Drow

Jhaelwyn's page

304 posts. Alias of Lessah.


Classes/Levels

28/28 hp | Initiative +3 | AC 20/13/17 | CMD 20 | Fort +6/Ref +6/Will +5 | Elven Immunities | Per +9; low-light vision

Gender

Loot Sheet |

About Jhaelwyn

Elf Occultist (Psychodermist) 5
NE Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +9

---DEFENSE---

AC 20, touch 13, flat-footed 17 (+6 armour, +3 dex, +1 shield)
hp 28 (5d8+0)
Fort +6, Ref +6, Will +5; +2 vs. enchantments

---OFFENSE---

Speed 30 ft.
Melee +9 Scimtar (1d6+5; 18-20x2)
or +8 Morning Star (1d8+5; cold iron)
Ranged +7 Javelin (1d6+5; 50')
or +7 Obsidian Javelin (1d6+5 plus 1d4 bleed; 50')

Focus & Implements:
10 points per day; DC 15

Abjuration (Scale of Fish ; 4p - resonance +2 resistance bonus)

1p Mind Barrier (swift/+1p intermediate; cl*2 damage absorption)
1p Unraveling (touch Dispel; +5 vs psychic)

Illusion (Claw of Mantid; 3p - resonance 10% concealment until attack)

1p Minor Figment (minor image or ghost sound)
1p Unseen (invisibility, 1p to restealth)

Transmutation (Hand of Man; 3p - resonance +2 Str)

1p Legacy Weapon (+1 enchantment bonus for 1 min)
1p Sudden Speed (swift action; +30' speed for 1 min)

Occultist Spells Known (CL 5th; concentration +6)

2nd (3/day)— Invisibility, Node of Blasting, Warp Wood
1st (5/day)— Crafter's Fortune, Shadow Weapon, Shield
0th (at will)— Ghost Sound, Purify Food and Water, Resistance

---STATISTICS---

Base: Str 16, Dex 17, Con 10, Int 16, Wis 8, Cha 7
Adjusted: Str 18, Dex 17, Con 10, Int 16, Wis 8, Cha 7
Base Atk +3; CMB +7; CMD 20
Feats: Harvest PartsB, Possessed Hand, Splintering Weapon, Precise Shot
Traits: Precise Treatment, Highlander
Skills: Heal (5) +12, Know (Arcana; 5) +11, Know (local; 5) +11, Know (nature; 5) +11, Stealth (5) +12, Survival (5) +7, Perception (5) +9
Background Skills: Craft (Alchemy; 2) +8, Craft (Traps; 1) +7, Craft (Weapons; 1) +7, Lore (Mantids; 5) +11, Profession (Chef; 1) +3
Languages: Elven, Tribal Gelkosh, Settler Gelkosh, Orc, Draconic
Racial Traits: Keen Senses, Long-Limbed, Desert Runner, Elven Immunities
SQ Implements (Abjuration, Illusion, Transmutation), Focus Powers (Sudden Speed, Unseen, Unraveling), Mental Focus, Monster Hunting Lore +2, Discern Death (2/day), Shift Focus, Seek Prey

---EQUIPMENT---

Worn Gear: Explorer's Outfit, Mwk Breastplate, Mwk Scimtar, Cold Iron Morning Star, Machete, Poisoned Daggers, Quiver of Javelins, Wooden Quickdraw Shield, Grisly Trophies, Various Pouches

Poisoned Daggers: Baneberry Poisoned Dagger x2

Quiver of Javelins: Amentum Javelin x2, Amentum Obsidian Javelin x6, x2 Red Tear Poisoned Amentum Obsidan Javelin

Grisly Trophies: Claw of Mantid, Hand of Man, Blood of Wolf, Jar of Eyeballs (various), Skull of Crow, Femur of Orc, Scale of Fish

Pouches: Animal Glue x2, Compass, Heatstone, Small Steel Mirror, 50' Twine, Chalk pieces x10, Healers Kit [10/10], Antidote Kit [10/10], 20sp

