Elvish Fighter

Maeron Thannor's page

No posts. Organized Play character for Capricornus.


Full Name

Maeron Thannor

Race

Elf

Classes/Levels

Occultist 6

Gender

Male

Size

M

Age

139

Alignment

LN

Deity

Nethys

Languages

Common (Taldane), Elven, Draconic, Sylvan, Celestial, Goblin, Thassilonian, Gnomish, Infernal

Strength 21
Dexterity 12
Constitution 10
Intelligence 20
Wisdom 10
Charisma 8

About Maeron Thannor

Traits, Feats:
Traits: Pragmatic Activator (Use Int for Use Magic Device), Principled (+2 vs Charm, Compulsion, Emotion)
Feats: Heavy Armor Proficiency (1), Power Attack (3), Toughness (5)

Stat Block:
Maeron Thannor
Male Elf Occultist 6
LN Medium Humanoid (Elf)
Init: +1, Low-Light Vision, Perception: +12
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Defense
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AC 23 (+1 Def, +1 Dex, +10 Armor, +1 Natural), touch 12, flat-footed 22
HP 39 (6d8 + Toughness)
Fort +7 (+1 vs Poisons and Disease), Ref +5, Will +7 (+2 vs Charm, Compulsions and Emotion, +2 vs Enchantment)
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Offense
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Speed: 30ft, (20ft in Armor)
Melee: +1 Elven Curveblade +9 (1d10+8, 18-20/x2), Dagger +9 (1d4+5, 19-20/x2), Club +9 (1d6+5)
Ranged: Dagger +5 (1d4+5, 19-20/x2), Chakram +5 (1d8+5, 20/x2), Longbow +5 (1d8, 20/x3)
Special: Spell Casting, Implements (Abjuration, Transmutation, Divination, Conjuration), Focus Powers, Mental Focus: 10, Magic Item Skill, Object Reading, Shift Focus, Aura Sight
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Statistics
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Str 17 (21), Dex 12, Con 10, Int 18 (20), Wis 10, Cha 8
Base Attack: +4, CMB +9, CMD 20
Feats: Heavy Armor Proficiency (1), Power Attack (3), Toughness (5)
Traits: Pragmatic Activator, Principled
Skills: Acrobatics 0 -3, Appraise 2 +10, Bluff 0 -1, Craft: Arms & Armor 2 +12, Diplomacy 0 -1, Disable Device 6 +12, Fly 6 +10, Intimidate 0 -1, Knowledge: Arcana 4 +14, Knowledge: Engineering 2 +10, Knowledge: History 4 +12, Knowledge: Planes 4 +12, Knowledge: Religion 4 +12, Linguistics 4 +12, Perception 6 +12, Spellcraft 3 +14, Use Magic Device 6 +14

Skills:
Acrobatics 0 -3, Appraise 2 +10, Bluff 0 -1, Craft: Arms & Armor 2 +12, Diplomacy 0 -1, Disable Device 6 +12, Fly 6 +10, Intimidate 0 -1, Knowledge: Arcana 4 +14, Knowledge: Engineering 2 +10, Knowledge: History 4 +12, Knowledge: Planes 4 +12, Knowledge: Religion 4 +12, Linguistics 4 +12, Perception 6 +12, Spellcraft 3 +14, Use Magic Device 6 +14

Gear and Coin:
879gp 7sp 6cp
+1 Full Plate, +1 Elven Curve Blade, Dagger, Club, 3 Chakram, Longbow, 20 Arrows, 20 Blunt Arrows, Handy Haversack, Bedroll, Belt Pouch, Clay Mug, 2 Fishhooks, Flint & Steel, Sewing Needle, Signal Whistle, 50ft String, 50ft Thread, Waterskin, 7 Trail Rations, Whetstone, 50ft Silk Rope, Magnet, MW Thieves' Tools, 2 Sunrod, 2 Vermin Repellent, 3 Torches, Tindertwig, Scrollcase x2, 10 Sheets of Parchment, 10 Chalk, Grappling Hook, Flask of Oil, 4 Pitons, Sack, Soap, Weapon Cord, Spring-Loaded Wrist Sheath, Headband of Vast Intelligence +2 (Fly), Ring of Protection +1, Amulet of Natural Armor +1
Potion of CLW, 2 Oil of Bless Weapon, Potion of Feather Step, Potion of Touch of the Sea, Potion of Fly, Oil of Daylight, Potion of Endure Elements, Alchemist's Fire x2, Acid, Antiplague x2, Antitoxin x2, Holy Water, Soothe Syrup, Air Crystals, Twitch Tonic
Wand of Cure Light Wounds (14 ch), Wand of Cure Light Wounds (24 ch), Wand of Shield (38 ch)
Scroll of Comprehend Languages, Scroll of Detect Secret Doors, Scroll of Magic Weapon, Scroll of Protection from Evil, Scroll of Enlarge Person, Scroll of Reduce Person, Scroll of Alarm, Scroll of Lesser Restoration, Scroll of Spiderclimb
Letter of Warrant, Talisman of Beneficial Winds, Wayfinder, Book of of Puzzles, Smoked Goggles, Pathfinder Chronicle (Arcana)

Spells:
Concentration +11
L0: Message, Resistance, Detect Magic, Grave Words
L1: 6/day. Shield, Lead Blades, Heightened Awareness, Cure Light Wounds
L2: 4/day. See Invisibility, Resist Energy, Versatile Weapon, Glitterdust

Special Abilities:

Focus Powers: 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.

Powers Selected:
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.

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.

