Thorn's End Guard

Lokhir's page

238 posts. Alias of Grumbaki.


Race

HP (1/66) AC26 (25/18/18) Saves (+12/+14/+12, +4 Divination Focus) CMD (26) Initiative (+7)

Classes/Levels

Transmutation (5/6) Abjuration (2/6) Divination (9/9) Lvl 1 (7/7) Lvl 2 (6/6) Lvl 3 (3/4) Constant (Detect Magic, Endure Elements, See Invisibility, Darkvision)

Gender

Elven Panalopy Savant Occultist (9) Buffs (Flight, Haste) [DECEASED]

Age

Implements: Bladed Belt, Buckler, Spellbook

Special Abilities

The Big Sky - The Courtesan - The Crows - The Demon's Lantern - The Locksmith - The Mute Hag - The Theatre - The Unicorn - The Uprising

Languages

Common, Elven, Celestial, Abyssal, Infernal, Draconic, Sylvan, Orc, Goblin, Gnome

Strength 10
Dexterity 24
Constitution 15
Intelligence 22
Wisdom 15
Charisma 8

About Lokhir

To Hit: +9/+5 (BaB) + 7 (Dex) + 2 (Enchantment) = +18/+13
Damage: 1d6 + 7 (Dex) + 2 (Enchantment) + 2d6 (sneak attack) 1d6+2d6+9
Legacy Weapon: +2 enchantment

[dice=Hit]1d20+18[/dice]
[dice=Damage]1d6+9[/dice]
[dice=Sneak Attack]2d6[/dice]

[dice=Hit]1d20+13[/dice]
[dice=Damage]1d6+9[/dice]
[dice=Sneak Attack]2d6[/dice]

Elf, Traits, Stats:

* Low Light Vision
* Fey-Sighted You gain detect magic as a constant spell-like ability, with a caster level equal to your character level. This racial trait replaces elven magic.
* Moonkissed: Elves with this alternate racial trait gain a +1 racial bonus on saving throws. This replaces elven immunities and keen senses.
* Fey Thoughts: Acrobatics and Bluff as class skills

Traits
* Two World Magic
* Trustworthy

Stats

* Str: 10 (18 carry capacity)
* Dex: 17 + 2 (Race) + 1 (Lvl4) + 4 (Transmutation) = 24
* Con: 15 - 2 (Race) + 2 (ABP) = 15
* Int: 17 + 2 (Race) + 2 (ABP) +1 (Lvl8) = 22
* Wis: 15
* Cha: 8

* Focus: 9 (Level) + 6 (Int) + 4 (FCB) + 2 (Archetype) = 21
* Fort: 6 (Class) +3 (Resistance) + 1 (Race) + 2 (Con) = +12
* Ref: 3 (Class) +3 (Resistance) + 1 (Race) + 7 (Dex) = +14
* Will: 6 (Class) +3 (Resistance) + 1 (Race) + 2 (Con) = +12

* AC: 10 + 5 (Armor) + 3 (Shield) +1 (Natural Armor) + 1 (Deflection) +7 (Dex) = 27
* Touch: 10 + 1 (Deflection) + 7 (Dex) = 18
* Flat Footed: 10 + 5 (Armor) + 3 (Shield) +1 (Natural Armor) + 1 (Deflection) = 20

Feats, Spells, Skills:

Feats
Lvl 1: Weapon Finesse
Lvl 3: VMC Trapfinding
Lvl 5: Dervish Dance
Lvl 7: VMC Sneak Attack
Lvl 9: Accomplished Sneak Attacker

Spells
Divination Spells: Read Magic (lvl0) Heightened Awareness (Lvl1) Residual Tracking (lvl2) Clairaudience-Clairvoyance (lvl3)
Abjuration: Prestidigitation (lvl0, two world magic) Alarm (lvl1) Resist Energy (lvl2) Dispel Magic (lvl3)
Transmutation: Mending (lvl1) Liberating Command (lvl1) Versatile Weapon (lvl2) Haste(lvl3)

Skills
* Perform Dance: 2 SP (+4)
* Linguistics: 2 SP (+10)
* Stealth: 4 SP (+12)
* Diplomacy, Bluff: 9 SP (+12)
* Disable Device: 4 SP (+20)
* UMD: 9 SP (+15)
* Spellcraft, Religion, History, Planes, Arcana, Perception: 9 SP (+18)
* Sleight of Hand, Acrobatics: 8 SP (+18)

Automatic Bonus Progression And Equipment:

ABP
* Armor attunement +2
* Weapon attunement +2
* Physical prowess +2 (Con)
* Mental prowess +2 (Int)
* Resistance +2
* Deflection +1
* Toughening +1