Mount: Spare Outfits (Artisan x2, Cold-Weather, Hot-Weather & Poncho), Blankets x2, Bedroll, Small Tent, 100' Silk Rope, Candles x10, Trail Rations x20, Parchments x10, Vial of Ink, Inkpen x2, Mess Kit, Gear Maintenance Kit, Amentum-Javelin x8, Daggers x4, Obsidian Daggers x8, Amentum-Obsidian Javelin x32, Alchemy Crafting Kit

Gold:
1500 Starting Gold

-18.5 spare clothes
-11.1 comfort and shelter
-61.01 misc outdoor gear
-0.1 Candles
-10 food & drink
-10.3 books & writing supplies
-155.2 kits & tools
-350 armour
-385 weaponry
-53 shield
-20 pocket change
-280 poison
-25 Alchemy kit

120.79 gold at gamestart

-.7 crafting antivenom x7

Mount:
Yak-yak-yak!

N Large animal
Init +4; Senses low-light vision, scent; Perception +8

DEFENSE

AC 15, touch 13, flat-footed 11 (+4 Dex, –1 size, +2 natural)
hp 19 (2d8+10)
Fort +8, Ref +7, Will +3

OFFENSE

Speed 50 ft.
Melee gore +5 (1d6+5), 2 hooves +0 (1d6+2)
Space 10 ft.; Reach 5 ft.

STATISTICS

Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11
Base Atk +1; CMB +7; CMD 21 (25 vs. trip)
Feats Endurance
Skills Perception +8

Rough outline:
Live mantids would have been useful for antidote testing & development.

Therefore dragon sends hunting parties to capture some.

Jhaelwyn is a competent monster hunter, thus taking this job.

Initially it goes well, party captures some smaller specimens.

Then party tries for a bigger fancier one.

This of course goes poorly.

Trauma and lots of running and/or playing dead.

Jhaelwyn manages to live trough the encounter.

Queue Moby Dick inspired loathing and desire to hunt down said mantid.

There aren't that many people actively looking to hunt big scary mantids just because, so efforts to organize hunting party fails.

Time passes until now-ish.

Dragon/Surtur organizes their expedition and feel that they could use a tracker.

Picks Jhaelwyn because she has previous mantid related experience and is highly motivated.

Description:
Jhaelwyn is a weather-bitten elf approaching her middle age. She is of average height, with a stockier core and slender sinewy limbs holding surprising strength. If she weren't a habitual wearer of protective gloves her most striking feature would be her pale white right hand. Now it's her small collection of talismans and trophies, taken from her successful hunts.

She prefers comfortable and durable clothes, those that affords her several pouches and bandoleers. Those she fills with the many tools of her trade and baubles that catch her interest. Most of what she wears are well worn and stained, mended more then once. None are even close to the latest trends. She dresses mostly in earthly colors with dashes of red, her favorite color.

An unpracticed social game and the, somewhat justifiable, poor reputation of her people mean that her friends are far between. She cherishes anyone that puts up with her antics without turning sour. Good comrades are a valuable commodity! Mutters a lot under her breath, lately mostly about that damned mantid and the ghastly things she'll do to it once she gets her hands on it!

Likes collecting things. Both tools useful to capture marks and objects of art, though artistic qualities are of course subjective. She dabbles a bit in magic but her preferred tool is a heavy curved sword - perfect for liberating new fancy baubles from their previous user!

The Elves of the Vale:
At A Glance

Jhaelwyn's people have a proud and bloodthirsty history. But the traditional values have mellowed since they knelled to the dragon. No longer do the stone altars run slick with the blood of captured enemies, only the occasional goat. The war parties serve as scouts and skirmishers in the Dragon's armies instead of heartless raiders. But old woes are slow to be forgotten - the relationship between the elves and their neighbors are cold.

There are those who still long for the glory days of old, those ancient enough to remember or hot headed enough to dream, but most have accepted these new ways. They prize strength, both mental and physical, and the Dragon no doubt has both. There's even a small but vocal group advocating adding the Dragon to the pantheon of ancestral heroes worshiped in addition to the gods. So far they have had little success. The Dragon cultists and the dreamers of old frequently clash, but so far without major bloodshed.

