Velriana Hypaxes

Katria Delaval's page

1,398 posts. Alias of motteditor (RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16).


Full Name

Katria Delaval

Race

HP 168, AC 29, Touch 18, FF 22, F20/R14/W15*, CMD 29

Gender

Female human occultist 18

Size

Medium (5'4", 115 lbs.)

Age

22

Alignment

NG

Deity

Irori

Location

Oppara, Taldor

Languages

Abyssal, Azlanti, Celestial, Common, Elven, Halfling, Hallit, Draconic, Ignan, Infernal, Kelish, Polyglot, Osiriani, Skald, Terran, Vudran

Occupation

Historian

Strength 10
Dexterity 18
Constitution 14
Intelligence 24
Wisdom 12
Charisma 11

About Katria Delaval

[dice=Perception (+resonant power, Liam's aid)]1d20+13+2+2[/dice]

[ spoiler=Quick stats]
HP 168/168 (inc. +32 from transmutation focus; base 120)
AC 29, touch 18, flat-footed 22, CMD 29
Fort +20, Ref +14, Will +15
Speed: 30 feet
Inspiration (Knowledge/Linguistics/Spellcraft checks): 0/8
Mental Focus: 27; Abjuration [6/6]; Divination [4/4]; Enchantment [4/4]; Evocation [1/1]; Illusion [2/2]; Necromany [4/4]; Transmutation [6/6] (refocusing rod)
Resonant powers (+3 saves; +2 Perception, low-light vision; +2 Charisma checks; +4 Con; 10% miss chance
Cape of the mountebank 0/1; quicken rod 0/3; Dignity's Barb Crit No.: xx
Spells/day: 1st [][][][][]; 2nd [][][][][][]; 3rd [][][][][]; 4th [][][][][]; 5th [][][][][]; 6th [][][][]
Wands: lightning bolt 0/19; magic missile (CL 5) 0/29; magic missile (CL 9) 0/50; scorching ray (CL 11) 0/50
Effects:

[/spoiler]

Persona:

Charm, Genius 8, Heroism, Sacrifice 1, Sagacity, Subterfuge

Agents: 18

Skill bonus (+4, Genius): Any Knowledge check
Feat: Brilliant Planner

Attacks:

BAB: +13/+8/+3
CMB: +13

+1 rapier:
[dice=+1 rapier]1d20+14[/dice]
[dice=Damage]1d6+1[/dice]
[dice=+1 rapier (iterative)]1d20+8[/dice]
[dice=Damage]1d6+1[/dice]
[dice=+1 rapier (iterative)]1d20+3[/dice]
[dice=Damage]1d6+1[/dice]
Critical: 18-20/x2; Type: P

Dagger (melee/ranged):
[dice=Dagger (handheld/thrown)]1d20+14/18[/dice]
[dice=Damage]1d4[/dice]
Critical: 19-20/x2; Range: 10 ft.; Type: P or S

Dignity's Barb (+4 seeking darkwood light crossbow):
[dice=Dignity's Barb (+4 seeking darkwood light crossbow, +1 within 30 ft.)]1d20+22[/dice]
[dice=Damage (+1 within 30 ft.)]1d8+4[/dice]
[dice=Dignity's Barb (iterative, +1 within 30 ft.)]1d20+17[/dice]
[dice=Damage (+1 within 30 ft.)]1d8+4[/dice]
[dice=Dignity's Barb (iterative, +1 within 30 ft.)]1d20+12[/dice]
[dice=Damage (+1 within 30 ft.)]1d8+4[/dice]
Critical: 19-20/x2; Range: 80 ft.; Type: P
A seeking weapon veers toward its target, negating any miss chances that would otherwise apply, such as from concealment. The wielder still has to aim the weapon at the right square. Arrows mistakenly shot into an empty space, for example, do not veer and hit invisible enemies, even if they are nearby. In addition, when the weapon threatens a critical hit, the wielder can roll twice to confirm the critical hit and take the better result.

