Full Name |
Juhnavi Ahliwylia |
Race |
Human |
Classes/Levels |
Occultist 7 | HP 65/66 | AC 22 T 12 FF 21 | Ft +8 Rf +4 Wi +6 (+1 vs. enchantment) | Init +1 | Perc +13 | Spells 5/6 4/4 2/2 | Mental Focus (0/14, Abj: 2/2, Div: 4/4, Necro 1/2, Trans: 6/6) |
Gender |
F |
Size |
M |
Alignment |
LN |
Strength |
20 |
Dexterity |
12 |
Constitution |
15 |
Intelligence |
20 |
Wisdom |
10 |
Charisma |
8 |
About Juhnavi Ahliwylia
Juhnavi Ahliwylia
Female human (Vudrani) occultist 7 (Pathfinder RPG Occult Adventures 46)
LN Medium humanoid (human)
Init +1; Senses aura sight, low-light vision; Perception +13
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Defense
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AC 22, touch 12, flat-footed 21 (+7 armor, +1 deflection, +1 Dex, +3 shield)
hp 66 (7d8+28)
Fort +8, Ref +4, Will +6 (+1 vs. enchantment effects)
Resist acid 1, electricity 1
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Offense
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Speed 30 ft.
Melee ** mwk longsword +11 (1d8+5/19-20) or
. . cold iron chakram +9 (1d8+5) or
. . mwk cold iron starknife +11 (1d4+5/×3)
Implement Schools
. . Abjuration (celestial shield, lesser, 2 points) Resonant—warding talisman; Focus—mind barrier
. . Divination (Harrow Deck, 4 points) Resonant—third eye; Focus—sudden insight
. . Necromancy (Skull, 2 points) Resonant—necromantic focus; Focus—mind fear, spirit shroud
. . Transmutation (Starknife, 6 points) Resonant—physical enhancement (strength); Focus—legacy weapon, mind over gravity, size alteration, sudden speed
Occultist Spells Known (CL 7th; concentration +12)
. . 3rd (2/day)—bestow curse (DC 18), clairaudience/clairvoyance, dispel magic, haste
. . 2nd (4/day)—false life, levitate, resist energy, see invisibility
. . 1st (6/day)—decompose corpse[UM] (DC 16), heightened awareness[ACG], lead blades[APG], shield
. . 0 (at will)—detect magic, grave words[OA], mage hand, resistance
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Statistics
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Str 20, Dex 12, Con 15, Int 20, Wis 10, Cha 8
Base Atk +5; CMB +10; CMD 22
Feats Extra Mental Focus[OA], Fast Learner[ARG], Harrowed[ISWG], Power Attack, Toughness
Traits tenacious shifting, tomb raider
Skills Acrobatics +3, Appraise +9, Climb +6, Diplomacy +9 (+11 to initiate the recall memory use of the hypnotism skill unlock on yourself, +11 to use the hypnotism skill unlock), Disable Device +8, Heal +1, Knowledge (arcana) +15, Knowledge (dungeoneering) +10, Knowledge (engineering) +9, Knowledge (history) +11 (+14 on checks regarding Osirion and its gods), Knowledge (local) +7, Knowledge (nature) +7, Knowledge (planes) +15, Knowledge (religion) +12 (+15 on checks regarding Osirion and its gods), Linguistics +15 (+17 to use the automatic writing skill unlock, +17 to decipher haunt communication), Perception +13, Profession (fortune-teller) +12, Sense Motive +8, Sleight of Hand +4, Spellcraft +15, Survival +1 (+3 to avoid becoming lost), Use Magic Device +8
Languages Aklo, Ancient Osiriani, Auran, Azlanti, Celestial, Common, Cyclops, Jistka, Kelish, Osiriani, Terran, Thassilonian, Varisian, Vudrani
SQ automatic writing (linguistics), dowsing (survival), faith healing (heal), hypnotism (diplomacy), implements 4, magic item skill, mental focus (14/day), object reading, phrenology (knowledge [arcana]), prognostication (sense motive), psychometry (appraise), read aura (perception), shift focus
Combat Gear scroll of ghostbane dirge, scroll of lesser restoration, wand of cure light wounds (10 charges), wand of cure light wounds (10 charges), wand of shield (48 charges), antiplague[APG], antitoxin; Other Gear +1 mithral agile breastplate[APG], celestial shield, lesser[ARG], ** mwk longsword, cold iron chakram[APG] (4), mwk cold iron starknife, belt of mighty constitution +2, headband of vast intelligence +2, ring of protection +1, wayfinder[ISWG], bedroll, belt pouch, blanket[APG], dowsing rod[OA], explorer's outfit, flint and steel, harrow deck[UE], hypnotist's pocket watch[OA], ink, inkpen, journal[UE], masterwork backpack[APG], masterwork fortune-teller's deck[APG], masterwork thieves' tools, occultist's implement[OA], prismatic crystal[OA], scroll case, sunrod (2), talking board[OA], trail rations (5), waterskin, wooden holy symbol of Irori, wrist sheath, spring loaded, wrist sheath, spring loaded, 362 pp, 8 gp, 3 sp
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Special Abilities
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Abjuration (celestial shield, lesser) Abjuration implements are objects associated with protection and wards.
