Explorer

Johan Reinhart's page

10 posts. Alias of mbauers.


Full Name

Johan Reinhart

Race

Male Half-Elf Occultist 7

Classes/Levels

stats:
HP: (65/65) AC 19 (FF 17, Touch 12) CMD 22 FS +8, RS +5, WS +8 (+2 vs enchantments), Initiative: +6 Perception: +14 (Low-Light Vision)

About Johan Reinhart

Tracking:

6/6 first level spells
4/4 second level spells
2/2 third level spells
Mental Focus: 0/12 (1 Illusion, 3 Transmutation, 4 Conjuration, 4 Divination)
Buffering Cap Crit negation: 1/1

Personality and Outlook:

Johan has a profound appreciation of history and a drive to preserve knowledge for future generations. He holds onto facts like a merchant does gold, but he will share them freely and genuinely to any who ask his advice. He’s not one to make outrageous claims or lord his position over others, but he feels it is his responsibility to educate the misinformed, particularly when someone’s mistaken beliefs put another’s safety, or freedom, in jeopardy.

Johan’s psyche is a constant battle between two opposing forces: on the one hand, he is deeply sympathetic to the struggles of others. He strives to find items of historical and magical significance with a goal of enlightening the uneducated and helping the unfortunate. Of particular interest to Johan are items belonging to people who, at crucial times in history, displayed remarkable bravery. He believes that education is the only thing that can raise someone’s station. The truth is true for both kings and paupers, and the deeds of heroes long-gone can still inspire greatness centuries after their passing.

Conversely, Johan is slow to trust strangers, not wanting to be “taken for a fool”. He’d like to have a more optimistic worldview, but he knows that naivety is the deadliest foe of someone in his line of work. Though his decisions are fueled by logic, Johan reflexively holds up his left hand and makes the sign of the Coyote (two fingers extended vertically, three horizontally to form a muzzle shape) to ward off evil at any mention of demons or the Abyss.

Johan is unaware of it, but his conflicting instincts are the result of a powerful outside influence. He can unlock power from items with strong psychic bonds to a past bearer, but in so doing he invites a portion of that person’s memories and emotions into his mind. The very knowledge that he seeks to uncover and share to enlighten the masses drives him further away from trusting them with every artifact he finds.

Appearance:

27 years old, 6’0”, 180 lbs., Violet Eyes, Black Hair
Lithe and strong, Johan walks with long strides and a quick pace, switching his leather rucksack from hand to hand. His clothing he chooses for comfort and ease of travel. It is dark-colored and well-worn, but good quality: a wide-brimmed slouch hat to stave off the sun’s heat, a crimson bandana around his neck sometimes pulled up over his face in dusty environments, often-mended woolen breeches, mud-stained leather boots, and a long brown duster coat that only partially conceals his weapons. The hilt of a dark-metal blade and a horn longbow displaying eagle feathers protrude from the back of his coat. He has a cold iron dirk stashed up one sleeve, but what he keeps it for, he cannot recall.

Sparse facial hair on his chin and cheeks and an unkempt mop of black hair protruding from his hat show Johan’s indifference for personal grooming, at least for aesthetic reasons. His striking purple eyes and clearly Elven ears (more prominent than most half-elves he knows) draw frequent comments of interest or praise, which he swiftly, but courteously, dismisses. To Johan, function is much more important than form.

Implement: The Lost Compass of Zaire al Hassan:

I’m not surprised you’ve never heard of Zaire, the explorer says, looking at the compass a bit before putting it back in his pocket. He spurs his horse on a bit to catch up to the sentries before continuing.

His expedition was out of food and low on water, and deadly predators were closing in on their position. He gave his compass to his companions, saying it was foretold that whosoever possessed it could always find their way home. ‘I know this jungle,’ he told them. ‘I’ll find my way home without it, and I’ll drive back the beasts first to give you the time you need.’ Return he did, but the remaining members of his party, along with the compass, were lost to the unspeakable dangers of the jungle.

Implement: The Untested Blade of Ser Godfrey Alabaster,Poet-Knight:

The highwaymen draw their weapons and advance upon the half-elf, slowly fanning out to encircle him. Give us your gold and you can keep your life, the ugliest of the bunch says with a rotten-toothed grin. He and his thugs pause for half a heartbeat, though, when the lone warrior draws his dark metal blade.