At the start of each day, the crossbow’s owner rolls a d20, rerolling any results of 1, 19, or 20 and recording the final result. For the rest of that day, when the owner rolls the recorded number on an attack roll with Dignity's Barb, the attack roll is a critical threat. This has no benefit for anyone other than the owner who rolled at the start of the day.

Scorching ray wand
[dice=Use Magic Device]1d20+35[/dice]
[dice=Ranged touch] 1d20 + 18[/dice]
[dice=Fire damage] 4d6 [/dice]

Defense:

AC: 29 (+9 armor, +5 Dex, +2 shield, +3 deflection)
Touch: 18
Flat-footed: 22
CMD: 29

Armor: +3 mental focus elven chain (+9 armor bonus, +4 max Dex, -2 armor check penalty, 20% arcane spell failure, 20 lbs.)
Shield: +1 buckler (+2 shield bonus, -1 armor check penalty, 5% spell failure, 5 lbs.)

Fortitude save: 12 (11 base, 2 Con)
[dice=Fort save (+7 for resonant powers)]1d20+20[/dice]
Reflex save: 9 (6 base, 5 Dex)
[dice=Reflex save (+3 for resonant power)]1d20+14[/dice]
Will save: 11 (11 base, 1 Wis)
[dice=Will save (+3 for resonant power)]1d20+15[/dice]

Class abilities:

Magic Item Skill (Ex): At 2nd level, an occultist's knowledge of magic items grants him a bonus when attempting to use them. He gains a bonus on all Use Magic Device checks equal to 1/2 his occultist level.

Object Reading (Su): At 2nd level, 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, but doesn't require a skill check and can be used at will.

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.

Aura Sight (Su): At 5th level, the occultist 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.

Magic Circles (Su): At 8th level, an occultist learns how to draw magic circles. To draw a circle, he must have chalk, salt, blood, powdered silver, or some other appropriate substance at hand (although he can press a magic circle into a softer surface such as dirt or clay). Drawing a circle takes 1 minute and requires the occultist to expend 1 point of mental focus (either generic focus or focus from any one of his implements). Once completed, this circle functions as a permanent magic circle against any alignment of the occultist's choosing. The circle can't be against a component of the occultist's alignment (if he is lawful good, for example, it can't be a magic circle against good or law). The circle remains until its form is physically broken (for example, if the lines are smeared or the salt is scattered). Only a living creature can break the circle; environmental effects can't break it. An occultist can have only one circle created in this way at a time. If he creates a second circle, the first one loses all its magic powers. This type of magic circle can't normally be focused inward to bind an outsider.

Outside Contact (Su): At 8th level, the occultist learns the true name of one particular outsider. This outsider can have no more than 3 Hit Dice. Whenever the occultist creates a magic circle, he can expend 1 additional point of mental focus to focus the circle inward and lure that outsider to the circle (similar to using lesser planar binding). The outsider is bound for up to 10 minutes. During this time, the occultist can bargain with the outsider for one piece of information. This requires a payment of at least 20 gp (or items of at least that value that are of interest to the outsider). The bargaining requires the occultist to attempt a Diplomacy or Intimidate check opposed by the outsider's Sense Motive check. Succeeding at the check by 5 or more reduces this cost to 10 gp. Failure increases the price to 30 gp, whereas failure by 5 or more allows the outsider to escape without giving any information (or receiving payment). The information gained can be anything that might be learned through a divination spell. The information is always correct but is frequently cryptic. It typically takes the outsider 1d3 hours to gather the information, at which point it returns of its own accord to deliver the information as promised. The outsider always resents being used in this way, even if the occultist and the outsider share an alignment component. After the occultist bargains with the outsider, the magic circle loses all power and the outsider is sent back to its home plane.
At 12th level and every 4 levels thereafter, the occultist learns to contact one additional outsider of the same type or a different type. Although he can call only one outsider in this way at a time, the occultist can ask such an outsider one additional question per calling for every 4 occultist levels he possesses beyond 8th (to a maximum of four questions at 20th level), all for the same bargaining price. The questions must be in some way related to one another.
At 16th level, in lieu of asking questions, the occultist can demand that the outsider deliver a message to any one friendly creature that the occultist knows personally. The occultist can also task the outsider to deliver one object weighing no more than 1 pound. Either of these demands requires an opposed check as described above. Delivery typically takes 1d4 hours, but this period is reduced to 1d6 minutes if the recipient is within 1 mile of the occultist (or even less if the recipient is within sight). The occultist must be able to accurately describe the recipient in both name and appearance. This ability can't be used to deliver anything to a location, or to enemies or creatures that are unfriendly to the occultist.
Fast Circles (Su): At 16th level, the occultist learns to draw magic circles very quickly. He can draw a magic circle as a full-round action, but any circle drawn in this way has a duration of 1 minute per occultist level (unless it's drawn in conjunction with the outside contact class feature, in which case it lasts for 10 minutes as normal). If he draws a binding circle in this way, its duration is 1 round per occultist level.

