Full Name |
Khardir Braktan |
Classes/Levels |
INACTIVE - CHARACTER USELESS |
Size |
Medium |
Age |
61 |
Alignment |
Lawful Good |
Deity |
Torag |
Location |
Belhaim |
Languages |
Common (Taldane), Dwarven; Terran, Undercommon |
Occupation |
Antiquarian, archeologist |
Strength |
13 |
Dexterity |
10 |
Constitution |
14 |
Intelligence |
14 |
Wisdom |
17 |
Charisma |
12 |
About Khardir Braktan
Khardir Braktan
Male dwarf occultist (reliquarian) 5
LG Medium humanoid (dwarf)
Init +0; Senses Perception +11, darkvision 60'
--------------------
Defense
--------------------
AC 18, touch 10, flat-footed 18 (+5 armor, +3 shield)
HP 38 (5d8, +10 Con)
Fort +6 (+4 base, +2 Con), Ref +1 (+1 base, +0 Dex), Will +7 (+4 base, +3 Wis)
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 warhammer +4 (1d8+2/x3; bludgeoning)
Spells Known (CL 5th; concentration +8)
• 2nd (3/day)—align weapon (good only), cure moderate wounds, hold person
• 1st (5/day)—bless, cure light wounds, protection from evil
• 0 (at will)—stabilize
--------------------
Statistics
--------------------
Str 13, Dex 10, Con 14, Int 14, Wis 17, Cha 12
Base Atk +3; CMB +4; CMD 14
Languages: Common (Taldane), Dwarven; Terran, Undercommon
--------------------
Traits
--------------------
Caretaker (Faith): As the child of an herbalist or an assistant in a temple infirmary, you often had to assist in tending to the sick and wounded.
Benefits: You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you.
Lesser Noble (Regional): You come from an aristocratic family, though your family has long since lost any power or prestige it once had.
Benefit: You gain a +1 trait bonus on Diplomacy and Knowledge (nobility) checks. In addition, your starting money is increased by 100 gp—your “birthright,” such as it is.
--------------------
Feats
--------------------
Level 1
Strong Implement Link: Your connection to a particular implement allows you to draw on its power more efficiently even when it’s not in your possession.
Prerequisite(s): Implements class feature.
Benefit(s): When you are within 30 feet of your implement, you don’t need to attempt a concentration check to cast spells associated with that implement. When you are at a greater distance, the DC for the concentration check is equal to 15 + the spell’s level.
Normal: Anytime you attempt to cast a spell using an implement that’s not in your possession, you must succeed at a concentration check with a DC equal to 20 + the spell’s level in order to cast the spell.
Special: You can take this feat multiple times. Its effects don’t stack. Each time you take the feat, you gain the benefits for a different school of implements. If you have more than one implement of a single school, you can select that school multiple times and apply the benefits to another one of those implements each time you take this feat and select that school.
Chosen implement: Conjuration
Level 3
Shield Focus (Combat): You are skilled at deflecting blows with your shield.
Prerequisites: Shield Proficiency, base attack bonus +1.
Benefit: Increase the AC bonus granted by any shield you are using by 1.
Level 5
Ironhide: Your skin is thicker and more resilient than that of most of your people.
Prerequisites: Con 13; dwarf, half-orc, or orc.
Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.
--------------------
Adventuring Skills
--------------------
Total skill ranks: 35/10 (20 occultist, +10 Int, +5 favored class; +10 background)
Diplomacy +10 (5 ranks, +1 Cha, +3 class skill, +1 trait)
Disable Device +8 (5 ranks, +3 class skill)
Heal +12 (5 ranks, +3 Wis, +3 class skill, +1 trait)
Knowledge (religion) +10 (5 ranks, +2 Int, +3 class skill)
Perception +11 (5 ranks, +3 Wis, +3 class skill)
Spellcraft +10 (5 ranks, +2 Int, +3 class skill)
Use Magic Device +10 (5 ranks, +1 Cha, +3 class skill, +1 class feature)
--------------------
Background Skills
--------------------
Appraise +10 (5 ranks, +2 Int, +3 class skill)
Knowledge (history) +10 (5 ranks, +2 Int, +3 class skill)
--------------------
Untrained Skills
--------------------
Acrobatics +0 [-6]
Bluff +1 (+1 Cha)
Climb +1 [-5] (+1 Str)
Intimidate +1 (+1 Cha)
Knowledge (arcana) +2 (+2 Int)
Knowledge (dungeoneering) +2 (+2 Int)
Knowledge (engineering) +2 (+2 Int)
Knowledge (nobility) +3 (+2 Int, +1 trait)
Knowledge (planes) +2 (+2 Int)
Ride +0 [-6]
Sense Motive +3 (+3 Wis)
Survival +3 (+3 Wis)
Swim +1 [-5] (+1 Str)
--------------------
Gear
--------------------
Total starting wealth: 240 gp (140 class, +100 trait)
Traveler's outfit (free)
Warhammer (12 gp, 5 lbs.)