The traditional garb of the Elves of the Vale is a hunters dress; grey heavy cloak, a tunic of darker coloration and with a long knife tied to the belt. To show that the bearer has no ill intent a great number of beads is sewn into the cloak. They rustle at every move making sneaking all but impossible. An elf dressed for war typically wear either a fierce mask or warpaint made from ash. If the ash stems from a previous battle with the same foe, the paint is said to impart extra courage and cunning.

Jhaelywn's Thoughts

She was part of a smaller war-party tasked with tracking down live mantids. Since that went so-so she has tried expeditions with other people. She appreciates the change of pace and creativity of the fleeting races but wishes they were more predictable. Also they tend to shoot her sideways glances at her peculiarities. Rude!

Sympathetic towards the Dragon Cultists since she has traveled enough of the Dragon's realm to see how impressive it is. But she is not overly concerned about religion. Also - wouldn't the Dragon have to die to properly be considered an Ancestral Spirit? Can't have that - only the Divines know what would happen then! (It would probably involve a lot of unpleasantness and giants stomping all over the land - bleh!)

One neat trick is simply having the beads on a few strings and tying them to the dress. That way they are easy to remove when needed! And it's a perfect excuse to get a knife on those fancy occasions.

Legend:
---Build Notes:---

Spoiler:
Base stat array: 15 15 12 14 8 7

4th level stat increase in: Str

Favoured Class Bonus: 2.5 extra Focus Points

Skill Points per level: 7 (4 class + 3 int) + 2 (background)

Feats:
1 - Possessed Hand
3 - Splintering Weapon
5 - Precise Shot

Bonus - Harvest Parts

---Class Features (Core)---

Spoiler:
Focus Powers (Su)

At 1st level, an occultist learns the base focus power from both of his two implement schools (see Implements below) and can select one more focus power from the list of those available to him through those schools.

Whenever the occultist learns a new implement school, he gains the base power of that school. In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power selected from the options granted by all of the implement schools he knows. The occultist can use focus powers only by expending mental focus (see Mental Focus).

Unless otherwise noted, the DC for any saving throw against a focus power equals 10 + 1/2 the occultist’s level + the occultist’s Intelligence modifier. The occultist can’t select a focus power more than once. Some focus powers require him to reach a specific occultist level before he can choose them.

Implements (Su)

At 1st level, an occultist learns to use two implement schools. At 2nd level and every 4 occultist levels thereafter, the occultist learns to use one additional implement school, to a maximum of seven schools at 18th level. Each implement school adds one spell per spell level of that school of magic to the occultist’s spell list. No spells from any other school are considered to be on the occultist’s spell list until he selects the associated implement school. He can’t use spell trigger or spell completion magic items from unknown schools without succeeding at the appropriate Use Magic Device check. An occultist can select an implement schools more than once in order to learn additional spells from the associated school.

Each implement schools is represented by a small list of objects. Every day, the occultist selects one item from that school’s list to be his implement for the day for each implement school he knows. The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement schools multiple times, in which case he needs one item for each set of spells gained from that school. Implements don’t need to be magic items, and non-magical implements don’t take up a magic item slot even if they’re worn. Implements that are not magic items are often of some historical value or of personal significance to the occultist, such as the finger bone of a saint, the broken scepter of a long-dead king, the skull of a mentor’s familiar, or the glass eye of an uncanny ancestor.

Whenever an occultist casts a spell, he must have the corresponding implement in his possession and present the implement to the target or toward the area of effect.

This act is part of casting the spell and doesn’t require any additional action. If the occultist lacks the corresponding implement, he can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell’s level) to do so. Spells cast by an occultist without the appropriate implement are always treated as if they were cast at the minimum caster level for the spell in question (caster level 1st for a 1st-level spell, caster level 4th for a 2nd-level spell, and so on).

Each implement schools also grants a base focus power. This power is added to the list of focus powers possessed by the occultist (see Mental Focus below). In addition, each implement schools grants access to a number of other focus powers that the occultist can select from using his mental focus class feature.

Mental Focus (Su)

An occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to utilize a variety of abilities depending on the implements and the amount of mental focus invested in them.

An occultist has a number of points of mental focus equal to his occultist level + his Intelligence modifier; these points refresh each day. He can divide this mental focus between his implements in any way he desires. If an implement is lost or destroyed, the focus invested in it is lost as well, though the occultist still refreshes those points of focus normally.