Implements and Spells:

[dice=Concentration check]1d20+24[/dice]
Mental Focus: 26

Implement School 1: Divination
Implement School 2: Enchantment
Implement School 3: Abjuration
Implement School 4: Transmutation
Implement School 5: Illusion
Implement School 6: Evocation
Implement School 7: Necromancy
Spells Known:
Knacks: detect magic (div), daze (DC 17) (ench), ghost sound (ill), light (evoc), message (trans), resistance (abj), touch of fatigue (nec)

1st: burning hands (DC 18) (evoc), heightened awareness (div), hold portal (abj), forbid action (DC 18) (ench), pass without trace (trans), psychic reading (div), murderous command (DC 18) (ench), preserve (nec), shadow trap (ill)

2nd: aversion (DC 19) (ench), blood biography (div), defensive shock (evoc), heat metal (DC 19) (trans), mirror image (ill), node of blasting (DC 19) (abj), purge spirit (DC 19) (nec),

3rd: dispel magic (abj), fireball (DC 20) (evoc), major image (ill), pierce disguise (div), sessile spirit (DC 20) (nec), suggestion (DC 20) (ench), communal darkvision (trans)

4th: detect scrying (div), communal nondetection (abj), greater false life (nec), parchment swarm (trans) (DC 21), resilient sphere (DC 21) (evoc), symbol of distraction (ench) (DC 21), wandering star motes (ill) (DC 21)

5th: find quarry (div), mind fog (ench), communal stoneskin (abj), control winds (trans), entrap spirit (DC 22) (nec), scripted hallucination (ill), wall of force (evoc)

6th: antipathy (ench), chain lightning (evoc), disintegrate (trans), prediction of failure (div), project image (ill), repulsion (abj), temporary ressurection (nec),

Resonant Powers: DC = 10 + 1/2 level + Int modifier (27)
Resonant Power: Each time the occultist invests mental focus into an abjuration implement, the implement grants the following resonant power. The implement's bearer gains the benefits of this power until the occultist refreshes his focus.

Abjuration: Warding Talisman (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.

Divination: Third Eye (Su): The implement allows its bearer to notice that which can't easily be seen. 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 the occultist's level. If the occultist is 3rd level or higher and stores at least 3 points of mental focus in it, the implement also grants low-light vision. If the occultist is 5th level or higher and 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 the occultist is 7th level or higher and stores at least 9 points of mental focus in it, the implement also grants the effects of see invisibility. If the occultist is 13th level or higher and stores at least 12 points of mental focus in it, the implement also grants blindsense 60 feet. If the occultist is 19th level or higher and stores at least 15 points of mental focus in it, the implement also grants blindsight 30 feet.

Enchantment: Glorious Presence (Su): The implement invokes the presence of those who have worn it in the past. The implement's wearer gains a +1 competence bonus on all Charisma-based skill checks and ability checks 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: Intense Focus (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.

Illusion: 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.

