| Strength |
18 |
| Dexterity |
12 |
| Constitution |
14 |
| Intelligence |
16 |
| Wisdom |
10 |
| Charisma |
11 |
About Maravo Tyvara
Quick with his strange but fascinating stories, Mavaro knows much about the
world but speaks little of his past. His obsession with finding esoteric relics
makes him invaluable to the Pathfinder Society.
MAVARO
Male human occultist 4
N Medium humanoid (human)
Init +1; Senses Perception +6
DEFENSE
AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex)
hp 32 (4d8+9)
Fort +8, Ref +4, Will +8; +2 vs. emotions
OFFENSE
Speed 20 ft.
Melee +1 one-eyed sword +9 (1d8+5/19-20)
Ranged sling +4 (1d4+4)
Implement Schools
Abjuration (talisman clasp, 4 points)—Resonant warding talisman;
Focus mind barrier (8 points)
Necromancy (Mother Wren’s skull, 2 points)—Resonant necromantic
focus; Focus mind fear (DC 15)
Transmutation (one-eyed sword, 3 points)—Resonant physical
enhancement (+2); Focus legacy weapon (+1), philosopher’s touch
(2 weapons, 4 minutes), sudden speed
Occultist Spells Known (CL 4th; concentration +7)
2nd (2/day)—false life, levitate, resist energy
1st (4/day)—inflict light wounds (DC 14), lead bladesAPG, shield
0—mage hand, resistance, touch of fatigue (DC 13)
TACTICS
Base Statistics If Mavaro’s mental focus points are unassigned, his
statistics are Fort +6, Ref +2, Will +6; Melee +1 one-eyed sword +8
(1d8+4/19-20); Ranged sling +4 (1d4+3); Str 16; CMD +6; CMD 18.
STATISTICS
Str 18, Dex 12, Con 14, Int 16, Wis 10, Cha 11
Base Atk +3; CMB +7; CMD 19
Feats Extra Mental FocusOA*, Iron Will*, Weapon Focus (longsword)*
Skills Appraise +8, Diplomacy +7, Knowledge (arcana) +10, Knowledge
(history) +10, Knowledge (planes) +10, Knowledge (religion) +10,
Linguistics +7, Perception +7, Spellcraft +7, Use Magic Device +9;
Armor Check Penalty –3
Traits grief-filledUCA, *, spirit sense
Languages Abyssal, Celestial, Common, Infernal, Thassilonian, Varisian
SQ implements 3, magic item skill*, mental focus (9), object reading
Combat Gear wand of cure light wounds (6 charges), acid (2); Other
Gear +1 breastplate, +1 one-eyed sword (longsword), ring of
protection +1, sling with 10 bullets, backpack, dagger, hemp rope
(50 ft.), grappling hook, talisman clasp, torches (5), trail rations (4),
waterskin, 5 gp
* This ability’s effects have been calculated into Mavaro’s statistics.
SPECIAL ABILITIES
Favored Class Mavaro gains 1/6 of a new focus power for each
occultist level he has past 1st.
Implements Mavaro can access the abjuration school of magic through
his talisman clasp, the necromancy school of magic through Mother
Wren’s skull, and the transmutation school of magic through his +1 oneeyed
sword. If these items are not in his possession, he must succeed
at a DC 22 concentration check (1d20+7) to cast false life (without the
skull), levitate (without the sword), or resist energy (without the clasp);
a DC 21 concentration check to cast inflict light wounds (without the
skull), lead blades (without the sword), or shield (without the clasp);
or a DC 20 concentration check to cast mage hand (without the sword),
resistance (without the clasp), or touch of fatigue (wihout the skull).
Legacy Weapon If Mavaro expends 1 point of mental focus from his
one-eyed sword, as a standard action he can touch a weapon and
grant it a +1 enhancement bonus, or he can give it any +1 weapon
special ability (for a list, see page 469 of the Pathfinder RPG Core
Rulebook). The bonus lasts for 1 minute.
Mental Focus Mavaro has 9 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 Mavaro to invest his
implements with mental focus.
Once Mavaro 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 possesses it
(allowing Mavaro to aid allies, but making his spells more difficult
to cast; see Implements above). Mavaro must be holding his
implements to expend their focus powers.
Mavaro can choose to save generic mental focus inside his own
body instead of investing it. He can expend generic focus on any
focus power he knows, but doing so costs twice as many points
of mental focus, and an implement into which he did not invest
mental focus grants no resonant power. If one of his implements
is lost or destroyed, the invested mental focus is lost. Mental focus
refreshes once each day after Mavaro sleeps for at least 8 hours.