Once mental focus is invested inside an implement, the implement gains the resonant power of its implement school, and the occultist can expend the mental focus stored in the implement to activate the associated focus powers he knows. If a resonant power grants a bonus that varies based on the amount of mental focus invested in the implement, the bonus is determined when the focus is invested, and is not reduced or altered by expending the mental focus invested in the item. Once all of the mental focus in an implement has been expended, it loses its resonant power until mental focus is once again invested in the implement.

The implement grants its resonant power to whoever possesses it; the occultist can lend the implement to an ally to assist that ally, but if he does so, he has difficulty casting that implement’s spells (see Implements) and can’t expend that implement’s focus on focus powers until he retrieves the implement or refreshes his focus.

The occultist refreshes his mental focus once each day after receiving at least 8 hours of sleep. After refreshing his mental focus, the occultist must spend 1 hour preparing his implements and investing them with this power. Mental focus that is not used before the next time the occultist refreshes his focus is lost.

The occultist can choose to save generic mental focus inside his own body instead of investing all of it, but expending this focus comes at a higher cost.

Any focus power the occultist activates with generic focus costs twice as much mental focus to use (and to maintain, if applicable). The occultist can expend his generic focus through an appropriate implement on any focus power he knows, but an implement he didn’t invest any focus in at the start of the day grants no resonant power.

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.

---Class Features (Archetype)---

Spoiler:
Class Skills: A psychodermist loses Disable Device, Knowledge (engineering), Knowledge (history), and Sleight of Hand as class skills, and adds Heal, Knowledge (nature), Knowledge (local), and Survival as class skills.

Trophies (Su)

At 1st level, a psychodermist learns how to siphon power from pieces of creatures he has slain. The psychodermist gains Harvest Parts as a bonus feat, and he can select one monster part per implement school he knows to become a permanently preserved trophy so long as it remains in his possession. Each trophy functions as the psychodermist’s implement for its associated implement school. A trophy that fits multiple implement categories, such as a hand with clawed fingers, can function for only one implement school at a time. A trophy can be integrated into another item, such as an ornament or a magic item, but otherwise does not take up a magic item slot, even when worn. A psychodermist can replace trophies with new ones harvested from slain foes, although doing so causes the old trophies to rot at their normal rate. In order to craft a trophy, the psychodermist must have been present during the creature’s death.

Abjuration: Chitin, hides, scales, and other natural armor.

Conjuration: Gizzards, glands, hearts, livers, and other internal organs.

Divination: Ears, eyes, tongues, and other sensory organs.

Enchantment: Feathers, fur, hair, spines, and other decorative features.

Evocation: Claws, fangs, horns, and other natural weapons.

Illusion: Fingers, tendrils, toes, and other prehensile digits.

Necromancy: Bones, bile, and life-sustaining fluids, such as blood.

Transmutation: Feet, hands, paws, wings, and other appendages tied to locomotion.

Monster Hunting Lore (Ex)

At 2nd level, a psychodermist gains a bonus equal to half his occultist level on skill checks made to craft trophies and Knowledge checks made to identify the abilities and weaknesses of creatures.

Discern Death (Su)

At 2nd level, as a full-round action that provokes attacks of opportunity, a psychodermist can glean information from a creature’s corpse. The psychodermist must study at least one drop of the creature’s blood, a small portion of its flesh, or a fragment of one of its bones as a part of this action. This ability otherwise functions as blood biography, using the psychodermist’s occultist level as his caster level. The psychodermist can use this ability once per day at 2nd level, plus one additional time per day for every 3 levels beyond 2nd.

Seek Prey (Su)

At 5th level, a psychodermist can supernaturally detect creatures around him as a standard action. This functions as the spell aura sight, except the duration is 1 round and the psychodermist learns the locations and power of all auras of a specific creature type, similar to detect undead except the psychodermist can choose any creature type represented among the trophies he has selected for that day.

---Feats & Traits---

Spoiler:
Precise Treatment (Trait)

You treat others with a clear and calculating intellect.

Benefits: You gain a +1 trait bonus on all Heal checks, and you may use your Intelligence modifier when making Heal checks instead of your Wisdom modifier.

