About Henric DrakeHenric Drake
FEATS
TRAITS
Skills Acrobatics +8 (+4 to jump), Diplomacy +4, Knowledge (arcana) +9, Knowledge (history) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +9, Perception +7, Sense Motive +6, Spellcraft +8, Use Magic Device +10 Languages Abyssal, Azlanti, Common, Dwarven, Goblin, Thassilonian, Varisian SQ automatic writing (linguistics), gatefinder (perception), gatekeeper (knowledge [planes]), hypnotism (diplomacy), implements 2, mental focus (4/day), phrenology (knowledge [arcana]), prognostication (sense motive), read aura (perception) Other Gear +1 armored coat, bag of holding (type I), crossbow bolts (44), darkwood quarterstaff, light crossbow, vials of holy water (x6); 1076 gp, 17 sp, 5 cp.
Implements (Su) Gain a series of items which grant access to schools and powers. Abjuration (Bracers)
Aegis +1 (Su) 1 focus: 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. Mind Barrier (-6 damage) (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. Warding Talisman +1 (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. Evocation (Staff)
Energy Ray 2d6 (Sp) As a standard action that provokes attacks of opportunity, you can expend 1 point of mental focus to unleash a ray of pure energy as a ranged touch attack. This ray has a range of 30 feet. The ray deals an amount of energy damage equal to 1d6 points + 1d6 points for every 2 occultist levels you possess beyond 1st (2d6 at 3rd level, 3d6 at 5th, and so on, to a maximum of 10d6 at 19th level). When you unleash an energy ray, you must decide what type of damage it deals (acid, cold, electricity, or fire). Intense Focus +2 (Su) The implement channels and enhances the effects of damaging evocations. A spellcaster who bears the implement can add the implement as an additional focus component for any of his damaging evocation spells that have an instantaneous duration or focus powers with an instantaneous duration. If he does so, the spell or focus power deals 1 additional point of damage of the same type to each creature for every 2 points of mental focus invested in the implement, to a maximum of 1 + 1 for every 2 occultist levels you possess. Extra Spells (Evocation [Staff]) Select this to add extra spells of the selected school to the occultist's spell list. Magic Item Skill Add half level as bonus to Use Magical Device. Object Reading (Su) 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. Background:
Having been an orphan since he was about 8 years old, Henric Drake has never learned how to set down roots anywhere. His mother died at childbirth, and his father, who was a talented entertainer, died suddenly and inexplicably. A young Henric never had to worry about being left alone, though. He was taken in by a traveling scholar by the name of Jostev Dezzun. Jostev trained Henric up as his aid and, after realizing the youth's potential, in the magical arts. The latter of Henric's studies was slower to develop, though. Jostev was a student of the Arcanamirium, but Henric's magic seemed to stem from emotions and intuition, and using various artifacts. Jostev spent countless hours gathering information from books, informants and occultic practitioners in order to effectively teach his young ward.
The two of them traveled far and wide, researching various artifacts and learning about history and magic together. But the thing that interested Henric the most was the bits and pieces of information and artifacts that they found about ancient Thassilon. Henric's most memorable moment was when they were exploring a ruin of ancient Cyrusian and he found a pair of nicely made braclets that seemed to have weathered the ages well. Though there was no magic tied to the items, Jostev let Henric keep the artifacts and used them as a catalyst to help teach him his defensive magics. The only problem they had was with a manticore that had an issue with two explorers wandering around it's territory. Once he came of age, Henric parted ways with his teacher knowing that he had to find his own way and make his own discoveries in the world. While Jostev wasn't happy about this decision, he certainly couldn't fault Henric for wanting to make his own way. Henric assured his teacher that he not only wanted to carry on his own work, but also hopes to help others in whatever way he is able, just like Jostev did for him. He quickly came to find just how much work Jostev did between expeditions. While he has yet to find any new discoveries of his own, he has been spending a lot of time doing research, traveling mostly around the Varisian coast. After a year of being on his own, Henric eventually found his way to Roderic's Cove. Through the gathering of information, he was lead to believe that he could find more information on Thassilon here, and he is determined to find answers of his own. While exploring the local graveyard, he came across a Forlorn elf called Audrahni. In her, he seems to have a found a kindred spirit, and possibly even a friendship, though she seems to be as socially awkward as he is. Or is it in spite of that... -------------------------- Henric found Audrahni to be fascinating and mysterious. Despite their friendship, the elven woman seems consistently hesitant to share information about herself. Generally, he tends to understand the sentiment and doesn't push the issue, but one particular day he was frustrated with his lack of progress in his studies and spent and evening grumbling and complaining to his friend about it. "Did you know that I grew up in the land that eventually became the city of Magnimar?" she said in a soft-spoken melodic voice. This stopped the young man in his tracks, having completely forgotten about his own woes. "That's right," she says, her eyes holding his own, assessing his reaction. "I was born for the founding of the City of Monuments. You once told me about the loss of your parents when you were young. I just wanted you to know that you are not alone in this. I have also lost a great many things over my life, including my home." She gives the young man a rare, brief smile before turning to other subject, releasing him from her gaze. They never spoke of it since then, but at that point, Henric knew that Audrahni was his friend, and he started to wonder if they could be more, but never dared approach the subject. Description:
Henric is a rather tall human male, standing at about 6'2", and fairly broad-shouldered, but not a lot of muscle. He's rather average in appearance, as well. Unfortunately, all his time as a student of history and magic has made his social skills somewhat lacking, though he's never afraid to try. In fact, for being a bit of a bookworm, he's more forward and (dare I say) brash than people would expect. First and foremost, though, Henric cavalier attitude is driven by the desire and need to do the right thing. Level Adjustments:
[b]Level 1 Favored Class Bonus: +1 HP Level 2 Favored Class Bonus: +1 HP Level 3 Favored Class Bonus: +1 HP Items held in Bag of Holding:
Runewarded Gauntlets: A set of runewarded gauntlets helps to protect the wearer from the influence of intelligent magic items, an effect that immediately becomes apparent to a wearer when the gauntlets are first put on. While worn, the gauntlets suppress all magical qualities of a single intelligent weapon carried. They have no effect on nonintelligent magic weapons or nonweapon intelligent magic items. Runewarded gauntlets make spellcasting more difficult when worn, imparting a 10% spell failure chance to all spells cast while worn (not just arcane spells). This spell failure chance does not stack with spell failure chances from other worn items. |