Recognize this? It belonged to one Ser Godfrey, in days past. It’s called the “Untested” because, though many challengers both humanoid and monstrous sought to defeat him in combat and claim his weapon for themselves, he never had to resort to battle.

The half-elf tests the balance of his blade a few times as the would-be robbers continue their advance, slower now and with less confidence.

Yes, legend has it that his voice was more beautiful than the nightingale—any who heard him would weep from joy, repent their sins, and strive to live righteously . Sadly, I’ve no talent for song, so It’s even more important for you to change your ways like those swayed by the good Ser Godfrey’s verse. If you don’t, I’ll be forced to send you to your final rest.

Implement: Headband of the Nameless Sage:

Bah! Every time! Can’t I win one bloody game! the bearded man slams his fist animatedly on the table, sending the game pieces flying. His kohl-rimmed eyes narrow in mock indignation before he smiles, clapping the half-elf on the back. He points at the half-elf’s headband and rubs his chin pensively: Ever since you’ve worn that woman’s headband you’ve doubled your skill in senet. I am thinking this is not a coincidence—tell me, Johan, what’s your secret?

You’ve a good eye, friend. It once belonged to a woman so smart, she could discern what events would occur before they occurred! She foresaw an army of demons descending upon her city, laying waste to everything in their path. Her insight also provided her with the means to destroy them! You see, the demons knew of her abilities and wanted to use them for fell purposes. The woman offered her soul, intellect, even her name up to her gods to spare her people. In their wisdom they complied, but in so doing even the memory of her was wiped from the minds of those who had long sought her counsel. She wandered the streets, babbling and insane, begging for scraps while those she saved spurned her and cursed her very existence. Sometimes it is better to be ignorant, no?

Very well, Johan! If that’s the price of your skill in senet, you’re welcome to it. Here’s to your Nameless Sage! The men raise their glasses and drink solemnly.

Implement: An unadorned silver ring:

Markus! Johan yells as the cave ceiling collapses. The two men dive to avoid the cave-in but Markus’ legs are caught in the collapse, shattering bone and shredding tissue.

The slight man’s breathing is labored as he reaches into his vest and produces a ruby the size of a child’s closed fist. Here—it’ll be some time before the drake returns, and there’s yet another tunnel to the exit. Take this to market, sell it, and give my half to my family. Make sure they know it was me who talked you into this job, I don’t want ‘em holding any grudges.

Johan takes the gem and shakes his head, trying to dig the rubble out.

Markus coughs up blood, and speaks again: No sense in both of us dying, I’m not gonna tell you again. But before you go, I gotta say, of all the things we’ve seen, mystical and valuable, I’ve never seen you without that cheap ring of yours. I know it means something to you, ‘s one of those objects you can draw power from, but you never speak of it. Sate a dead man’s curiosity--whose was it?

Johan crouches, taking the man’s hand and nods slowly. It belonged to a unique woman—the bravest the world’s ever seen. Her husband hadn’t returned from some trip for over a year and they’d fallen on hard times, and she had many mouths to feed at home. She spent her time working what jobs she could and scrounging whatever food she could. She’d been beautiful, and strong, but she wouldn’t eat a morsel of food that could’ve gone to her kids. She wasted away slowly, from both toil and lack of food, but she didn’t want her kids to worry. She told ‘em the ring filled her belly with all manner of delicacies and she was too full to eat with them. ‘It only works on adults, I’m afraid, so you can have it when I’m older’. She passed not two days before the children’s father returned, but she’d seen them through their hardships.

Gives me hope for my family, grim as that story was. Tell me—what was her name? Markus’ question is barely audible, so Johan moves closer.

To me, it was always ‘Naneth’—it’s Elven for ‘Mother’ Johan squeezes his friend’s hand as his breath fails, closes Markus’ eyes, then takes off at a run for the exit.

