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About Mauro OcelaMauro Ocella
Background:
Mauro Ocella was born in a hill country village near Oregent (in 4692 AR), product of an affair between a visiting elf who claimed to be from Kyonin and a Chelaxian seamstress, Galena Ocella. He has never met his father, he left before the birth (Galena does not have much good to say about him; for example she has never told Mauro his name. What she does not realize is that the visiting elf was a Drow spy in disguise (thus Blended View), who thought leaving behind a bastard a fine joke); but the appearance of her child left her mystified. She did not marry afterwards; things were tight while Mauro grew up (and he assuredly doesn’t like it tight now). His active mind and curiosity drew him to the old sage Ricabbede Vospiculus. He has studied Occultism with Riccabede for 7 years now. His mother doesn’t really understand his studies (in fact, she somewhat fears them), but has come to recognize they have benefits – the Mending knack goes a long way in a seamstress’s shop. It has also helped him salvage much of his gear. The other major influence on Mauro was the Bellflower Network. Growing up as a non-human bastard in Oregent, he didn’t fit in well with the local kids. The local halflings though, mostly escaped slaves from Cheliax, were more tolerant. The Tillers have always cultivated agents in unlikely places. They saw something potentially useful in the young half-elf, and were careful to draw him in and teach him a few things. Mauro isn’t a natural crusading character by any stretch, but he’s been well taught – given the opportunity, he’ll happily stab a slaver, and he has not tolerance for the abuse of Halflings. Riccabede has significant contacts with the merchants of the Bountiful Venture company, and has been allowed to examine some of the artifacts that the first ship returned. Among the artifacts that were returned was a silver coin, so old that all the markings have worn off it… Both Mauro and Riccabede recognized the ancient coin as a occult implement (necromancy). As Riccabede already has such an implement, he let Mauro take it (this may have been a significant mistake by Riccabede…). Urged by something he didn’t understand, later the first night it was his, at moonrise, Mauro spilled a drop of his own blood onto the coin (Occult Bargain drawback). Mauro is convinced the coin holds more secrets to be unlocked… He is also convinced there are more such relics to be found in the ruins of Azlant. Thus (with a letter of introduction from Riccabede) has struck out on his own. Apprentice no longer, he has ventured to Almas and signed up to be a colonist with the Bountiful Venture Company. He values the coin greatly, and keeps it held against his skin, typically under gloves or his spiked gauntlet. Motivation:
He joined this expedition on the theory that treasure hunting in the ruins of Azlant will make him rich. It also promises a limitless field for his curiosity… Goals 1) He’s been poor while he grew up, and he doesn’t like it. He wants to never be poor again… 2) To scratch his curiosity itch (which will never happen). Mauro wants to know things (All the things!), whether about occultism, arcana, history, devices … He’s always investigating something. Weakness:
In a word, greed. It’s what got him onto this expedition (for money, knowledge, power…), and it will probably be his downfall… Appearance:
A youthful (27 years old) ½ elven male, 6’4”, 170 lbs. Slender but his muscles are cut from old tree roots. White hair, piercing green eyes, and oddly dusky skin. He looks more like a wandering mercenary than a scholar. He has a birthmark, a patch of darker grey skin winding from his left shoulderblade down to his elbow; he usually wears long sleeves to hide this. Demeanour:
In a single word: quiet. His eyes miss very little though. He'd say he'd rather have his nose in a book than most anything else, but he might be fibbing. In combat, he reveals a certain amount of what might be repressed rage, preferring hand to hand. Mechanics:
Mauro Ocella N Male ½ Elf Occultist 7 (Haunt Collector) Init +3 = +3 Dex Speed 30 ft Low Light Vision, Darkvision ( 60 ft ) Defense AC: 26 = 10+6 (armor) +1 Armor Enhancement +4 (shield)+3 (dex) +2 Deflection (Ring) HP 59=8 + 30 (6d8)+ 7*3 (con) Fort +11 = +5 Occultist +3 Con+1 Trait+2 Resistance Ref +7 = +2 Occultist +3 Dex+2 Resistance Will +8 = +5 Occultist + 1 Wis+2 Resistance CMD 25 = 10+7 Bab +5 Str +3 Dex Offense
Spells Known
Sense Motive (Headband) (+11 = 7 rank +3 trained +1 wis) Background Skills (2+2/lvl) (Ranks, skill roll)
Class Abilities:
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): At 1st level, an occultist learns to use two implement schools. At 2nd level and every 4 occultist levels thereafter, the occultist learns to use one additional implement school, to a maximum of seven schools at 18th level. Each implement school adds one spell per spell level of that school of magic to the occultist’s spell list. No spells from any other school are considered to be on the occultist’s spell list until he selects the associated implement school. He can’t use spell trigger or spell completion magic items from unknown schools without succeeding at the appropriate Use Magic Device check. An occultist can select an implement school more than once in order to learn additional spells from the associated school.
