait receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments.

This racial trait replaces elven magic.

Favoured Class Bonus: +1/2 point of Mental Focus

Class Features:
Implements:
Abjuration (Shield)
Transmutation (Weapon)

Mental Focus:
Level + Int-modifier + FC bonus = 3.5/day
3 points into Transmutation (+2 Enhancement to Dex)

Panoply Bond (Su):
At 1st level, a battle host forms a supernatural bond with a specific weapon, suit of armor, or shield. This selection is permanent and can never be changed. The bonded item is masterwork quality and the battle host begins play with it at no cost. The bonded item is immune to the broken condition for as long as the battle host lives. If a battle host dies and is restored to life, the bonded item is also restored if it was destroyed. Any magic powers associated with a battle host’s bonded item function only for the battle host; in the hands of anyone else it is only a masterwork item. The bonded item starts as an implement for any single school of magic at 1st level, and gains access to additional schools of magic at 2nd, 10th, 14th, and 18th levels, granting the battle host access to base focus powers and resonant powers accordingly. The battle host’s bonded item serves as his implement component to cast occultist spells of all the schools that he knows. However, he must split his mental focus among the schools he knows for the purpose of determining resonant powers and using focus powers, even though he possesses only one physical item as an implement. This ability alters implements, mental focus, spellcasting, and implement mastery.

Focus Powers:
Resonant Power (Abjuration):
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 (Abjuration):
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. For example, if you are 5th level, the mind barrier protects you from 10 points of damage; if you are hit by an attack that would deal 12 points of damage, the mind barrier is exhausted and you take 2 points of damage. You can activate this ability as an immediate action, but doing so costs 2 points of mental focus instead of 1.

Resonant Power (Transmutation):
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).

Base Focus Power (Transmutation):
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.

Philosopher's Touch - Transmutation (Su):
As a standard action, you can expend 1 point of mental focus and touch a weapon, causing it to gain the properties of a special material. You can cause the weapon to be treated as cold iron or silver for the purposes of overcoming damage reduction for 1 minute per occultist level you possess. At 4th level and every 4 levels thereafter, you can touch an additional weapon as part of using this ability to grant that weapon the same benefit (still expending only 1 point of mental focus). At 11th level, you can cause any weapon affected by this ability to act as if it were adamantine instead (but only for the purposes of overcoming damage reduction, not for overcoming hardness).

Spells:

Knacks: Mending, Resistance
1st (0/1+1 used): Fastidiousness, Gravity Bow

Equipment:

Explorer's Outfit
Leather (10gp)
Buckler (5gp)
Dagger (2gp)
MW Mighty[+1] Composite Longbow (-)
Durable Cold Iron Arrow x10 (20gp)
Durable Alchemical Silver Arrow x4 (12gp)
Durable Adamantine Arrow x1 (61gp)
Blunt Arrow x20 (2gp)

Backpack (2gp)
Waterproof bag (0.5gp)
Bedroll (0.1gp)
Winter Blanket (0.5gp)
Crowbar (2gp)
Grappling Hook (1gp)
100' Silk Rope (20gp)
Hammer (0.5gp)
10' Pole (0.05gp)

Belt Pouch (1gp)
Whetstone (0.02gp)
Chalk [x3] (0.03gp)
Iron Vial [x3] (0.3gp)
MW Thieves' Tools (100gp)

Coin = 0gp, 0sp, 0cp