Aegis: As a standard action, you can expend 1 point of mental focus and touch a suit of armor or a shield to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum bonus of +4 at 18th level). Enhancement bonuses gained via this ability stack with those of the armor or shield, to a maximum total enhancement bonus of +5. You can also imbue the armor or shield with any one armor or shield special ability that has an equivalent enhancement bonus less than or equal to your maximum bonus granted by this ability 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 aegis) to gain an armor or shield special ability. In either case, these bonuses last for 1 minute.
Implements: Abjuration, Transmutation, Divination
Resonant Powers:
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.

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).

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. 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.

Casting Focus: 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 Powers:
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.

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.

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.

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.

Servitor: 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.

Racial Traits:

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Boons:

Kassen's Blessing: You carry a small charm from the spirit of Kassen. You may reroll a single attack roll, saving throw, or skill check, after the roll is made but before the results are revealed. You must take the result of the second roll, even if it is worse. Once this ability has been used, cross it off the Chronicle.

Masterful Performance: As a reward for exonerating the Umbral Carnival, Amara Delisen taught you a few tricks of stage presence and misdirection. You gain one of the following benefits, chosen at the time of you use this ability (a swift action): a +3 bonus on a Bluff check to feint in combat or create a diversion to hide, a +3 bonus on an intimidate check to demoralize an opponent, a +3 bonus on any sleight of hand check, or a +1 bonus to the caster level and DC of any one enchantment of illusion spell you cast. When you use this ability, cross it off the Chronicle sheet.

Clockwork Spy: You recovered a broken clockwork creation, but without extensive repairs it will never function again. You may spend 50gp to attempt to repair the construct. If you then succeed at a DC 30 craft (Clockwork) or Disable Device check, you may spend an additional 325gp to restore the Clockwork Spy to full working condition (see page 58 of Pathfinder RPG Bestiary 3), after which it follows your simple commands. You may take 10 on this check but may not take 20, as the 50gp is consumed whether or not you succeed at the skill check. You may substitute spending 2 PP for either of these skill checks but must still pay the requisite gold for the repair. The Clockwork Spy cannot be repaired if it uses its self-destruct ability any time thereafter. You must bring a copy of Pathfinder Bestiary 3 to any game in which you plan to use the Clockwork Spy, as if it were an additional resource.

River Kingdoms Land Rush Hexes: A
Hex: B1 Benefit: 1 Prestige, 1 Fame
Hex: D2 Benefit: regain 2 Prestige

Goblin Bane: By slaying Grulk, the goblins' Bugbear leader, you have removed the immediate goblin threat in the area as well as allowing safe passage deeper into The Emerald Spire. The terror you have hewn has made a resounding impact on the other goblin tribes nearby. You gain a +2 bonus on Intimidate checks against humanoids with the Goblinoid subtype.

Trap Intuition: Traversing the trap-laden halls of the cellars, you found that even the slightest movement can cause dangerous consequences, but with a sharp eye and quick feet, you can avoid being caughtin a trap. When you attempt a Reflex save to avoid a trap but before you know whether you failed, you can use this boon to reroll the save with a bonus equal to one-half your character level (rounded down). You must use the reroll result, even if it is lower. When you use this boon, cross it off your Chronicle sheet.

Splinter Slayer: In Splinterden, you fought a bandit group named the "Splinters". These cunning rogues used stealth and subterfuge while attacking you and following a few clashes, you were able to learn the nuances of their combat tactics. When a sneak attack is scored against you, you can use this boon to negate up to 2 dice of sneak attack damage from the attack. When you use this boon, cross it off your Chronicle sheet.

Resisting the Gossamer King: Your body was subject to a barrage of poisons and diseases in Ravenmoor. You had to either fight through those debilitating effects coursing through your veins or die. As a result your body has toughened, and you have gained a measure of immunity to diseases and poisons. You receive a +1 bonus to your saves against poisons and diseases.

Heroes of Magnimar: Thanks to your actions in Ravenmoor, and the protection of Magnimar's interest in Varisia, you have received a medal and public thanks from the authorities of the city. While displaying your medal you receive a +2 bonus to your Bluff, Diplomacy, and Intimidate checks in Magnimar and in the cities and towns allied with it.

Power of the Giants: Your extended exposure to an artifact and your ongoing battles with giants have granted you the ability to match their size and strength. Once per day, you can cast enlarge person (self only) as a spell-like ability. The caster level for this effect equals the number of Power of the Giants boons that you possess. If you are not a humanoid creature, the spell still affects you but only lasts 2 rounds per caster level.
Over the course of the Giantslayer Adventure Path, you can gain additional Power of the Giants boons that grant you additional options when you activate this boon’s enlarge person spell-like ability. You only apply one of these additional benefits each time you use the ability.
Hill Giant: When you use the enlarge person spell-like ability, you gain temporary hit points equal to 3 times the number of Power of the Giants boons you possess. These temporary hit points disappear when the spell ends.

Siege's Resolve: Through your trial by fire, you have proven capable of fending off overwhelming numbers while defending others. As a free action on your turn, you can cross this boon off your Chronicle sheet in order to gain a +2 insight bonus to your Armor Class for 1 minute when threatened by three or more opponents. Against creatures with the giant or orc subtype, this bonus increases to +3 and also extends to any allies that are adjacent to you.

Fame of the Giantslayer: Having saved Trunau from invasion by orcs and giants, you have become a minor celebrity in Lastwall and beyond. When you earn other Chronicle sheets associated with Pathfinder Adventure Path: Giantslayer with this character, increase the Prestige Points and Fame earned by 1. This benefit is not retroactive.

PFS# 61161-14
Fame: 22
Prestige: 8

Chronicles:

1.5. Crypt of the Everflame
3. Murder's Mark
4.5. Emerald Spire: The Tower Ruins
6. Emerald Spire: The Cellars
7.5. Emerald Spire: Splinterden
9. Feast of Ravenmoor
10-12. Battle of Bloodmarch Hill
13-15. The Hill Giant's Pledge