Necromancy: 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.

Transmutation: 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).

Focus Powers Known:
Abjuration:
Globe of Negation (Sp): As a standard action, you can expend 3 points of mental focus to create a stationary globe of negation. This globe is 10 feet in diameter and cancels any spell effect that is cast into or through its area. This functions as globe of invulnerability, but it affects spells of any level. The globe can negate a total number of spell levels equal to your occultist level, after which the globe collapses. Spells that exceed the number of remaining levels remove all remaining levels, but are weakened; any creatures targeted by such spells receive a +4 circumstance bonus on any saving throws against the spells’ effects. The globe lasts for a number of rounds equal to your occultist level. It has no effect on spells originating within the globe—only on those that enter its area as or after they are cast. You must be at least 11th level to select this focus power.

Mind Barrier (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.

Energy Shield (Sp): As a swift action, you can expend 1 point of mental focus to surround yourself with a shield that protects you from energy damage. Whenever you take acid, cold, electricity, or fire damage, the shield absorbs the damage (as protection from energy). The energy shield can absorb up to 5 points of energy damage per occultist level you possess. This shield lasts for 1 minute or until its power is exhausted. Its effect doesn't stack with itself, with protection from energy, or with resist energy. You can activate the energy shield as an immediate action by expending 2 points of mental focus instead of 1.

Divination:
Mind Eye (Sp): As a standard action, you can expend 1 point of mental focus to create a mind eye—a magical sensor through which you 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 you. You must concentrate as a standard action to direct the eye and receive sensory images through it. The mind eye sees as your eyes see, including any additional senses you possess (such as darkvision or see invisibility). The mind eye lasts for 1 minute per occultist level you possess. You must be at least 5th level to select this focus power.

Sudden Insight (Sp): As a swift action, you can expend 1 point of mental focus to gain an insight into your immediate future. You can use this foreknowledge as a free action before you roll any ability check, attack roll, or skill check to gain an insight bonus on that roll equal to 1/2 your occultist level (minimum +1). You can use your foreknowledge only once per turn, and if it's not used by the end of your turn, the insight fades and you gain no benefit.

Watchful Eye (Sp): You can expend 1 point of mental focus as a standard action to create an invisible sensor within 30 feet that watches a 5-foot-square area. Whenever any creature enters that square, you receive a mental image of the creature as long as you are on the same plane as the sensor. The sensor remains active for 10 minutes per occultist level you possess. The image will not wake you from slumber, although you do receive all of the images the sensor collected once you wake up. The sensor can be deceived by invisibility and similar magic. You can expend additional points of mental focus when creating the eye to increase the size of the square by 5 feet per additional point spent (to 10 feet square, 15 feet square, and so on).

Object Seer (Sp): As a full-round action, you can expend 1 point of mental focus to gain insight into an object in your possession. You can ask one question, but that question must be tied in some way to the object, such as the nature of its power, the identity of the creature that last possessed it, or even where the object was when a certain event took place. You always receive an answer from the psychic impressions imprinted upon the item, but they are sometimes cryptic or misleading. This ability otherwise functions as commune. You must be at least 7th level to select this focus power.

Enchantment:
Binding Pattern (Sp): As a standard action, you can expend 1 point of mental focus to create a binding pattern of psychic energy that causes a living creature to become paralyzed. The target must be within 30 feet of you, and it can attempt a Will saving throw to negate the effect. If it fails the save, it is paralyzed for 1 round for every 2 occultist levels you possess. At the end of each of its turns, it can attempt another Will save to end the paralyzed effect and instead be staggered for the remaining duration. This is a mind-affecting compulsion effect. You must be at least 7th level to select this focus power.

Cloud Mind (Su): As a standard action, you can expend 1 point of mental focus to cloud the mind of one foe within 30 feet. That foe is dazed for 1 round if the number of Hit Dice it possesses is less than or equal to or your occultist level. If it has more Hit Dice than your occultist level, it is staggered for 1 round instead. The foe can attempt a Will saving throw to negate the effect. Whether or not it succeeds at the save, the target is then immune to this effect for 1 day. This is a mind-affecting effect.

