The Clockwork General

Malaz Bourreau's page

293 posts. Organized Play character for TriShadow.


Full Name

Malaz Bourreau

Race

Spell Tracking:
1st: 6/6 | 2nd: 4/4 | 3rd: 2/2
| Active Conditions/Buffs:

Classes/Levels

Mental Focus:
Transmutation 7/13 {+4 STR} | Divination 2/13 {+1 Perception} | Abjuration 4/13 {+2 resistances} |Spent: 13/13

Gender

Aphorite Occultist ~7 | HP: 66/66 | AC: 17 (f:17, t: 11) | F:+10|R:+4|W:+7 |Perception: +18 | 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 7
N Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +18
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Defense
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AC 17, touch 10, flat-footed 17 (+7 armor)
hp 66 (7d8+27)
Fort +10, Ref +4, Will +7; +2 vs. poison and mind-affecting effects
Defensive Abilities crystalline dust; Resist electricity 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee
+1 Dragon-Bane Butchering Axe
Normal +12 (3d6+10/×3 plus 2d6 vs. Dragon)
P.A. +10 (3d6+16/x3)

Heavy Flail
Normal +11 (1d10+9/19-20)
P.A. +9 (1d10+15/19-20)

Spell-Like Abilities (CL 7th; 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 7th; concentration +12)
3rd (2/day) - Clairvoyance/Clairaudience, Dispel Magic, Draconic Ally, Haste
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
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Statistics
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Str 22, Dex 10, Con 16, Int 20, Wis 10, Cha 7
Base Atk +4; CMB +10; CMD 20
Feats
Exotic Weapon Proficiency (butchering axe) {Retrained: Chronicle Sheet Boon}, Extra Mental Focus, Power Attack

Traits Bruising Intellect, Pragmatic Activator

Skills
Acrobatics -3 (-7 to jump)
Appraise +10
Diplomacy +3
Fly +7
Intimidate +15
Knowledge (arcana) +12
Knowledge (engineering) +11
Knowledge (history) +11
Knowledge (planes) +12
Knowledge (religion) +12
Linguistics +12
Perception +18
Sense Motive +5
Spellcraft +15
Swim +3
Use Magic Device +18

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

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
Pallid Crystal
POTIONS: Protection From EVIL (x2)
Kyton Ring {FREE As a boon from 4-13 Chronicle}
Swarmbane Clasp
Wand of CLW (39/50) {bought with Prestige}
Wayfinder, Weapon Cord (x10)

Masterwork Tool {+2 Perception}
111 gp
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Special Abilities
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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.
Mind Over Gravity
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.
Side Step
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.

Legacy Weapon (Su):
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.

PFS JOURNAL

01 9-00 Assualt on Absalom 3 XP | 6 PP | 1500 GP
02 5-08 The Confirmation 1 XP | 2 PP | 508 GP
03 AP31 KingMaker: Stolen Land 3 XP | 4 PP | 4000 GP
04 4-19 Night March of Kalkamedes 1 XP | 2 PP | 1190 GP
05 4-07 Severing Ties 1 XP | 2 PP | 1213 GP
06 AP32 Kingmaker: River Runs Red 3 XP | 4 PP | 7900 GP
07 9-11 The Jarlsblood Witch Saga 1 XP | 2 PP | 4002
08 8-22 Wrath of the Fleshwarped Queen 1 XP | 2 PP | 1928
09 10-01 Oathbreakers Die 1 XP | 2 PP | 1935 GP
10 4-23 Rivalry's End 1 XP | 2 PP | 3396 GP
11 4-13 Fortress of the Nail 1 GP | 2 PP | 1600 GP
12 5-23 Cairn of Shadows 1 XP | 2 PP | 1608 GP

TOTALS: 18 XP | 19 PP | 3319 GP