Scale mail armor (50 gp, 30 lbs.)
Ancient dwarven helm (implement)
Heavy wooden shield (7 gp, 10 lbs.)
Iron holy symbol (5 gp, 1 lb.)
Masterwork backpack (50 gp, 4 lbs.)
[
• Bedroll (1 sp, 5 lbs.)
• Canteen (2 gp, 1 lb.)
• Compass (10 gp, ½ lb.)
• Crowbar (2 gp, 5 lbs.)
• Figurine (implement)
• Flint and steel (1 gp)
• Folding shovel (10 gp, 12 lbs.)
• Grooming kit (1 gp, 2 lbs.)
• Healer's kit (50 gp, 8 lbs., 8/10 uses)
• Holy text (10 gp, 3 lbs.)
• Thieves' tools (30 gp, 1 lb.)
• Trail rations, 2 days (1 gp, 2 lbs.)
• 1803 gp, 9 sp
]
--------------------
Special Abilities
--------------------
Dwarf
Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Dwarves are humanoids with the dwarf subtype.
Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Occultist (Reliquarian) 5
Weapon and Armor Proficiency: An occultist is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Faithful: A reliquarian must worship a deity, and must be within one step of her deity’s alignment, along either the law/chaos axis or the good/evil axis. A reliquarian is proficient with her deity’s favored weapon in addition to her normal weapon and armor proficiencies.
Spell Casting: An occultist casts psychic spells drawn from the occultist spell list, limited by the implement groups he knows.
He can cast any spell he knows without preparing it ahead of time. Every occultist spell has an implement component (see Implements). To learn or cast a spell, an occultist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an occultist’s spell equals 10 + the spell level + the occultist’s Intelligence modifier.
An occultist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Occultist. In addition, he gains bonus spells per day if he has a high Intelligence score.
The occultist’s selection of spells is limited. For each implement school he learns to use, he can add one spell of each level he can cast to his list of spells known, chosen from that school’s spell list. If he selects the same implement school multiple times, he adds one spell of each level from that school’s list for each time he has selected that school.
When the occultist learns to cast a new level of spells, he immediately adds one spell of that level to his list of spells known from each implement school he knows (plus any extra spells from schools he has selected multiple times).
At 5th level and every 3 occultist levels thereafter (8th, 11th, and so on), an occultist can choose to learn a new spell in place of one he already knows. In effect, the occultist loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level occultist spell the occultist can cast. The spell learned must come from the same list of spells provided by the implement school of the spell lost. An occultist can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.
An occultist need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
A reliquarian’s spells are considered divine spells, not psychic spells. The reliquarian’s spells use verbal components instead of thought components, and somatic components instead of emotional components, and she uses a sacred implement as a divine focus.
This ability alters the occultist’s spells.
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.
A reliquarian learns only the base focus power from one implement school at 1st level. She gains additional focus powers as normal.
This ability alters focus powers.
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.
See implement schools for a complete list of implements associated with each school and their focus powers.
Conjuration Implements
Implements used in conjuration allow the occultist to perform magic that transports or calls creatures.
Implement(s): Bowl, brazier, compass, figurine, lantern, mirror.
Resonant Power(s): Each time the occultist invests mental focus into a conjuration implement, the implement grants the following resonant power. The implement’s bearer gains the benefits of this power until the occultist refreshes his focus.
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 Focus Power: All occultists who learn to use conjuration implements gain the following focus power.
Servitor (Sp)
As a standard action, you can expend 1 point of mental focus to summon a servitor.