Highlander (Trait)

THERE CAN BE ONLY ONE!

You were born and raised in rugged badlands or hills, and you’ve become something of an expert at evading the predators, monsters, and worse that haunt the highlands. You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.

Harvest Parts (Item Creation)

You can extract the choicest parts from a monster’s carcass to use as resources when crafting items.

Prerequisite(s): Craft (any) 1 rank or Heal 1 rank.

Benefit(s): You can attempt a Craft or Heal check, as though making a trophy, to gain usable resources from a creature that has been dead for less than an hour. Only creatures with a CR of 1 or higher yield usable parts. The value of the parts you harvest is equal to the creature’s CR squared × 10 gp (increases to CR derived from class levels or templates do not contribute to this value). This value can be used only as raw materials for crafting alchemical, masterwork, mundane, or magic items. Items crafted using creature parts must be made of a suitable material—typically bone or hide, with metal only in extraordinary cases. No more than a quarter of a crafted item’s cost can be supplied with harvested parts. Harvested parts remain usable for 2 days before they rot (unless used to craft objects or somehow preserved). Creature parts that are harvested in this manner can’t be bought or sold in most settlements.

Possessed Hand

You’ve made a peaceful and permanent bargain with a ghost, spirit, or outsider. It possesses your hand, guiding and aiding you in exchange for help in return.

Benefit(s): You attract a ghost, spirit, or outsider with personal motivations to possess your hand. This usually involves some sort of mutually beneficial pact or agreement. Your possessed hand helps you in numerous ways, but its periodic, uncontrolled antics are distracting; you take a permanent –2 penalty on concentration checks once you gain this feat.

Any attack you make with a one-handed weapon, light weapon, unarmed strike, or natural attack with your possessed hand gains a +1 insight bonus on the attack roll and damage roll. You also gain a +1 insight bonus on Disable Device and Sleight of Hand checks. Once per day as a swift action, you can retrieve any stowed object you carry on your person, provided the object weighs no more than 5 pounds.

---Focus Powers---

Abjuration

Spoiler:

Unraveling

Illusion

Spoiler:
Resonance: Distortion (Sp)

The implement allows its bearer to distort his form and location, protecting him from harm. As a standard action, the bearer can gain a concealment miss chance equal to 5% for every point of mental focus invested in the implement (to a maximum of 5% + 5% for every 2 occultist levels you possess) until the next time the bearer makes an attack. If this miss chance reaches 50%, it doesn’t increase further, but the bearer gains all the benefits of invisibility. Creatures with see invisibility, true seeing, or similar abilities ignore the miss chance from this ability.

Base Minor Figment (Sp)

As a standard action, you can expend 1 point of mental focus to create a minor figment. This can function as either ghost sound or minor image. In either case, the effect lasts for a number of rounds equal to your occultist level. If you are 7th level or higher, the figment lasts for a number of minutes equal to your occultist level, and you can cause the figment to change once during its duration when a specified condition occurs.

Unseen

As a standard action, you can expend 1 point of mental focus to become invisible, as invisibility. This effect lasts for 1 minute per occultist level you possess. You can expend 2 points of mental focus instead of 1 to use this power on a willing adjacent creature instead of yourself. You can still see creatures you make invisible with this power. If the invisible creature makes an attack or otherwise takes an action that would cause the invisibility to end, you can immediately expend 1 additional point of mental focus to allow the creature to remain invisible if the creature is within 30 feet of you. You must be at least 3rd level to select this focus power.

Transmutation

Spoiler:
Resonance: 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: 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.

---Spells---

Abjuration

Spoiler:

Illusion

Spoiler:

Transmutation

Spoiler:
Purify Food and Drink

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range 10 ft.
Target 1 cu. ft./level of contaminated food and water
Duration instantaneous
Saving Throw Will negates (object); Spell Resistance yes (object)

DESCRIPTION

This spell makes spoiled, rotten, diseased, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Crafter's Fortune

CASTING

Casting Time 1 standard action
Components V, S, F (a tool)

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration 1 day/level or until discharged (D)
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

The target is struck by inspiration and gains a +5 luck bonus on its next Craft skill check.

