The Clockwork General

Malaz Bourreau's page

107 posts. Organized Play character for TriShadow.

Full Name

Malaz Bourreau


Spell Tracking:
1st: 5/6 | 2nd: 5/4
| Active Conditions/Buffs: Heightened Senses (1hr), See Invisible (1 hr)


Mental Focus:
Transmutation 6/13 {+4 STR} | Divination 2/13 {+1 Perception}| Abjuration 4/13 {+2 resistances}


Aphorite Occultist ~6 | HP: 57/57 | AC:17 (f:17, t: 11) | F:+10|R:+4|W:+7 |Perception: +17 | Initiative: +2

Strength 22
Dexterity 10
Constitution 16
Intelligence 20
Wisdom 10
Charisma 7

About Malaz Bourreau

Malaz Bourreau

Images: Aphorite | Malaz

Male aphorite Occultist 6
N Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +17
AC 17, touch 10, flat-footed 17 (+7 armor)
hp 57 (6d8+24)
Fort +10, Ref +4, Will +7; +2 vs. poison and mind-affecting effects
Defensive Abilities crystalline dust; Resist electricity 5
Speed 30 ft. (20 ft. in armor)
+1 Dragon-Bane Butchering Axe
Normal +11 (3d6+10/×3 plus 2d6 vs. Dragon)
P.A. +9 (3d6+16/x3)

Heavy Flail
Normal +10 (1d10+9/19-20)
P.A. +8 (1d10+15/19-20)

Spell-Like Abilities (CL 6th; concentration +11)
1/day—protection from chaos
Implement Schools (1/13 generic focus)

Abjuration (Linnorm Scale Breastplate, 4 points) Resonant—warding talisman; Focus—energy shield, mind barrier, possessed possessions
Divination (Eyes of the Eagle, 2 points) Resonant—third eye; Focus—sudden insight
Transmutation (Butchering Axe, 6 points) Resonant—physical enhancement (strength); Focus—legacy weapon, quickness, size alteration

Occultist (Haunt Collector) Spells Known (CL 5th; concentration +10)
2nd (4/day) — Air Step, Allied Cloak, Glitterdust, See Invisibility
1st (6/day) — Barbed Chains, Heightened Awareness, Lead Blades, Shield
0 (at will) — Create Water, Detect Magic, Mage Hand, Resistance
Str 22, Dex 10, Con 16, Int 20, Wis 10, Cha 7
Base Atk +4; CMB +10; CMD 20
Exotic Weapon Proficiency (butchering axe) {Retrained: Chronicle Sheet Boon}, Extra Mental Focus, Power Attack

Traits Bruising Intellect, Pragmatic Activator

Acrobatics -3 (-7 to jump)
Appraise +10
Diplomacy +3
Fly +6
Intimidate +14
Knowledge (arcana) +11
Knowledge (engineering) +11
Knowledge (history) +11
Knowledge (planes) +11
Knowledge (religion) +11
Linguistics +11
Perception +17
Sense Motive +5
Spellcraft +14
Swim +3
Use Magic Device +17

Languages Abyssal, Ancient Osiriani, Aquan, Celestial, Common, Elven, Ignan, Infernal, Osiriani, Terran, Thassilonian, Tien, Varisian

Special Qualities implements 3, magic item skill, mental focus (13/day), object reading, planar envoy, shift focus, spirit bonus

Other Gear Linnorm scale armor , +1 Dragon-Bane Butchering Axe (Bought from chronicle sheet), Belt of Mighty Constitution +2 , Eyes of the Eagle, Headband of Vast Intelligence +2, Masterwork Tool {+2 Perception}, Potion: Protection From EVIL (x2), Swarmbane Clasp, Wand of CLW (50/50) {bought with Prestige}, Wayfinder, Weapon Cord (x10), 15 gp
Special Abilities
Abjuration (Linnorm Scale Breastplate) Abjuration implements are objects associated with protection and wards.
Implements: Amulet, armor, bell, bracers, brooch, cloak, holy symbol, shield.
Conjuration (Wayfinder)
Crystalline Dust (6 rounds/day) (Su): Move action to give you a 20% miss chance against melee and ranged attacks. (Free sustains)
Darkvision (60 feet) You can see in the dark (black and white only).
Divination (Eyes of the Eagle) Implements of the divination school grant powers related to foresight and remote viewing.
Implements: Book, crystal ball, goggles, harrow deck, headband, lenses, planchette.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Shield (30 damage) (Sp) 1 focus, swift action: Summon energy shield absorbs acid, cold, electricity, or fire damage.
Extricate Haunt (full rd action) (Su) Create haunts from your haunted implements that can deliver your spells
Implements (Su) Gain a series of items which grant access to schools and powers.
Legacy Weapon +2 (Su) 1 focus: weapon touched gains enhancement bonus plus a special ability.
Magic Item Skill Add half level as bonus to Use Magical Device.
Mental Focus (12/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 Immediate action.
Object Reading (Su) Examine an object for 1 minute to learn properties, history, and about last user.
Physical Enhancement +4 (Strength) (Su) Implement grants bearer enhancement to one physical attribute.
Planar Envoy ~ Reflecting their original role as translators and intermediaries, some aphorites are especially skilled at communication. Aphorites with this racial trait begin play speaking Common and either Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, or Terran
Possessed Possessions (Su) Altered implements grant a medium's seance boon and 1 round of spirit bonus
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quickness (6 rounds) (Sp) 1 focus: target gains supernatural quickenss, as haste, but +2 AC/Reflex saves.
Shift Focus (Transmutation [Butchering Axe], 9 focus) (Su) Shift focus from one implement to another, but lose 1 point.
Size Alteration (Sp) 1 focus: increase or decrease a creature's size by one step.
Spirit Bonus +1 (Champion, max +2, 2/day) (Su) Swift: bonus to attack rolls, non-spell damage rolls, Str checks, Str-based skill checks, Fort saves
Sudden Insight +2 (Sp) Swift action & 1 focus: Gain insight bonus to one ability or skill check, or attack before end of turn.
Third Eye (Su) Gain enhanced senses while implement stores focus.
Transmutation (Butchering Axe) Transmutation implements can alter the properties of both objects and creatures.
Implements: Belt, boots, sandals, vest, weapon.