Mental Focus (Su): An occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to utilize a variety of abilities depending on the implements and the amount of mental focus invested in them. An occultist has a number of points of mental focus equal to his occultist level + his Intelligence modifier; these points refresh each day. He can divide this mental focus between his implements in any way he desires. If an implement is lost or destroyed, the focus invested in it is lost as well, though the occultist still refreshes those points of focus normally.
Object Reading (Su): At 2nd level, an occultist learns how to read information from items he examines. Examining an item in this way requires him to spend 1 minute handling the item. If the item is a magic item, the occultist learns its properties and command word as if he had successfully examined the item using detect magic and succeeded at a Spellcraft check. This ability does not reveal whether the item is cursed unless the occultist’s class level is equal to or greater than the caster level of the item. If the item has any historical significance, the occultist learns one piece of information about its past (as determined by the GM). Finally, if the item was last used no longer than 1 day ago per the occultist’s class level, the occultist learns one piece of information about the last creature to use the item. This information might be a glimpse of the creature’s appearance, a brief vision of what it saw while using the item, or perhaps its emotional state when it last used the item. The GM determines what information is gained in this way. This functions like the psychometry occult skill unlock (see page 196), but doesn’t require a skill check and can be used at will. Possessed Possessions (Su): At 2nd level, and every 4 occultist levels thereafter, when the haunt collector chooses an implement school he doesn’t already know, instead of using implements as normal for that school, he can gain access to a haunted implement—a powerful, spirit-possessed item collected during his travels. When he selects a haunted implement, he forsakes the resonant power from the item’s implement group and instead selects a spirit from the medium’s list of spirits (Pathfinder RPG Occult Adventures 33), gaining that spirit’s seance boon in place of the resonant power. He can also call upon the implement’s haunting entity as a swift action to temporarily gain bonuses on all checks associated with the selected legendary spirit’s spirit bonus for 1 round. This spirit bonus is equal to 1/2 the amount of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels the haunt collector has. He can call upon this spirit bonus a number of times per day equal to the amount of mental focus invested in the implement, though invoking it doesn’t expend any mental focus. Once the spirit type is selected for an implement, it cannot be changed. This ability alters implements.
Mental Focus : 15 (7 lvl + 3 int + 2 feat +3 FCB),
Racial Abilities:
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level. Elf Blood: Half-elves count as both elves and humans for any effect related to race. Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects. Keen Senses: Half-elves receive a +2 racial bonus on Perception checks. Blended View: Prerequisite: low-light vision. Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Half-elves can take this trait in place of multitalented. Equipment:
Magic: Potion of Touch of the Sea in a potion sponge, +1 Longsword (glows with light), +1 Mithril Breasplate, Handy Haversack, +1 Ranseur, Darkwood Heavy Wooden Shield +1, Pearl of the Sirines, +2 Headband of Vast Intelligence (Sense Motive), Belt of Physical Might +2 (Dex, Con), Ring of Protection +2 Armor: MW Chain Shirt (100 gp)
Gear (188.11 gp): Explorer’s outfit, back, bedroll (1sp), blanket(5sp), hammock (1sp), 100 ft hemp rope (2gp), String 50 ft (1 sp), trail rations 10 days (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), spell component pouch (X2, 10 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), Masterwork Thieves Tools (100 gp), psychometrist’s gloves (10 gp), Aura goggles (15 gp), Prismatic Crystal (30 gp), long weapon cord for horsechopper (1 sp) , underwater goggles (5 gp), Swim Fins (1 sp), Artifical Gills (50 gp)
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