Johan Reinhart
Male Half-Elf Occultist 7
CG Medium Humanoid (Human, Elf)
Init +6 (+2 Dex, +4 feat); Senses Perception +14
DEFENSE
AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex)
hp 65 (8 + 6 + 6 + 6 + 6 + 6 + 6 + 14 Con + 7 FC)
Fort +8 (5 base, +2 Con, +1 resistance)
Ref +5 (2 base, + 2 Dex, +1 resistance)
Will +8 (5 base, +0 Wis, +1 resistance, +2 dual minded)
Defensive Abilities Elven Immunities: Immune to magic Sleep effects, +2 racial save bonus vs enchantments
OFFENSE
Spd 30 ft
Melee +1 Adamantine Falchion +11 (+5 BAB, +4 str, +1 enhancement, +1 feat) (2d4+7/18-20/x2)
Melee +1 Adamantine Falchion /w PA +11 (+5 BAB, +4 str, +1 enhancement, +1 feat) (2d4+13/18-20/x2)
Ranged MW Composite Longbow +8 (+5 BAB, +2 dex, +1 enhancement) (1d8+4/x3)
Ranged Cold Iron Dagger +7 (+5 BAB, +2 dex) (1d4+4/19-20/x2)

Space 5 ft.; Reach 5 ft.
STATISTICS
Str 18 (+4) (16 base, +2 enhancement from Mental Focus)
Dex 14 (+2)
Con 14 (+2)
Int 20 (+5) (15 base + 2 racial + 1 Level 4, +2 headband)
Wis 10 (0)
Cha 8 (-1)
Base Atk +5 (+5 Occultist)
CMB +9 (+5 BAB, +4 Str)
CMD 22 (10 +5 BAB, +2 Dex, +4 Str, +1 Luck)
Feats
Power Attack [Level 1], -2 attack/+4 damage (+6 two-handed)
Furious Focus [Level 3], weapons used in two hands don’t get a penalty to attack when using Power Attack
Weapon Focus (Falchion)[Level 5],+1 to attack
Improved Initiative [Level 7], + 4 to initiative

Traits
Student of Philosophy: Johan can use Int mod instead of Cha for Diplomacy checks to persuade and Bluff checks made to convince someone that a lie is true.
Pragmatic Activator: Johan can use Int mod instead of Cha for Use Magic Device.

Skills
Acrobatics +5 (3 ranks, +2 Dex)
Bluff +6 (4 ranks, +3 class, -1 Cha) (+6 additional to lie)
Diplomacy +9 (7 ranks, +3 class, -1 Cha) (+6 additional to persuade)
Disable Device +14 (7 ranks, +3 class, +2 Dex, +2 circumstance)
Knowledge (Arcana) + 13 (5 ranks, +3 class, +5 Int)
Knowledge (Engineering) +11 (3 ranks, +3 class, +5 Int)
Knowledge Geography +7 (2 ranks, + 5 Int)
Knowledge (History) + 15 (7 ranks, +3 class, +5 Int)
Knowledge (Nature) + 15 (7 ranks, +3 class, +5 Int) (from headband)
Knowledge (Planes) + 12 (4 ranks, +3 class, +5 Int)
Knowledge (Religion) + 12 (4 ranks, +3 class, +5 Int)
Linguistics +11 (3 ranks, +3 class, +5 Int)
Perception +14 (7 ranks, +3 class, +0 Wis, +2 racial, +2 insight from Mental Focus)
Sense Motive +6 (3 ranks, +3 class, +0 Wis)
Sleight of Hand +7 (2 ranks, +3 class, +2 Dex)
Spellcraft +10 (2 ranks, +3 class, + 5 Int)
Use Magic Device +18 (7 ranks, +3 class, +5 Int, +3 magic item skill)
Total Points: 77 ([4 Occultist + 5 Int + 2 Background] x7 level)
AC penalty is -1
Languages Common, Elven, Dwarven, Draconic, Celestial, Infernal, Terran, Ignan, Giant (2 base, +4 Int, +3 linguistics)

