About Silas KincaidPFS Character Information
Game Statistics
AC: 17 (10 + 6 armor + 1 Dex)
Combat:
Melee
Ranged
Armor
Skills:
Skill Ranks Per Occulist Level: 4 + 2 Int • Acrobatics -1 (0 ranks + 1 Dex – 2 ACP) • Appraise +2 (0 ranks + 2 Int) • Bluff -1 (0 ranks - 1 Cha) • Climb +2 (0 ranks + 4 Str – 2 ACP) • Craft +2 (0 ranks + 2 Int) • Diplomacy -1 (0 ranks – 1 Cha) • Disguise -1 (0 ranks - 1 Cha) • Escape Artist -1 (0 ranks + 1 Dex – 2 ACP) • Heal +0 (0 ranks + 0 Wis) • Intimidate +1 (0 ranks - 1 Cha + 2 racial trait) • Knowledge (Arcana) +6 (1 rank + 3 class + 2 Int) • Knowledge (History) +7 (2 ranks + 3 class + 2 Int) • Knowledge (Local) +6 (1 rank + 3 class + 2 Int) • Knowledge (Planes) +6 (1 rank + 3 class + 2 Int) • Knowledge (Religion) +6 (1 rank + 3 class + 2 Int) • Linguistics +6 (1 ranks + 3 class + 2 Int) • Perception +5 (2 ranks + 3 class + 0 Wis) • Perform -1 (0 ranks – 1 Cha) • Ride -1 (0 ranks + 1 Dex - 2 ACP) • Sense Motive +0 (0 ranks + 0 Wis) • Spellcraft +7 (2 ranks + 3 class + 2 Int) • Stealth -1 (0 ranks + 1 Dex – 2 ACP) • Survival +0 (0 ranks + 0 Wis) • Swim +2 (0 ranks + 4 Str – 2 ACP) • Use Magical Device +6 (1 rank + 3 class + 2 Int) [+1 Weapons, Armor, Shield] Languages: Common, Orc, Draconic, Goblin, Infernal Feats:
Toughness: +3 hp. After 3rd level, +1 hp/level. (1st level Feat) Traits:
Armor Expert: Armor Class Penalty is reduced by 1. [Combat Trait] Pragmatic Activator: You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier. [Magic Trait]
Half Orc Racial Traits:
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Half-orcs have a base speed of 30 feet. Darkvision: Half-orcs can see in the dark up to 60 feet. Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature. Orc Blood: Half-orcs count as both humans and orcs for any effect related to race. Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon. Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.
Occultist (Battle Host) Abilities Weapon and Armor Proficiency
Panoply Bond (Su):
At 1st level, a battle host forms a supernatural bond with a specific weapon, suit of armor, or shield. This selection is permanent and can never be changed. The bonded item is masterwork quality and the battle host begins play with it at no cost. The bonded item is immune to the broken condition for as long as the battle host lives. If a battle host dies and is restored to life, the bonded item is also restored if it was destroyed. Any magic powers associated with a battle host’s bonded item function only for the battle host; in the hands of anyone else it is only a masterwork item. The bonded item starts as an implement for any single school of magic at 1st level, and gains access to additional schools of magic at 2nd, 10th, 14th, and 18th levels, granting the battle host access to base focus powers and resonant powers accordingly. The battle host’s bonded item serves as his implement component to cast occultist spells of all the schools that he knows. However, he must split his mental focus among the schools he knows for the purpose of determining resonant powers and using focus powers, even though he possesses only one physical item as an implement. This ability alters implements, mental focus, spellcasting, and implement mastery. Implement Groups:
Mental Focus Pool: 6 Spells:
Concentration: +6 0-level
1-level (3/Day)
Abjuration Implement Powers:
Base 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. Resonant Power 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.
Transmutation Implements:
Base Power
Resonant Power 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:
Sudden Speed (Sp): As a swift action, you can expend 1 point of mental focus to grant yourself a burst of speed. This increases your land speed by 30 feet for 1 minute. This ability does not stack with itself. [Focus Power at Level 1] Battle 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. A battle host’s magic item skill ability applies only on checks with weapons, armor, and shields. This ability alters magic item skill.
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 (see page 196), but doesn’t require a skill check and can be used at will. At 2nd level, a battle host can use object reading on only weapons, armor, and shields. This ability alters object reading.
