Dragon Crafter

Kronug, the Raven's page

110 posts. Organized Play character for Pirate Rob.


Full Name

Kronug, the Raven

Classes/Levels

Occultist 6

Resources:
L2 Spells (4/4) | L1 Spells (2/5) |A (3/4) C (0/5) D (6/6)

Gender

HP 63/63| AC 18, T 10, FF 18, CMD 11 | F+10, R+4, W+13 | Init +0 (+2 during surprise) | Perception +33

Strength 7
Dexterity 11
Constitution 16
Intelligence 14
Wisdom 23
Charisma 7

About Kronug, the Raven

Kronug, the Raven
Male half-elf (Kellid) occultist (reliquarian) 6 (Pathfinder Player Companion: Occult Origins 14, Pathfinder RPG Occult Adventures 46)
LN Medium humanoid (elf, human)
Init +0 (+2 during surprise rounds); Senses aura sight, darkvision 60 ft.; Perception +33
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Defense
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AC 18, touch 10, flat-footed 18 (+5 armor, +3 shield)
hp 63 (6d8+24)
Fort +10, Ref +4, Will +13
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Offense
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Speed 30 ft.
Spell-Like Abilities (CL 6th; concentration +4)
. . 1/day—lter self alter self (specific human, drow, or elf form)
Implement Schools
. . Abjuration (Headband, 4 points) Resonant—warding talisman; Focus—mind barrier
. . Conjuration (Censer, 5 points) Resonant—casting focus; Focus—servitor
. . Divination (headband, 6 points) Resonant—third eye; Focus—danger sight, future gaze, sudden insight
Occultist (Reliquarian) Spells Known (CL 6th; concentration +8)
. . 2nd (4/day)—cure moderate wounds, feather fall, find traps, grace[APG]
. . 1st (5/day)—adhesive spittle[ACG] (DC 13), calm animals (DC 13), heightened awareness[ACG], hide from undead (DC 13)
. . 0 (at will)—create water, detect magic, resistance
. . Domain Animal (Feather[APG] subdomain)
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Statistics
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Str 7, Dex 11, Con 16, Int 14, Wis 23, Cha 7
Base Atk +4; CMB +2; CMD 12
Feats Alertness, Boon Companion[UW], Skill Focus (Perception), Toughness
Traits friend to animals, orphaned
Skills Appraise +6, Bluff -2 (+0 while benefitting from concealment or cover), Disable Device +11, Handle Animal +8, Knowledge (arcana) +6, Knowledge (history) +8, Knowledge (local) +4, Knowledge (nature) +6, Perception +33, Ride +1, Sense Motive +13, Survival +16, Use Magic Device +10; Racial Modifiers +2 Knowledge (history), +2 Knowledge (local), +5 Perception
Languages Aquan, Common, Elven, Hallit, Tien
SQ animal companion (giant vulture named Animal Companion), behind the veil, domain (feather[APG]), elf blood, eyes of the hawk, implements 4, magic item skill, mental focus (15/day), object reading, sacred implements, shift focus, sophisticate
Combat Gear alchemist's fire, holy water; Other Gear +1 darkleaf cloth lamellar (leather) armor[UC], +1 darkwood heavy wooden shield, belt of mighty constitution +2, cloak of resistance +1, eyes of the eagle, headband of inspired wisdom +2, masterwork thieves' tools, occultist's implement[OA], occultist's implement[OA], 1,396 gp, 1 sp
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Special Abilities
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Abjuration (Headband) Abjuration implements are objects associated with protection and wards.

Implements: Amulet, armor, bell, bracers, brooch, cloak, holy symbol, shield.
Animal Companion (Ex) Gain an animal companion.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Aura Sight (Su) Read the aura of creatures around you, as aura sight.
Behind the Veil +2 to Bluff and Sleight of Hand when in conceal and cover.
Boon Companion (Animal Companion) Companion or familiar abilities are treated as if you were a higher level.
Casting Focus (+2 CL) (Su) Use as extra focus component to add to CL for conjuration spell.
Conjuration (Censer) Implements used in conjuration allow the occultist to perform magic that transports or calls creatures.

Implements: Bowl, brazier, compass, figurine, lantern, mirror.
Danger Sight +3 (Sp) 1 focus, imm act: Insight bonus to AC or save.
Darkvision (60 feet) You can see in the dark (black and white only).
Divination (headband) Implements of the divination school grant powers related to foresight and remote viewing.

Implements: Book, crystal ball, goggles, harrow deck, headband, lenses, planchette.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Eyes of the Hawk (+3 Perception/+2 Init.) (Su) +2 Initiative during a surprise round.
Future Gaze (Sp) 1 focus: Gain insight into the future, as augury.
Implements (Su) Gain a series of items which grant access to schools and powers.
Magic Item Skill Add half level as bonus to Use Magical Device.
Mental Focus (15/day) (Su) You have a pool of points that activate your focus powers.
Mind Barrier (-12 damage) (Sp) 1 focus, swift action: Reduce next damage taken before next turn. 2 for Imm.
Object Reading (Su) Examine an object for 1 minute to learn properties, history, and about last user.
Occultist (Reliquarian) Domain (Feather) Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
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 religio
Servitor (Summon Monster II) (Sp) Standard action and 1 focus to summon a single creature, as summon monster
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Shift Focus (Conjuration [Censer], 7 focus) (Su) Shift focus from one implement to another, but lose 1 point.
Sophisticate +2 racial bonus on Knowledge (history, local) and can use untrained
Sudden Insight +3 (Sp) Swift action & 1 focus: Gain insight bonus to one abil. or skill check, or attack before end of turn.
Third Eye (Su) Gain enhanced senses while implement stores focus.
Warding Talisman +2 (Su) Implement grants Resistance bonus to saves.

Bot Instructions:

Avoid melee entanglements if possible, using the swift action gracee spell as needed for mobility.

If no conjuration servitor currently out spend a conjuration point as a standard action for SMII (single creature only) for an Earth Elemental (unless particularly inappropriate).

Otherwise cast or use an already cast Adhesivee spittle to tanglefoot bag an appropriate target. (DC 13)

Meanwhile command Animal Companion to either attack any target if it wouuld make a useful flank for another PC or use the bombard trick to use an alchemical item on a foe.