Implements: Amulet, armor, bell, bracers, brooch, cloak, holy symbol, shield.
Aura Sight (Su) Read the aura of creatures around you, as aura sight.
Automatic Writing (Linguistics, 1/week) You can produce mysterious writing that pertains to the immediate future.
Divination (Harrow Deck) Implements of the divination school grant powers related to foresight and remote viewing.
Implements: Book, crystal ball, goggles, harrow deck, headband, lenses, planchette.
Dowsing (Survival, 1/day) You can follow a dowsing rod’s movements to locate a particular type of location.
Energy Resistance, Acid (1) You have the specified Energy Resistance against Acid under specific conditions.
Energy Resistance, Electricity (1) You have the specified Energy Resistance against Electricity under specific conditions.
Faith Healing (Heal, 1/day) Temporarily suspend or remove curses, diseases, and ability damage.
Harrowed +1 on saves vs. enchantment; can draw Harrow cards for bonuses.
Hypnotism (Diplomacy, 1/day) Use power of suggestion to alter subject's mind or recover memories.
Implements (Su) Gain a series of items which grant access to schools and powers.
Legacy Weapon +2 (Su) 1 focus: weapon touched gains enhancement bonus plus a special ability.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Magic Item Skill Add half level as bonus to Use Magical Device.
Mental Focus (14/day) (Su) You have a pool of points that activate your focus powers.
Mind Barrier (-14 damage) (Sp) 1 focus, swift action: Reduce next damage taken before next turn. 2 for Imm.
Mind Fear (DC 18) (Su) Target creature is frightened 1d4 rnds. if it has your HD or less, shaken if more (Will neg).
Mind Over Gravity (7 minutes) (Sp) 1 focus: Gain 60-ft fly speed w/perfect maneuverability.
Necromancy (Skull) Implements that draw power from necromancy can control undead and harm the living.
Implements: Bone, coin, doll, drum, robe, skull.
Necromantic Focus (4 HD) (Su) Use implement as focus to command or create additional undead.
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.
Physical Enhancement +4 (Strength) (Su) Implement grants bearer enhancement to one physical attribute.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
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.
Shift Focus (Divination [Harrow Deck], 11 focus) (Su) Shift focus from one implement to another, but lose 1 point.
Size Alteration (Sp) 1 focus: increase or decrease a creature's size by one step.
Spirit Shroud (7 minutes) (Sp) 1 focus: Gain temporary HP, +1 resist bonus vs. death & fear effects, neg leve;ls, or neg energy.
Sudden Insight +3 (Sp) Swift action & 1 focus: Gain insight bonus to one abil. or skill check, or attack before end of turn.
Sudden Speed (Sp) 1 focus: As swift action, gain +30 land speed for 1 minute.
Third Eye (Su) Gain enhanced senses while implement stores focus.
Transmutation (Starknife) Transmutation implements can alter the properties of both objects and creatures.
Implements: Belt, boots, sandals, vest, weapon.
Warding Talisman +1 (Su) Implement grants Resistance bonus to saves.
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Planar Sage (5 goals): You are versed in ancient cultures and bound elementals that helpd built their wonders. You are trained in Knowledge (history and planes) and treat your bonus on these checks as if it were 3 plus the number of goals you have completed. If your own skill bonus is higher, you instead gain a +2 bonus on that check.
Soul Warden: Treat Constitution score as 4 higher for the purposes of determining when HP damage results in death.
Friend of Janira Gavix: +1 bonus on Knowledge checks attempted in the Grand Lodge
Savior of the Sages: Effective constitution score for determining death from HP damage increases by 3, +3 on constitution checks to stabilize.
Scrutiny of the Stars: When confused, add 5 to roll to determine behavior. When sleeping, 20% chance of the effects of the spell nightmare (DC 17). Heal spell while under nondetection will remove.
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