Evocation:
--

Illusion:
Masquerade (Sp): As a standard action, you can expend 1 point of mental focus to take on the appearance of another creature that you touch. If the creature is not friendly to you, this requires a melee touch attack, but the target doesn’t receive a saving throw to negate the effect. You gain a circumstance bonus on Disguise checks equal to your occultist level + 10, but only to look like the creature touched. This bonus doesn’t stack with the bonuses from polymorph spells or spells like disguise self. While using this ability, you can change your disguise as a standard action by touching a different creature and assuming its appearance. You can end this effect at any time. This effect lasts for 10 minutes per occultist level you possess, but you can renew the duration at any time by expending 1 additional point of mental focus. You must be at least 7th level to select this focus power.

Shadow Beast (Sp): As a standard action, you can call forth one or more beasts made of shadow by expending 1 point of mental focus. This functions as shadow conjuration, but it can be used to duplicate only the effects of summon monster spells. Creatures created with this spell deal 50% of the normal damage to those that disbelieve the illusion, and their nondamaging effects have only a 50% chance of affecting disbelieving targets. This can be used to duplicate any summon monster spell up to summon monster V. For every 2 additional levels you possess beyond 9th, the maximum spell level you can duplicate with this ability increases by 1 (to a maximum of summon monster IX at 17th level). Regardless of the spell duplicated, the creatures remain for 1 round per occultist level you possess.

Necromancy:
--

Transmutation:
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.

Mind Over Gravity (Sp): As a standard action, you can expend 1 point of mental focus to give yourself a fly speed of 60 feet with perfect maneuverability. This effect lasts for 1 minute per occultist level you possess. You must be at least 7th level to select this focus power.

Telekinetic Mastery (Sp): As a standard action, you can expend 1 point of mental focus to grant yourself telekinetic power. This functions as telekinesis, except you don't need to concentrate on the effect to maintain it, and using any one of its effects is a standard action. This effect lasts for 1 round per occultist level you possess. You must be at least 9th level to select this focus power.

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.

Feats and traits:

1st: Extra Mental Focus: +2 points of mental focus
Human: Amateur Investigator: Like an investigator, you have the ability to augment your Knowledge, Linguistics, and Spellcraft checks. You gain a pool of inspiration equal to your Intelligence modifier. You can expend one use of inspiration as a free action to add 1d6 to the result of a Knowledge, Linguistics, or Spellcraft check, as long as you are trained in that skill (even if you take 10 or take 20 on that check). You make this choice after the check is rolled and before the result of the roll is revealed. You can use inspiration only once per skill check. Your pool of inspiration refreshes each day, typically after you get a restful night's sleep.
3rd: Arcane Armor Training: As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells you cast this round.
5th: Magical Aptitude: +2 Spellcraft and Use Magic Device, +4 when have 10 ranks
7th: Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
9th: Rapid Reload: Can reload light crossbow as a free action
Bonus (social persona): Brilliant Planner: You can prepare for future contingencies without defining what those preparations are until they are relevant. As a part of this preparation, while in a settlement for at least 24 hours, you can take 8 hours and spend up to 50 gp per character level, which becomes your brilliant plan fund. While you have a brilliant plan pending, you are always treated as carrying 20 additional pounds of weight, even before you define your brilliant plan.

Once per day, you can take 10 minutes to enact a brilliant plan, withdrawing an item that would have been available in a settlement you visited or procuring a mundane service that your character planned ahead of time. Once you enact the plan, subtract the price of the item or service from this feat’s fund. Any item procured must weigh 10 pounds or less. Likewise, the GM must approve any nonmagical service you gain by using this feat as being appropriate for the location selected.

Once you have spent all the money in your brilliant plan fund or procured 20 pounds of objects with this feat, you cannot use the feat again until you replenish your brilliant plan fund.
11th: Point Blank Shot: +1 to attack rolls and damage within 30 ft.
13th: Spell Penetration: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.