Equipment
Traveler's Outfit, 1 gp, 5 lbs.
Cloak of Resistance +1, 1,000 gp, 1 lb.
Buffering Cap, 2,000 gp, 1 lb.
Headband of Vast Intelligence +2 (Implement), 4000 gp, 1 lb.
+1 Glamered Mithral Breastplate, 7,900 gp, 15 lbs.
+1 Adamantine Falchion (Implement), 5,075 gp, 8 lbs.
MW Composite Longbow (+4 str), 800 gp, 3 lbs.
20 arrows, 1 gp, 3 lbs.
Spring-Loaded Wrist sheath with Cold Iron Dagger, 9 gp, 2 lbs.
MW Backpack, 50 gp, 4 lbs.
Waterskin, 1 gp, -- lbs.
4 days trail rations, 2 gp, 4 lbs.
2 sunrods, 4 gp, 2 lbs.
2 Tindertwigs, 2 gp
Signet Ring (Implement), 5 gp
Smelling Salts, 25 gp
Flask of alchemist’s fire, 25 gp, 1 lb.
Compass (Implement) 10 gp, 0.5 lbs.
Antiplague, 50 gp
Antitoxin, 50 gp
Potion of CLW, 50 gp, 1 lb.
Wand of CLW, 10 charges, 150 gp
Wand of Shield CL 2, 50 charges, 1500 gp
Scroll of Comprehend Languages x2, 100 gp
Scroll of See Invisibility, 150 gp
Scroll of Mount, 50 gp
Scroll of Invisibility, 150 gp
Scroll of Spider Climb, 150 gp
Scroll of Disguise Self, 50 gp
MW Thieves’ Tools, 100 gp, 2 lbs.
50 ft of hemp rope, 1 gp, 10 lbs
Belt pouch, 1 gp, 0.5 lbs.

39 gp in belt pouch
Weight Carried: 65 lbs. (116 lbs or less is light, 117-233 is medium, 234-350 is heavy)

Spells Known
0th (unlimited)—Create Water, Detect Magic, Ghost Sound, Mending
1st (6x/day)—Enlarge Person, Heightened Awareness, Unseen Servant, Vanish
2nd (4x/day)—Glitterdust, Locate Object, Mirror Image, Rope Trick
3rd (2x/day)—Clairaudience/Clairvoyance, Haste, Major Image, Phantom Steed
SPECIAL ABILITIES
Low-Light Vision Johan can see twice as far as humans in conditions of dim light
Elf Blood Counts as both an elf and a human
Elven Immunities Immune to magic Sleep effects, +2 racial save bonus vs enchantments
Dual Minded (replaced Adaptability) +2 to all Will Saves
Keen Senses +2 racial bonus to perception
Fey Thoughts (replaced Multitalented)—Bluff and Knowledge (Nature) are class skills
Proficiencies Johan is proficient in all martial and simple weapons, light armor, medium armor, and shields (except tower shields)
Knacks Johan can cast Knacks (0th level psychic spells) unlimited times per day
Focus Powers (Su) Johan gains the base power of a school whenever he learns a new implement school, as well as at every odd level.
Implements (Su) (4 current) Johan can use his focus to draw power from objects of significance, be it magical, historical, or personal (Illusion, Conjuration, Divination, Transmutation)
Mental Focus (12 pts) Each day, Johan can choose where to concentrate his focus to fuel different implement powers.
Magic Item Skill (Ex) Johan gains a bonus on UMD checks equal to half his Occultist level.
Object Reading (Su)Johan can 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, Johan 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, but doesn't require a skill check and can be used at will.
Shift Focus (Su) Johan can 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.
Aura Sight (Su) Johan can read the auras of creatures around him as a standard action. This functions as the aura sight spell with a duration of 1 round.

Conjuration Implement and focus powers:

The Lost Compass of Zaire al Hassan

Resonant Power (active when any focus is invested into the compass): Casting Focus (Su)
The implement empowers the bearer's ties to the worlds beyond, allowing his spells to maintain their power for a longer period of time. The bearer can add the implement as an additional focus component to any conjuration spell he casts that has a duration measured in rounds per level. If he does so, he adds 1 to his caster level for every 2 points of mental focus stored in the implement (to a maximum bonus equal to your occultist level). This increase applies only when determining the duration of the spell. Apply this increase after other effects that adjust a spell's duration, such as Extend Spell.

Base Power: Servitor (Sp) (SM III) As a standard action, Johan can expend 1 point of mental focus to summon a servitor. This ability functions as summon monster I, but he 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.

