Friendly Fighter

Horvan Urthadar's page

270 posts. Alias of Skorn.


Full Name

Hovan Unthadar, Human

Race

HP:24/24 | AC 18 T 11 FF 17 CMD 17 | Fort +5, Ref +2, Will 3 | Percep +6 | Init +1

Classes/Levels

Ooccultist (haunt collector) 2

Gender

Male

Size

Medium

Age

13

Special Abilities

Implements!

Alignment

CG

Languages

Common, Draconic, Skald, Sylvan

Occupation

Warrior

Strength 18
Dexterity 12
Constitution 12
Intelligence 17
Wisdom 10
Charisma 9

About Horvan Urthadar

Background:

Horvan Urthadar
Human occultist (haunt collector) 3
CG Medium humanoid (human)
Init +1; Senses Perception +6

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Defense
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AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield) hp 24 (3d8+6)
Fort +5, Ref +2, Will +3
Resist cold 2

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Offense
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Speed 30 ft. (20 ft. in armor)

Melee
Melee cold iron longsword +6 (1d8+6/19-20) or
mwk longsword +7 (1d8+6/19-20) or
morningstar +6 (1d8+6)

Ranged
javelin +6 (1d6+6) or
MW Composite Longbow (Strength +4) +3 (1d8+4 X3)

Implement Schools (8 generic focus)
Abjuration (Armor, 2 points) Resonant—warding talisman; Focus—energy shield, mind barrier
Illusion (Ring, 3 points) Resonant—distortion; Focus—minor figment, possessed possessions, unseen
Transmutation (Sword, 3 points) Resonant—physical enhancement (strength); Focus—legacy weapon, sudden speed

Occultist (Haunt Collector) Spells Known (CL 3rd; concentration +6)
1st (4/day)—lead bladesAPG, shield, vanishAPG (DC 14)
0 (at will)—ghost sound (DC 13), mending, resistance

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Statistics
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Str 18, Dex 12, Con 12, Int 17, Wis 10, Cha 9

Base Atk +2; CMB +6; CMD 17

Feats Extra Focus PowerOA, Extra Mental FocusOA, Power Attack

Traits northern ancestry, pragmatic activator

Skills
Acrobatics +1
Appraise +7
Climb +2
Diplomacy +2
Disable Devise -3 (No tools)
Handle Animal +3
Intimidate +3
Knowledge (arcana) +7
Knowledge (engineering) +7
Knowledge (history) +7
Knowledge (planes) +7
Knowledge (religion)
Perception +6
Ride +2
Sense Motive +6
Spellcraft +7
Survival +2
Swim +2
UMD +10

Languages Common, Draconic, Skald, Sylvan

SQ: dowsing (survival), extricate haunt, gatekeeper (knowledge [planes]), hypnotism (diplomacy), implements 3, magic item skill, mental focus (8/day), object reading, phrenology (knowledge [arcana]), possessed possessions, prognostication (sense motive), psychometry (appraise), read aura (perception), spirit bonus

Gear:
Armor
Lamellar Leather armor
Scale Mail
heavy wooden shield

Weapons
cold iron longsword
MW longsword
javelin (3)
morningstar
Short Bow
cold iron arrows(20)

Mundane Gear
backpack
bedroll
belt pouch
cleats
Cold Weather Gear
Crowbar
flint and steel
Lantern
mess kit
oil (5)
soap
torch (10)
trail rations (5)
waterskin
whetstone

Consumables
Alchemist Fire

coin: 13 gp, 3 sp, 30 cp

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Special Abilities
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Implements (Su) Gain a series of items which grant access to schools and powers.
Mental Focus (7/day) (Su) You have a pool of points that activate your focus powers.

Abjuration (Armor) Abjuration implements are objects associated with protection and wards.
Implements: Armor
Warding Talisman (Su) Implement grants Resistance bonus to saves.
Mind Barrier (-6 damage) (Sp) 1 focus, swift action: Reduce next damage taken before next turn. 2 for Imm.
Energy Shield (15 damage) (Sp) 1 focus, swift action: Summon energy shield absorbs acid, cold, electricity, or fire damage.

Illusion (Ring) Illusion implements allow the occultist to distort the senses and cloak creatures from sight.
Implements: ring.
Distortion (max 10%) (Su) As standard action, gain miss chance until your next attack.
Minor Figment (3 rounds) (Su) 1 focus: create minor figment, as ghost sound or minor image.
Possessed Possessions (Su) Altered implements grant a medium's seance boon and 1r of spirit bonus
Spirit Bonus (Champion, max +1) (Su) Swift: bonus to attack rolls, non-spell damage rolls, Str checks, Str- based skill checks, Fort saves
Unseen (3 minutes) (Sp) 1 focus: become invisible, as invisibility, 2 focus for willing creature.

Transmutation (Sword) Transmutation implements can alter the properties of both objects and creatures.
Implements: weapon
Physical Enhancement (Strength) (Su) Implement grants bearer enhancement to one physical attribute.
Legacy Weapon +1 (Su) 1 focus: weapon touched gains enhancement bonus plus a special ability.
Sudden Speed (Sp) 1 focus: As swift action, gain +30 land speed for 1 minute.

Magic Item Skill Add half level as bonus to Use Magical Device.
Object Reading (Su) Examine an object for 1 minute to learn properties, history, and about last user.

Dowsing (Survival, 1/day) You can follow a dowsing rod’s movements to locate a particular type of location.
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Extricate Haunt (full rd action) (Su) Create haunts from your haunted implements that can deliver your spells
Gatekeeper (Knowledge [Planes]) Once you are aware of a soulgate, DC 30 Knowledge (planes) check to open it.
Hypnotism (Diplomacy, 1/day) Use power of suggestion to alter subject's mind or recover memories.
Object Reading (Su) Examine an object for 1 minute to learn properties, history, and about last user.
Phrenology (Knowledge [Arcana], 1/day) Examine a creature's skull to learn it's psychological attributes.
Possessed Possessions (Su) Altered implements grant a medium's seance boon and 1r of spirit bonus
Prognostication (Sense Motive, 1/day) You are skilled in means of folk divination.
Psychometry (Appraise, 1/day) Read the psychic impressions left on objects or in places.
Read Aura (Perception, 1/day) Read the psychic impressions left on objects or in places.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.