15th: Studied Combatant: You can expend one use of inspiration as a move action to study a single enemy that you can see. When you do so, you gain a +2 insight bonus on melee attack rolls and a +2 bonus on damage rolls for a number of rounds equal to your Intelligence modifier. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. Once affected by this feat, a target cannot be affect by your use of it again for 24 hours.
Traits and Drawbacks:
Senatorial Hopeful: You gain a +1 bonus on Diplomacy and Knowledge (local) checks, and both of these skills are always class skills for you. Once each week you can call on family connections to obtain a single piece of equipment or consumable magic item (such as a potion or scroll) worth up to your character level × 25 gp. Delivery of the goods you request takes 1d4 days. At 10th level, the potential value of a magical item increases to your character level × 50 gp, and your requests can also include spellcasting services and wands.
Pragmatic Activator: Use Int for UMD checks.
Adopted (Helpful): You were raised by halflings/Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.
Meticulous(drawback): You plan and prepare everything in detail, and aren't good at improvising when things don't go as planned. You take a —2 penalty on skill checks for skills with which you're untrained.

Skills:

Skill points/level: 12 (4 class +1 human +7 Int) +2 background skills, +1 Survival (from headband), +1 Stealth (from headband)

Appraise (16 ranks [background], 3 class skill, 8 Int)
[dice=Appraise]1d20+27[/dice]

Diplomacy (5 ranks, 3 class skill, 1 Cha, 1 trait, ? resonant power)
[dice=Diplomacy (+resonant power)]1d20+10+[/dice]

Disable Device (18 ranks, 3 class skill, 5 Dex, -2 armor, +2 thieves tools)
[dice=Disable Device]1d20+26[/dice]

Disguise (4 ranks, 3 class skill, 1 Cha, ? resonant power)
[dice=Disguise (+resonant power)]1d20+8+[/dice]

Heal (2 ranks, 1 Wis)
[dice=Heal]1d20+3[/dice]

Fly (18 ranks, 5 Dex, 3 class skill, -2 armor)
[dice=Fly]1d20+24[/dice]

Knowledge (arcana) (14 ranks, 3 class skill, 8 Int)
[dice=Knowledge (arcana)]1d20+25[/dice]

Knowledge (engineering) (11 ranks, 3 class skill, 8 Int)
[dice=Knowledge (engineering)]1d20+22[/dice]

Knowledge (dungeoneering) (10 ranks, 8 Int)
[dice=Knowledge (Dungeoneering)]1d20+18[/dice]

Knowledge (geography) (11 ranks, 8 Int)
[dice=Knowledge (Geography)]1d20+19[/dice]

Knowledge (history) (14 ranks, 3 class skill, 8 Int)
[dice=Knowledge (history)]1d20+25[/dice]

Knowledge (local) (18 ranks, 3 class skill, 8 Int, 1 trait)
[dice=Knowledge (local)]1d20+30[/dice]

Knowledge (nature) (12 ranks, 8 Int)
[dice=Knowledge (nature)]1d20+20[/dice]

Knowledge (nobility) (11 ranks, 8 Int)
[dice=Knowledge (nobility)]1d20+20[/dice]

Knowledge (planes) (18 ranks, 3 class skill, 8 Int)
[dice=Knowledge (planes)]1d20+29[/dice]

Knowledge (religion) (11 ranks, 3 class skill, 8 Int)
[dice=Knowledge (religion)]1d20+22[/dice]

Linguistics (11 ranks, 3 class skill, 8 Int)
[dice=Linguistics (+2 to make forgeries; +5 to ID forgeries)]1d20+22[/dice]

Perception (9 ranks, 3 class skill, 1 Wis)
[dice=Perception]1d20+13[/dice]

Profession (librarian) (3 ranks, 3 class skill, 1 Wis)
[dice=Profession (librarian)]1d20+7[/dice]