Equipment:
Weapons
Armor
Gear
Total Weight carried: 65 lbs (Light)
Occult Skill Unlock: Automatic Writing (Linguistics):
You can produce mysterious writing that pertains to the immediate future, either under the influence of enigmatic guiding spirits or by unleashing your subconscious intuition. Check: Once per week, you can spend 1 hour posing questions while your hand unconsciously scribbles messages of varying legibility and accuracy. At the end of this hour, you attempt a Linguistics check to decipher the meanings of these messages. If successful, you gain information as though you had used augury. If you have 10 or more ranks in Linguistics, you can attempt a higher DC check to instead gain information as though you had used divination. The chance of successfully producing coherent or meaningful writing from any of these effects equals 60% plus 5% for every 1 by which your check result exceeds the DC (to a maximum of 90%). You must choose which DC you’ll try to meet before attempting the check. The GM rolls the check and d% roll secretly, so that you can’t tell whether the messages are accurate. Writing Results; Ranks; Required DC
Action: Automatic writing takes 1 hour. Try Again: Yes. You can attempt to learn more about a subject, but can still attempt only one check per week. Occult Skill Unlock: Hypnotism (Diplomacy):
You use the power of suggestion and subtle psychic influence to alter a subject’s mind and dredge up repressed memories. Check: You can use hypnotism once per day. The DC of a Diplomacy check to hypnotize is 20 + the subject’s Will save modifier against mind-affecting enchantment (compulsion) effects. All uses of hypnotism are mind-affecting enchantment (compulsion) effects. Implant Suggestion: You can implant a suggested course of reasonable action in the mind of a willing creature, along with a defined trigger. To implant a suggestion, you spend 1 minute inducing a trance-like state in the subject, after which you attempt a Diplomacy check. If the check is successful, you implant the course of action, as a suggestion spell with a duration of 10 minutes plus 10 additional minutes for every 1 by which your check result exceeds the DC. If the subject ceases to be willing, it can attempt a Will save once each round to shake off the effects. The save DC is equal to 10 + 1/2 your character level + your Charisma modifier. You can attempt to subtly implant a suggestion in the mind of an unwilling creature with an attitude of indifferent or better after 1 minute of continuous, calm interaction with that creature, but the DC is 10 higher. Recall Memory: You can draw out forgotten memories from a willing subject. You spend 1 minute inducing a calming, trance-like state in the subject, after which you attempt a Diplomacy check. If you succeed at the check, the hypnotized creature can reroll any previously failed Intelligence or Knowledge check to recall the forgotten information with a +4 bonus. The information must be something the subject once knew or was exposed to. Action: Hypnotism takes 1 minute of calm interaction. Try Again: Yes. You can try to hypnotize the same creature more than once, but only once per day.
Occult Skill Unlock: Phrenology (Knowledge {Arcana}):
You examine the skulls of intelligent creatures to analyze the subjects’ psychological attributes, since the shape of the brain influences the shape of the skull. Check: Once per day, you can use your fingertips to examine the shape of a creature’s skull. Reading a creature’s skull requires 1 minute of concentration and scrutiny while you physically manipulate the skull. This technique can be used on a willing, helpless, or paralyzed creature, or on decomposed remains (as long as the skull is intact or can be pieced together). This skill can’t be used on creatures without discernible skulls, such as constructs, elementals, oozes, or plants. After the minute is up, the GM attempts a secret Knowledge (arcana) check. The DC is typically modified by the subject’s Hit Dice. With a single check, you determine all the information whose DC you meet. For instance, if you had a result of 22 when examining a creature with 2 HD, you would learn that creature’s race and age, gender, alignment, and class, but not its level or HD. Task; DC
Action: Reading a creature’s cranium requires 1 minute of uninterrupted study. Try Again: Yes. Reexamining a skull may provide new insights. You can attempt only one such check per day. Occult Skill Unlock: Read Auras (Perception):