In the statistics above, Mavaro has invested 4 points of mental
focus in his talisman clasp, 2 points in Mother Wren’s skull and 3
points in his one-eyed sword.
Mind Barrier As a swift action, Mavaro can expend 1 point of mental
focus from Mother Wren’s skull to cause creatures within 30 feet
with 4 Hit Die to become frightened for 1d4 rounds (Will DC 15
negates). A frightened creature flees; if unable to flee, it may fight.
A frightened creature takes a –2 penalty on all attack rolls, saving
throws, skill checks, and ability checks. Creatures with more than
1 Hit Die are instead shaken (shaken creatures simply take the
penalties). This is a mind-affecting fear effect.
Necromantic Focus If Mavaro invested mental focus into Mother
Wren’s skull, undead take a –1 penalty on saving throws against the
skull’s bearer for every 4 points of mental focus Mavaro invested
in it. Additionally, the bearer can control an additional 2 Hit Dice
of undead for every point of mental focus invested (maximum
16). A spellcaster who uses the skull as an additional focus for a
necromancy spell to create undead can create an additional 16 Hit
Dice of undead.
Object Reading Mavaro can learn about items by spending 1 minute
handling them. If it’s a magic item, he learns its properties and
command word as if he had used detect magic and made a successful
Spellcraft check (Core Rulebook 267). If the item has historical
significance, Mavaro learns one piece of information about its past. If
the item was last used no longer than 4 days ago, Mavaro learns one
piece of information about its previous user. Mavaro does not learn if
an item is cursed unless its caster level is 3rd or lower.
Philosopher’s Touch If Mavaro expends 1 point of mental focus from his
one-eyed sword, as a standard action he can touch up to two weapons
to give them the properties of cold iron or silver for 4 minutes.
Physical Enhancement When Mavaro invests mental focus into his
one-eyed sword, he can select Strength, Dexterity, or Constitution.
The sword grants a +2 temporary enhancement bonus to that
score if he invests at least 3 points in it (maximum +2). Mavaro has
chosen Strength in the statistics above.
Sudden Speed As a swift action, Mavaro can expend 1 point of mental
focus to increase his land speed by 30 feet for 1 minute. This ability
does not stack with itself.
Spells Mavaro can cast the following spells. For the full descriptions of
the spells below, see Chapter 10 of the Core Rulebook or Chapter 5
of the Pathfinder RPG Advanced Player’s Guide.
False Life: Mavaro gains 1d10+4 temporary hit points for 4 hours.
Inflict Light Wounds: Creature touched takes 1d8+4 point of
damage (Will DC 14 save half). This spell heals undead creatures
instead of damaging them.
Lead Blade: For 4 minutes, Mavaro’s sword deals 2d6+4 points of
damage. His dagger deals 1d6+3 points of damage. Mavaro must be
wielding the weapons for them to deal this amount of damage.
Levitate: Mavaro can choose himself or a willing creature or
object within 40 feet. As a move action, he can move the target up
to 20 feet up or down each round for 7 minutes.
Mage Hand: Mavaro can point at one nonmagical object up to 35
feet away that weighs up to 5 pounds and move it as far as 15 feet
in any direction. The spell ends if the object travels more than 25
feet away from Mavaro.
Resist Energy: Mavaro or a touched creature gains resist energy
10 against acid, cold, electricity, fire, or sonic.
Resistance: Mavaro or a touched creature gains a +1 resistance
bonus on saves.
Shield: Mavaro gains a +4 shield bonus to AC for 7 minutes and
becomes immune to magic missile.
Touch of Fatigue: Creature touched becomes fatigued (it cannot
run or charge and it takes a –2 penalty to Strength and Dexterity).
Anything that would cause the creature to become fatigued instead
makes it exhausted. A successful DC 13 Reflex save negates this spell.
Spirit Sense Mavaro gains a +2 bonus on Perception checks to avoid
being surprised and to detect invisible or incorporeal creatures.
Warding Talisman When Mavaro invests mental focus into his
talisman clasp, it grants its holder a +1 resistance bonus on saves for
every 2 points of mental focus invested (maximum +2).
Combat Gear Mavaro’s combat gear is detailed below.
Acid: Mavaro can throw a flask of acid as a splash weapon with a
+1 attack bonus and a range increment of 10 feet. A direct hit deals
1d6 points of acid damage. Every creature within 5 feet of where
the acid hits takes 1 point of acid damage from the splash.
Wand of Cure Light Wounds: Mavaro’s wand heals 1d8+1 points
of damage by touch. He must succeed at a DC 20 Use Magic Device
check to use the wand himself