---Gear---

Alchemical & Poison

Spoiler:
Baneberry
Source Guide to the River Kingdoms pg. 14 (Amazon)
Price 90 gp; Weight —
Type ingested or injury; Save Fortitude DC 15
Onset 1 round (injury), 30 minutes (ingested); Frequency 1/minute for 5 minutes
Effect 1d3 Strength damage, 1 Con damage, paralyzed for 1d3 rounds
Cure 2 saves

Red tears
Source Dirty Tactics Toolbox pg. 7
Price 50 gp; Weight —
Type injury; Save Fortitude DC 15
Frequency 1/round for 10 rounds
Effect 1d6 points of damage. Creatures immune to bleed effects are immune to this damage
Cure 1 save

Unused:

Necromancy (Blood of Wolf; 2p - resonance +4HD undead)

1p Mind Fear (fear effects)
1p Soulbound Puppet (familiar)

---

Necromancy

Spoiler:
Grave Words

Casting Time 1 minute
Components S

EFFECT

Range touch
Target one dead creature
Duration 1 round

DESCRIPTION

With this spell and a touch, you can force a corpse talk to you, but you can’t ask it specific questions or communicate with it at all. The corpse will start babbling for 1 round, spitting out random sentences. There is a 10% chance this information is of some use to the caster, but it is difficult to distinguish whether the information is useful (the GM makes the percentile roll in secret).

Useful information may include warnings about dangers deeper in a dungeon, the command word to a magic item, or even vague and spectral warnings of your or your companions’ future. The GM decides what information, useful or not, the corpse spews out in its babbling.

Once a corpse has been subject to grave words by any caster, any new attempt to cast grave words on that corpse fails. You can cast this spell on a corpse that has been deceased for any amount of time, but the head of the corpse must have a mouth in order to speak at all. This spell doesn’t affect a corpse that has been turned into an undead creature.

---

Necromancy

Spoiler:
Resonance: Necromantic Focus (Su)

The implement grants its possessor greater power over the undead. Whoever possesses the implement can control an additional 2 Hit Dice of undead for every point of mental focus invested in the item (to a maximum number of Hit Dice equal to 4 × your occultist level). Any spellcaster who bears the implement can add it as an additional focus component for a necromancy spell he casts to create undead. If he does so, he can create an additional number of HD of undead equal to the additional HD the implement allows him to control (apply this effect after doubling the HD of undead for desecrate, if applicable).

Undead creatures take a –1 penalty on saving throws against spells cast by the bearer of this implement for every 4 points of mental focus invested in this implement.

Base: Mind Fear (Sp)

As a standard action, you can expend 1 point of mental focus to cause a living creature to succumb to fear.

The target must be within 30 feet of you, and it can attempt a Will saving throw to negate the effect. If the target fails the save and has a number of Hit Dice less than or equal to yours, it is frightened for 1d4 rounds. If the target fails the saving throw and has a number of Hit Dice greater than yours, it is instead shaken for 1d4 rounds. This is a mind-affecting fear effect.

Soulbound Puppet (Su)

As a full-round action, you can expend 1 point of mental focus to create a soulbound puppet from a bone, doll, or skull. If you use a bone or a skull, your power builds a Tiny or Small flesh puppet around it that vaguely resembles the original creature from which the bones were taken. If the implement is a doll, the doll comes to life. Treat this as a familiar, using your occultist level as your wizard level to determine its powers and abilities. By using a bone or skull from the appropriate creature or a doll shaped like that creature, you can select any of the familiar choices available to a wizard. You can instead use a humanoid bone, doll, or skull, to give the puppet the base statistics of a homunculus, but without a fly speed or the poison bite or telepathic link abilities. No matter the form, this creature is a construct with an alignment matching your own. You can have no more than one soulbound puppet active at any given time.

The soulbound puppet remains animated for 10 minutes per occultist level you possess.

Quickness (Sp)

As a standard action, you can expend 1 point of mental focus to grant supernatural quickness and reflexes to yourself or a willing living creature you touch.

This functions as haste, but the bonus to AC and on Reflex saving throws increases to +2. This effect lasts for 1 round per occultist level you possess. You must be at least 5th level to select this focus power.