Sense Motive (6 ranks, 3 class skill, 1 Wis)
[dice=Sense Motive]1d20+10[/dice]

Spellcraft (14 ranks, 3 class skill, 8 Int, 4 feat)
[dice=Spellcraft]1d20+29[/dice]

Stealth (18 ranks from headband, 5 Dex, -2 armor)
[dice=Stealth]1d20+21[/dice]

Survival (18 ranks from headband, 1 Wis)
[dice=Survival]1d20+19[/dice]

Use Magic Device (12 ranks, 3 class skill, 8 Int, 8 magic item skill, 4 feat)
[dice=Use Magic Device]1d20+35[/dice]

Other class skills Craft (Int), Sleight of Hand (Dex).

Gear:

200 gp in brilliant planner fund (set up in Stachys after rescuing Festo from the goldpebble)
60 gp remaining in brilliant planner fund (set up in Lotheedar)

Magic items
Wand of lightning bolt (5d6, DC 14)
Wand of magic missiles (CL 9, 5 missiles)
Wand of scorching ray (CL 11, three rays)
Wand of magic missile (CL 5 - 3d4+3) (34 charges)
Dignity's Barb (2 lbs. [relic])
Spectacles of understanding (3,000 gp, -- lbs.): Comprehend written languages, +5 bonus to Linguistics checks to identify forgeries
Ring of protection +3 (with Baron Kustios' mark)
+3 mental focus elven chain mail
+1 buckler
2 bottles, universal solvent
1 bottle, unguent of timelessness
Dog-eared and crumbling journal: Donated to the library but considered unsalvageable. The text itself is a somewhat compelling tale of a young wizard’s growth to womanhood and inheriting her family business in Cassomir 250 years ago. Though large portions are missing or damaged by water, tucked into the back of the book is a scroll containing animate rope (CL 1), blur (CL 3), flaming sphere (CL 3), hypnotism (CL 1), mount (CL 1), and web (CL 3).
Scroll: dispel magic, invisibility, mirror image, and mount
2 scrolls of invisibility
1 scrolls of barkskin
2 scrolls of flaming sphere
2 scrolls of minor image
4 potions of CLW
1 potion of hide from animals
3 potion of CMW
Cape of the mountebank
Headband of vast intelligence (+6)
Belt of incredible dexterity (+6)
1 potion bull's strength
Refocusing rod
Lesser quicken metamagic rod
Gloves of storing
4 spring-loaded scroll cases (can draw scroll as a swift action)
1 spring-loaded sheath

Combat gear
Dagger (2 gp)
badger plush
1 flask, acid
2 smokesticks
6 tindertwigs
1 flask, liquid ice
1 vial holy water,

Non-combat gear
Scholar's outfit (free)
Courtier's outfit and jewelry (130 gp [100 gp worth of jewelry])
Explorer's outfit (10 gp)
Fancy mask (25 gp)
Occultist's implements (2) (20 gp): book, necklace
Inkpen, ink (1 vial) (8 gp, 1 sp)
Forger's kit (+2 circumstance bonus on Linguistics) (200 gp)
Weapon cord (for Dignity's Barb) (1 gp)
Silver castellan (10 gp)
1 dose, oil of taggit
Masterwork thieves' tools

100 PP, 3,868 gp, 14 sp

Racial traits, Advancement:

+2 to One Ability Score: Applied to Intelligence.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common.
Favored Class: Occultist

1st: 1 skill rank
2nd: 1/6 focus power
3rd: 1/6 focus power
4th: 1/6 focus power, +1 Int
5th: 1/6 focus power
6th: 1/6 focus power
7th: 1/6 focus power (mind over gravity)
8th: 1/6 focus power, +1 Int
9th: 1/6 focus power
10th: 1/6 focus power
11th: 1/6 focus power
12th: 1/6 focus power, +1 Int
13: 1/6 focus power (masquerade)
14th: skill point
15th: skill point
16th: skill point, +1 Cha
17th: skill point
18th: skill point

Background:

THE WAR FOR THE CROWN
A treatise, with proper footnotes, on the 4718 Taldan succession struggle
By Redinald Delaval, written in the year of Absalom Reckoning 4793

...