Your psychic sensitivity allows you to read the psychic and magical auras of creatures and objects. Check: Once per day, you can examine the natural aura of a creature or object to discern the subject’s alignment, emotions, health, or magic. This requires 10 minutes of concentration, after which you attempt a Perception check. Each time, you must pick one of four auras to read: alignment, emotion, health, or magic. The result of the check applies only to the selected aura. You must be within 30 feet of the subject at all times during the reading. Objects typically have only magic auras, though some also have alignment auras (and intelligent items have emotion auras). You can still attempt to detect a type of aura an object doesn’t have, but you get no results. The DC varies depending on the aura, as shown on the table. Read Alignment Aura: You attempt to read the alignment aura, learning the alignment and its strength. An alignment aura’s strength depends on the creature’s Hit Dice or item’s caster level, as noted in the description of the detect evil spell. Read Emotion Aura: The colors within the target’s aura reveal its emotional state. If successful, you learn the target’s disposition and its attitude toward any creatures within 30 feet of it. For a number of rounds equal to the amount by which you exceeded the skill check’s DC, you gain a +2 circumstance bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks against the target. Read Health Aura: Viewing the flow of vital force, you assess a creature’s physical condition. You learn if the creature is unharmed or wounded, if it is poisoned or diseased, and whether it is affected by any of the following conditions: confused, disabled, dying, nauseated, panicked, staggered, stunned, and unconscious. You also learn the total number of points available in its ki pool, grit pool, or similar resource. Read Magic Aura: You attempt to determine the number and power of all magical auras on a target creature or object (see detect magic to determine a magic aura’s power). If the check is successful, you can attempt Knowledge (arcana) or Spellcraft checks to determine the school or identify properties of a magic item, as normal. If the item is affected by magic aura or a similar spell, you can realize this and determine the actual properties of the item if your check result exceeds the DC by 5 or more. If the spell is of a higher level (such as aura alteration), increase this threshold DC by 2 for every spell level beyond 1st. Task; DC
Action: Reading an aura requires 10 minutes of study. Try Again: Yes. You can read a creature or object’s aura more than once, whether you read the same aura or a different one. You can still attempt only one skill check to read an aura per day.
Scenarios Played:
05-08: The Confirmation (1xp/2pp/430gp) 01-45: Delirium's Tangle (1xp/2pp/512gp) [GM Credit] 04-11: The Disappeared (1xp/2pp/520gp) [GM Credit] 07-07: Trouble In Tamran [1xp/2pp/1117gp) Boons:
Confirmed Field Agent (From The Confirmation) Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfìnder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige point. Furthermore, if you assign this Chronicle Sheet to a character who's starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement Vanities you purchase to modify this wayfinder by 1 (minimum 1). Explore, Report, Cooperate (From The Confirmation)
Friend of Janira Gavix (From The Confirmation)
You Rescued the Minotaur Prince (From Delirium's Tangle)
House Thrune’s Favor (From The Disappeared)
Karela's Gratitude (From Trouble in Tamran)
Resource Tracking:
Starting Gold: 150gp
Starting Purchases:
The Confirmation Accounting
Delirium's Tangle Accounting
The Disappeared Accounting
Trouble In Tamran Accounting
Total Wealth Expenditures: 1488.11gp
Dark Archive Season 7 Faction Card:
[ ][ ][ ] Recover a named text found during the course of an adventure. [ ][ ] Recruit a named NPC scholar, knowledgeable spellcaster, or similar figure to the Dark Archive. Recruitment requires a
[ ] Recover a spellbook that contains spells whose combined spell levels equals or exceeds three times your character level
[ ] Recover a named minor artifact or major artifact during the course of an adventure. [ ] Resolve an encounter with Hellknights nonviolently through diplomacy, trickery, collaboration, or a similar tactic. [ ] Possess a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Knowledge
[ ] Participate in an adventure in Cheliax for which you receive the full Prestige Point award. [X][ ][ ][ ][ ]Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Completing this goal counts as two goals for the purpose of earning faction rewards.
Dark Archive Season 9 Faction Card:
[] []Recover a named text (typically listed in italics or quotes) found during the course of an adventure. [] [] Recruit a named NPC scholar, knowledgeable spellcaster, or similar figure to the Dark Archive. Recruitment requires a successful Diplomacy or Knowledge (arcana) check with a DC equal to 15 + your character level. [] Participate in a magical or occult ritual during the course of an adventure. [] Recover a named minor artifact or major artifact during the course of an adventure. [] [] Identify a potion or other magic item whose caster level equals or exceeds your character level. [] Have a number of ranks equal to your character level (minimum 4) in one of the following skills: Bluff, Knowledge (arcana), Profession (archivist, librarian, or scribe), Spellcraft, or Use Magic Device. [] [] Participate in an adventure that takes place in the Blakros Museum or that features a member of the Blakros family. Alternatively, participate in an adventure that takes place on a demiplane. [] [] [] / [] []Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals. Faction: Dark Archive
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