This ability functions as summon monster I, but you 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 3 Focus Power
Flesh Mend (Sp)
As a standard action, you can expend 1 point of mental focus to heal a living creature with a touch. The creature is healed an amount of damage equal to 1d8 + your occultist level. For every 4 occultist levels you possess beyond 3rd, the creature is healed an additional 1d8 points of damage, to a maximum of 5d8+19 at 19th level. This has no effect on undead creatures. You must be at least 3rd level to select this focus power.
Level 5 Focus Power
Purge Corruption (Sp)
As a standard action, you can expend 1 point of mental focus to draw out the corruption from a creature. You must touch the target with your implement to use this power.
This ability functions as either neutralize poison or remove disease, using your occultist level as the caster level. Each use of this ability can cure only one poison or one disease. You must be at least 5th level to select this focus power.
Enchantment Implements
Enchantment implements allow the occultist to befuddle the mind and charm his foes.
Implement(s): Censer, crown, helm, musical instrument, necklace.
Resonant Power(s): Each time the occultist invests mental focus into an enchantment implement, the implement grants the following resonant power. The implement’s bearer gains the benefits of this power until the occultist refreshes his focus.
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.
Base Focus Power: All occultists who learn to use enchantment implements gain the following 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.
Sacred Implements (Su): A reliquarian gains one implement school at 1st level. Additionally, the reliquarian gains a relic of her god, typically a holy symbol of significant age, a fixture from a lost temple, or bone or hair from a prominent historical figure of the religion. This grants the reliquarian access to one of her deity’s domains, as detailed above. Without this implement, the reliquarian cannot use her domain powers and must succeed at a concentration check to cast spells from her domain. All of a reliquarian’s future implements must be somehow representative of her faith.
This ability modifies implements.
Good Domain
Granted Powers: You have pledged your life and soul to goodness and purity.
Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: 1st—protection from evil, 2nd—align weapon (good only), 3rd—magic circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only).
Orisons: A reliquarian gains one orison, or 0-level divine spell, each time she selects an implement school (including when she again selects a school that she has already learned to use.) These orisons otherwise behave as an occultist’s knacks.
This ability replaces knacks.
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.
Divine Focus (Su): A reliquarian uses her Wisdom modifier, rather than her Intelligence modifier, to determine the amount of mental focus available to her each day.
This ability modifies mental focus.
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.
--------------------
Backstory
--------------------
Description: Stout and bald, Khardir is a dwarf stereotype. He has broad shoulders and a thick waist, a gleaming pate and a deep black beard, well-kept. He wears armor and bears a hammer like any good dwarf warrior, but he is also festooned with small icons, relics, symbols, and remnants from various digs and ruins. His piercing eyes are a deep earthy brown, and he has a strong personality but a kind demeanor.
Hair: Bald (black beard)
Eyes: Brown
Height: 4' 3"
Weight: 180 lbs.
Background: Khardir hails from far-off Kraggodan, near Ustalav, where his family was once a wealthy and successful trade consortium. A combination of deals gone bad and poor fortune wiped out much of the family in his grandfather's generation, though, leaving them with only a small amount of personal wealth and little in the way of trade holdings. Khardir, then, comes from a proud legacy, but has little to show for it.
Schooled as befits a well-heeled dwarf, Khardir early showed an appetite for knowledge, especially history. He studied the ancient dwarven cities and the Quest for Sky, and the various religious texts, but instead of becoming a priest, he focused on a more academic understanding of dwarven culture. He turned his dwarven skill with stone and metal to archeology, learning where to look and where to dig to find remnants of dwarf outposts or lost citadels.
Equipped with such knowledge, he set out across the world to find places where he could unearth ancient bits of lore, the better to build a picture of dwarven history.
Personality Traits: Khardir is garrulous and inquisitive. Unlike most dwarves, he is fairly easy to get along with, and he has a good sense of humor. He is equally at home underground and above, though of course he has a strong love of mountains and stone.
Khardir enjoys history and tradition. He realizes that inflexible tradition causes problems, but he still loves to quote dwarven parables and aphorisms and he frequently looks to the past for answers to problems in the present.
Khardir enjoys both red and white meat, but is neutral about fish. He likes beer, ale, and mead of all kinds but is indifferent about most wine (too sweet for his palate).
While Khardir has a strong love of dwarf culture and history, he has discovered that the broad sweep of world history has an appeal as well, and he has taken to learning about humans, elves, and other races in his pursuit of knowledge.