This of course brings us to Eutropia's Elites, the group of agents that many credit with shepherding the First Princess to the Lion Throne. While some have claimed this quartet [273] did not in fact exist, but is merely a propagandized/myth-making tale that catches up the contributions of a much larger group of supporters, the truth is of course incontrovertible.

...

Finally, that brings us to Lady Katria Delaval [274], who has been called Taldor's Least Likely Spy [275]. Lady Katria was born to a minor noble family, the fourth child of her parents, Lord Driany and Lady Sabel Delval. She was born as her parents spent much of their time in court to try to advance the family's fortunes, and much of her rearing was left to halfling servants. They instilled in Lady Katria the genial nature for which she became famed, and cultivated the young lady's love of learning. Ultimately, however, they were considered to have failed by Lady Katria's parents, who when they took notice of their final daughter as she neared the age of adulthood realized that the girl had gained few of the martial or even magical skills that were expected of someone of her rank who wished to move up in the world and form a suitable alliance for the family line.

Disappointed, they removed Lady Katria from the care of the haflings she would later apocryphally describe as being as much her parents as her actual blood [276] and sent her to Oppara, where they hoped her scholarly nature would yet attract a suitable husband. This second plan for their daughter again proved flawed (to the great fortune of the empire), as Lady Katria instead immediately took to the capital's colleges and furthered her studies into the nation's grand history. It was there that she became further disillusioned with the stagnant status quo of the era, finding the empire's fortunes sadly lacking when compared with the greatness of bygone times. This dissatisfaction led to her eventually coming to see Grand Princess Eutropia as the best solution to restore the nation's qualities. It's unknown how she came to Lady Martella Lotheed's attention, and her inclusion in the group that infiltrated the Grand Day of Exaltation ball is widely considered one of the first, great coups of the spymaster's career [277]. ...

[273] This author has choose to exclude the primary group's handler, the legendary spymaster Lady Martella Lotheed -- who at this point was still just in the beginning stages of assembling her network that now reaches across the Inner Sea and beyond -- from the assembly typically dubbed Eutropia's Elites. Though some argue she belongs in the same category, this author's separate article, The Myth of Martella Lotheed, explains further why this argument does not prove truly persuasive.

[274] It should be made explicit at this point that this author is in fact related in not too distant fashion from Lady Katria Delaval, though he hastens to assure his readers that this causes no bias in this treatise. In fact, this author's relatives who knew Lady Katria have assured him that he bears a striking similarity in his approach to facts, which some have called absolute and others have unfairly insinuated veers into the realm of pedantry.

[275] Though a popular claim, this is in fact not true. Learned historians typically regard the so-called Gorilla Duke as the empire's least likely spy, despite his efforts' failing to prevent the Sixth Army of Exploration's tragic defeat.

[276] The claims that she said this are likely very much overwrought. Lady Katria remained close to her family despite this unexpected upheaval at a critical moment in her life, and any praise she offered for the halfling caretakers of her youth should not be seen as disparaging of her flesh and blood.

[277] Many theorize that Lady Katria wrote several scholarly, unsigned treatises in support of Eutropia's claim to the throne -- clearly, while this author does not wish to brag, such scholarship is a trademark sign of scions of the Delaval family -- and that it was these treatises that caught Lady Martella Lotheed's attention. Some have said that Lady Martella's ability to puzzle out the true author of the treatises so impressed Lady Katria that she felt becoming an agent was in fact a reasonable option despite her lack of any training in such work. Some have posited, however, that Lady Martella in fact blackmailed Lady Katria into joining, pointing to Lady Katria's utter lack of training as a spy or agent in the initial moments of her career. For more on how Lady Martella gathered her agents, this author again refers the reader to his article, The Myth of Martella Lotheed.

Campaign notes: