Female Snow-May Changeling
Haunt Collector Occultist 3
Init +1;
Senses Perception +7, Darkvision
Defense
AC 19, Touch 11, Flat Footed 18 (+1 Dex, +7 Armor, +1 Natural Armor)
hp 28
Fort +8, Ref +4, Will +6
Resistance Cold 4
Spell Resistance 10
Offense
Speed 30 20 ft.
Melee Her Father's Battleaxe +1, +8, 1D8+9, x3
Mwk Longsword, +8, 1d8+8, 19-20 x2
Claws x2, +7, 1d4+6
Special Abilities Mental Focus: 8, 0 not invested
Transmutation Implement: Her Father's Battleaxe, 3/3 Focus Invested
Resonant Power: 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). +2 str
Focus Powers:
Legacy Weapon [base](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 [1st level](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).
Sudden Speed [3rd level] 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.
Abjuration Implement: Cloak of the Ulfen Guard, 4/4 Focus Invested
Resonant Power: 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.
Focus Powers:
Mind Barrier [base](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.
Champion-Possessed Conjuration Implement: Hand Mirror, 1/1 Focus Invested
Resonant Power: Seance Boon: You gain a +2 bonus on all non-spell damage rolls. Once per day per invested focus, may activate the Champion’s Spirit Bonus for 1 round as a swift action. The spirit bonus is equal to 1/2 the amount of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels the haunt collector has. When you channel a champion, your spirit bonus applies on attack rolls, non-spell damage rolls, Strength checks, Strength-based skill checks, and Fortitude saves.
Focus Powers:
Servitor [base] (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.
Possessed Possessions (Su): At 2nd level, and every 4 occultist levels thereafter, when the haunt collector chooses an implement school he doesn’t already know, instead of using implements as normal for that school, he can gain access to a haunted implement—a powerful, spirit-possessed item collected during his travels. When he selects a haunted implement, he forsakes the resonant power from the item’s implement group and instead selects a spirit from the medium’s list of spirits, gaining that spirit’s seance boon in place of the resonant power. He can also call upon the implement’s haunting entity as a swift action to temporarily gain bonuses on all checks associated with the selected legendary spirit’s spirit bonus for 1 round. This spirit bonus is equal to 1/2 the amount of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels the haunt collector has. He can call upon this spirit bonus a number of times per day equal to the amount of mental focus invested in the implement, though invoking it doesn’t expend any mental focus. Once the spirit type is selected for an implement, it cannot be changed. This ability alters implements.
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.
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.
Shift Focus (Su): At 4th level, an occultist gains the ability to shift his mental focus from one implement to another, though some of the focus is lost along the way. Shifting mental focus removes a number of points of mental focus from one implement and adds the same number – 1 to another implement; this takes 1 minute of quiet contemplation while touching both implements. The occultist can shift his mental focus only from one implement to another implement; he can’t shift generic focus into an implement. Unlike expending focus normally, this shift can reduce the effect of a resonant power in the implement from which the mental focus was taken. It does not, however, add to the resonant power of the implement to which the focus is added.
Spells (Occultist CL 4, concentration +8)
Prepared Spells
2nd 2/day:
Resist Energy, Glitterdust, Spider Climb
1st 4/day: Lead Blades, Shield, Cure Light Wounds
Knacks Mage Hand, Resistance, Stabilize
Statistics
Str 19 (17 base), Dex 12, Con 12, Int 18, Wis 10, Cha 10
Base Atk +3; CMB +7; CMD 18
Feats Mother's Gift: Spell Resist 6 + Character Level
Awakened Hag Heritage: +2 racial bonus on saving throws to resist arcane spells, cold resistance equal to your character level and are no longer affected by severe cold or extreme cold, 50% chance to manifest evil every day
Skills Diplomacy +11, Disable Device +10 [+6 w/ acp],
Kn:Arcana +11, Kn:Engineering +10 Kn:History +9, Kn:Planes +11, Linguistics +8, Perception +7, Spellcraft +11, Use Magic Device +8
Background Skills Appraise +11, Sleight of Hand +8 [+4 w/ acp]
Traits
Northern Ancestry: +1 Trait bonus to Fortitude Saves, Cold Resist 2
Clever Wordplay: Use Int for Diplomacy Checks
Languages Common (Taldan), Skald, Kelish, Aklo, Giant, Sylvan, Read Lips
Racial Qualities
Claws: Changelings’ fingernails are hard and sharp, granting them two claw attacks (1d4 points of damage each).
Natural Armor: Changelings have a +1 natural armor bonus.
Darkvision: Changelings can see in the dark up to 60 feet.
Frost-Laced Flesh: The changeling leaves no tracks in snow, and gains a +2 racial bonus on all saves versus cold effects
Witchborn: Most changelings are talented witches. They gain a +2 bonus to Intelligence and Charisma instead of a +2 bonus to Wisdom and Charisma. This racial trait alters the changeling’s racial ability score modifiers.
Equipment
Father's Battleaxe (+1)
Ulfen Guard Cloak
Silver Hand Mirror (haunted?)
Breastplate (+1)
Mwk Long Sword
Hide Shirt
Mwk Thieve's Tools
Traveller’s Outfit
Cold Weather Gear
Backpack
Candle x5
Chalk x5
Grooming Kit
Mug
Soap x2
Twine, 50 ft
Torch x5
Waterskin
Bedroll
Cot
Coffee Pot
Coffee Grounds, 5 lbs
Currency: 82gp