Level 1 Power: Conjure Implement (Sp) Johan can expend 1 point of mental focus to conjure any item that qualifies as an implement that he knows how to use. This implement can be used as the item in question, functioning as a masterwork version of that item, and can also be used to cast his psychic spells, even though he did not select it at the beginning of the day. If he has more than one implement for the same school, he must decide which set of spells the conjured implement will grant when he first conjures it. The implement can't be used to store mental focus or create any effects that require mental focus. The implement lasts for 10 minutes per occultist level he possesses.

Level 3 Power: Psychic Fog (Sp) As a standard action, Johan can expend 1 point of mental focus to create a cloud of fog. This fog lasts for 1 minute per occultist level he possesses. It functions as fog cloud, except it can't be dispersed by wind. At 7th level, he can expend 1 additional point of mental focus when creating this fog, causing it to become more tangible and function as solid fog, except it doesn't slow down any creature that has psychic powers or that can cast psychic spells. When hecreates a solid fog in this way, its duration is reduced to 1 round per occultist level he possesses.

Divination Implement and focus powers:

Headband of the Nameless Sage

Resonant Power (active when any focus is invested into the headband): Third Eye (Su)
The implement grants a +1 insight bonus on Perception checks per 2 points of mental focus stored in it, to a maximum bonus equal to Johan’s level. If he stores at least 3 points of mental focus in it, the implement also grants low-light vision. If he stores at least 6 points of mental focus in it, the implement also grants darkvision 60 feet. (If the bearer already has darkvision, the implement increases the range of the darkvision by 30 feet.) If he stores at least 9 points of mental focus in it, the implement also grants the effects of see invisibility. If Johan is 13th level or higher and stores at least 12 points of mental focus in it, the implement also grants blindsense 60 feet. If he is 19th level or higher and stores at least 15 points of mental focus in it, the implement also grants blindsight 30 feet.
Base power: Sudden Insight (Sp) As a swift action, Johan can expend 1 point of mental focus to gain an insight into his immediate future. He can use this foreknowledge as a free action before he rolls any ability check, attack roll, or skill check to gain an insight bonus on that roll equal to 1/2 his occultist level (minimum +1). He can use his foreknowledge only once per turn, and if it's not used by the end of your turn, the insight fades and he gains no benefit.
Level 5 Power: Mind Eye (Sp)
As a standard action, Johan can expend 1 point of mental focus to create a mind eye—a magical sensor through which he can see and hear. The mind eye is invisible and its size is Fine, giving it an AC of 18. Any amount of damage to the eye destroys it, but it can be harmed by only spells or magic weapons. The eye moves with a fly speed of 60 feet with perfect maneuverability and can travel up to 1 mile away from Johan. He must concentrate as a standard action to direct the eye and receive sensory images through it. The mind eye sees as his eyes see, including any additional senses he possesses (such as darkvision or see invisibility). The mind eye lasts for 1 minute per occultist level Johan possesses.

Transmutation Implement and focus powers:

The Untested Blade of Ser Godfrey Alabaster, Poet-Knight

Resonant Power (active when any focus is invested into the headband): Physical Enhancement (Su) When Johan invests mental focus in the implement, he selects 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 power: Legacy Weapon (Su) As a standard action, Johan 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 he possesses (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.
Johan can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to his 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.
Level 7 Power: Mind Over Gravity (Sp)
As a standard action, Johan can expend 1 point of mental focus to give himself a fly speed of 60 feet with perfect maneuverability. This effect lasts for 1 minute per occultist level he possesses.

Illusion Implement and focus powers:

An unadorned silver ring

Resonant Power (active when any focus is invested into the headband): Distortion (Sp)
The implement allows its bearer to distort his form and location, protecting him from harm. As a standard action, Johan 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 power: Minor Figment (Sp)
As a standard action, Johan can expend 1 point of mental focus to create a minor figment. This can function as either ghost sound or minor image. The figment lasts for a number of minutes equal to Johan’s occultist level, and he can cause the figment to change once during its duration when a specified condition occurs.

Advancement:

Level 8:
Level 9:

Gear Priorities: