About Manny Verne
Disable Device +6
Knowledge (arcana) +9
*Knowledge (history) +9
Knowledge (planes) +9
Spellcraft + 9
Use Magic Device + 5
Armor Check Penalty 0;
Racial Bonus +2 Intimidate;
Combat Gear ;
Other Gear bowl of the spheres, distressed wand, leather armor, dagger, morningstar, shortbow & 20 arrows, common backpack, journal, charcoal stick, bedroll, wooden holy symbol of Nethys, 6 gp & 4 sp
Speed 30 ft.
Melee dagger +0 (1d4/19-20) or morningstar +0 (1d8)
Ranged shortbow +2 (1d6/x3)
Conjuration (bowl of the spheres, 3 points)-Resonant casting focus; Focus servitor
Evocation (distressed wand, 4 points)-Resonant intense focus; Focus energy ray (1d6), shape mastery
Occultist Spells Known (CL 1st; concentration +)
1st (2/day)-burning hands, cure light wounds
0-create water, dancing lights
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 9 (1d8+1)
Fort +3, Ref +2, Will +2
Defensive Abilities ferocity
Weapon and Armor Proficiencies Manny is proficient in all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Spells: An occultist casts psychic spells drawn from the occultist spell list, limited by the implement groups he knows. He can cast any spell he knows without preparing it ahead of time. Every occultist spell has an implement component (see Implements on page 47). To learn or cast a spell, an occultist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an occultist’s spell equals 10 + the spell level + the occultist’s Intelligence modifier.
An occultist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1–6: Occultist. In addition, he gains bonus spells per day if he has a high Intelligence score (see Table 1–3 on page 17 of the Pathfinder RPG Core Rulebook).
The occultist’s selection of spells is limited. For each implement school he learns to use, he can add one spell of each level he can cast to his list of spells known, chosen from that school’s spell list. If he selects the same implement school multiple times, he adds one spell of each level from that school’s list for each time he has selected that school. When the occultist learns to cast a new level of spells, he immediately adds one spell of that level to his list of spells known from each implement school he knows (plus any extra spells from schools he has selected multiple times).
At 5th level and every 3 occultist levels thereafter (8th, 11th, and so on), an occultist can choose to learn a new spell in place of one he already knows. In effect, the occultist loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level occultist spell the occultist can cast. The spell learned must come from the same list of spells provided by the implement school of the spell lost. An occultist can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.
An occultist need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
Focus Powers (Su) 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 on page 48). 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.
Implements (Su) Manny can access the conjuration school of magic through his bowl of the spheres and the evocation school of magic through the distressed wand. If these items are not in his possession, he must succeed at a DC 21 concentration check to cast burning hands (without the wand) or cure light wounds (without the bowl), or a DC 20 concentration check to cast create water (without the bowl) or dancing lights (without the wand).
Mental Focus (Su) Manny has 7 points of mental focus, which he can invest into his implements at the beginning of the day to access his implement schools’ resonant and focus powers. He can divide the focus in any way he desires. It takes 1 hour for Manny to invest his implements with mental focus.
Once Manny invests mental focus in an implement, the implement gains its school’s resonant power, and Mavaro can spend mental focus stored in the implement to access its focus powers. The implement grants its resonant power to whoever
Manny can choose to save generic mental focus inside his own body instead of investing it. He can expend generic focus
Bowl of the Spheres
A brass bowl with many circular engravings in a 3-fold pattern. The many circles that cover the bowl have unique symbols in them, forming a crude map of the Great Beyond. The bowl grants Manny the following powers:
Resonant: Casting Focus (Su): 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.
Focus: Servitor (Sp): 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.
Resonant: Intense Focus (Su): The implement channels and enhances the effects of damaging evocations. A spellcaster who bears the implement can add the implement as an additional focus component for any of his damaging evocation spells that have an instantaneous duration or focus powers with an instantaneous duration. If he does so, the spell or focus power deals 1 additional point of damage of the same type to each creature for every 2 points of mental focus invested in the implement, to a maximum of 1 + 1 for every 2 occultist levels you possess.
Focus: Energy Ray (Sp): As a standard action that provokes attacks of opportunity, you can expend 1 point of mental focus to unleash a ray of pure energy as a ranged touch attack. This ray has a range of 30 feet. The ray deals an amount of energy damage equal to 1d6 points + 1d6 points for every 2 occultist levels you possess beyond 1st (2d6 at 3rd level, 3d6 at 5th, and so on, to a maximum of 10d6 at 19th level). When you unleash an energy ray, you must decide what type of damage it deals (acid, cold, electricity, or fire).
Focus: Shape Mastery (Su): As part of casting an evocation spell with an area of effect, you can expend a number of points of mental focus up to your Intelligence modifier to exclude an equal number of squares from the area.
Manny stands 6'0" tall, though he usually looks smaller due to a slight slouch, and has a stocky build. As a half-orc, he has dull green skin, short tusks, and pointed ears. His hair is black, and he usually wears it short; he wears sideburns but no beard or mustache. His eyes are bright green.
2. What emotion does your character evoke in others? Initially confusion, since he defies the most popular stereotypes of half-orcs. His friends learn to trust his calm and intelligent nature, his enemies learn to respect it. If they live.
3. What does your character need most? Recognition.
4. What is your character’s goal in life? To achieve fame through his scholastic accomplishments.
5. How does your character believe this goal can be accomplished? His work with the Pathfinder Society.
7. When did you grow up? When a comrade died after following faulty directions from him during his Confirmation. He concealed his involvement, considering it a necessary sacrifice to follow his dream.
8. What values does your character hold? He believes in exploration, respect for history, and acquisition of knowledge. He despises thoughtlessness, arrogance, and destruction of knowledge.
9. How does your character dress? Manny dresses in practical clothes designed to stand up to adventuring. He prizes his sturdy leather boots and his pouch-filled backpack. He favors black, dark green, and gray fabrics, and wears little ornamentation besides his implemets and his holy symbol of Nethys.
10. What are your character’s means? Manny relies on his keen mind, considering it his greatest asset. His skill with a bow and his magical powers have come in handy at points, too.
12. What are your character’s opinions? He views the acquisition of knowledge as the highest calling, and looks down on people who try to solve problems without a plan.
13. What is your character’s comfort zone? He loves being anywhere that there's stuff to examine and learn about. Libraries are his favorite.
14. Who has had the biggest impact on your character’s life? His parents, who tried to convince him that he was destined for nothing more than a life of labor like they had. They're convinced that he'll die far from home for nothing, and they haven't talked to him since he left for Absalom.
15. What are some of your character’s unexpected quirks? Manny snaps his fingers when he thinks strongly. People never expect him to be as literate as he is, especially considering his unrefined accent. He dislikes snakes, and refuses to touch them.
17. What role does your character fill? Knowledge, ranged combat, and some support casting.
18. What should the other players know about your character? Manny will talk your ear off if you let him. He's not malevolent, but he's so goal-oriented that he can be a bit detached from moral concerns like innocent lives.
19. What is your play style? I like playing characters who know things.
20. How do you want your character to die? He can die once he's been published in a Chronicle. But he'll probably die in the field, and he wouldn't have it any other way.
I'd like to take Manny into the Riftwarden prestige class. I'll stay with occultist until at least 8th level, to get the magic circle and outside contact class features. At 2nd level, I'll have him take the abjuration implement school so that he can learn the magic circle spells and other anti-outsider spells. For his 4th implement school, I'll probably go into divination, but I'm open to another if needs be.