Equipment
* Darkleaf Cloth Parade Armor
* Masterwork Buckler
* Bladed Belt (On command, the belt’s wearer can transform the belt into a single masterwork slashing and/or piercing melee weapon of her choice. As long as she is holding the weapon, she can also revert it back to belt form with a command. Furthermore, the belt can be enchanted like a piercing and slashing melee weapon, using the cost of the belt as the cost of the masterwork item.)
* Swarmbane Clasp (An ancient fossilized insect lies trapped within this ornate amber clasp, impaled by the long golden pin that fastens the wearer’s cloak. The wearer’s weapons, unarmed attacks, and natural attacks deal full damage to swarms, regardless of the swarm’s immunity to weapon damage (if any, although damage reduction applies as normal). If the wearer is damaged by a swarm, she automatically succeeds on her saving throw against the swarm’s distraction ability.)
* Ring of Sustenance )This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind; its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. This allows a spellcaster that requires rest to prepare spells to do so after only 2 hours, but this does not allow a spellcaster to prepare spells more than once per day. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.)
* Muleback Cords (These thick leather cords wrap around the wearer’s biceps and shoulders. When worn, they make the wearer’s muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity. This bonus does not apply to combat, breaking items, or any other Strength-related rolls, it only contributes to the amount of equipment or material the wearer can carry.)
* Boots of the Earth (These sturdy leather dwarven boots have soles made of thick gray marble. As a move action, the wearer can plant her feet and draw strength from the earth, gaining fast healing 1 and a +4 bonus to CMD to resist bull rush, reposition, and trip combat maneuver attempts. These effects end if the wearer moves or is moved, knocked prone, or rendered unconscious.)
* Spectacles of Understanding (When worn, these innocent-looking spectacles convert any written language to one known by the wearer, as the comprehend languages spell. The glasses are also good at detecting falsified documents, granting their wearer a +5 bonus to Linguistics checks to identify forgeries and the ability make such checks untrained.)
* Bag of Holding I (250lbs/30 feet limit)
* Efficient Tent (Made of specially treated animal hides and lightweight metal supports, this costly tent is far lighter than its common cousins. An efficient tent holds two Medium creatures and takes 20 minutes to assemble.) Bedroll, Blanket, Pillow, Cot
* Vest of Endure Elements (Endure Elements Constant)
* Masterwork Thief Tools
* 1819 gold

Occultist:

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.

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.

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.

Panoply Focus (Su)

At 4th level, a panoply savant gains 1 additional point of mental focus each day, which can be invested only in implements associated with his chosen panoply. At 8th level, and every 4 occultist levels thereafter, the number of additional points of mental focus he gains increases by 1 (to a maximum of 5 points at 20th level).

This ability replaces shift focus.

Implement Specialist (Su)

At 8th level, a panoply savant learns to use his mastery over the implements in his chosen panoply to unlock greater power from magic items associated with that panoply. For a number of times per day equal to 3 + his Intelligence modifier, when he uses a magic item that matches one of his chosen panoply’s associated implements (crystal balls, robes, and wands for the mage’s paraphernalia, for instance) and produces a spell effect, he can have the item use his caster level instead of its own. If the magic item doesn’t produce a spell effect, the panoply savant can use his caster level against attempts to dispel that item. Additionally, if the item has any abilities that can be used at least three times per day or has three or more daily charges, the panoply savant can spend 1 minute quietly meditating on the item and expend 2 points of mental focus to restore one daily use or one charge to the item.

This ability replaces outside contact.

Panoptic Harmony (Su)

At 8th level, a panoply savant can empower his abilities by harnessing the harmonic resonance between his chosen panoply’s associated implements. Whenever he casts a spell or uses a focus power with one of his chosen panoply’s associated implements, he treats it as though his caster level were 2 higher than it actually is, but only if on his previous turn, he cast a spell with or used a focus power from a different one of his chosen panoply’s associated implements.

This ability replaces magic circles.

Implements And Focus Powers:

Abjuration
* Warding Talisman (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.)
* Base Focus Power: Mind Barrier (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.)
* Lvl 3: Energy Shield (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. You must be at least 3rd level to select this focus power.)
* Lvl 5: Unraveling (As a standard action, you can expend 1 point of mental focus to unravel a magical effect. This functions as a targeted dispel magic spell, but you must be adjacent to the effect to unravel it. If the effect is created by psychic magic, you receive a +5 bonus on your caster level check to unravel it. If the effect targets an object in your possession, you automatically succeed at the check. You must be at least 5th level to select this focus power)

Transmutation
* Physical Enhancement (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).)
* Base Focus Power: Legacy Weapon (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.)
* Lvl 1: Sudden Speed (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.)
* Lvl 7: Mind Over Gravity (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.)

Divination
* Third Eye (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.)
* Base Focus Power: Sudden Insight (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.)
* Lvl 9: Danger Sight (As an immediate action, you can protect yourself from harm by expending 1 point of mental focus. You can use this ability whenever you are the target of an attack or are required to attempt a saving throw against a special ability, spell, or trap. Doing so grants you an insight bonus to your AC or on your saving throw equal to 1/2 your occultist level. This bonus applies only to the next attack against you or saving throw you attempt, and if not applied by the end of the round, the protection fades and you gain no benefit. You must be at least 3rd level to select this focus power.)

Trappings of the Warrior
* Martial Skill (Ex): When wielding the weapon used as the panoply’s associated implement, you treat your base attack bonus as though it were 1 point higher for every 4 points of total mental focus invested in all of the associated implements, to a maximum base attack bonus equal to your occultist level. This increase can grant you additional attacks when using the full attack action (for example, a 12th-level occultist with 12 points of mental focus invested among the associated implements would be treated as having a base attack bonus of +11, with iterative attacks at a base attack bonus of +6 and +1).
* Base Focus Power: Combat Trick (As a move action, you can expend 3 points of mental focus to gain a single combat feat for which you qualify. This benefit lasts for 1 minute.)