Seltyiel

Mauro Ocela's page

712 posts. Alias of pad300.


Full Name

Mauro Ocela

Race

1/2 Elf| HP 59/59 | AC: 26, T: 17, FF:23 | Spd: 30ft/ 30ft w/armor |

Classes/Levels

Occultist (Haunt Collector) 7 | Init +3, Darkvision 60, Low Light Vision; Percept: +16, Sense Motive: +11 | Saves: F: +11, R: +7, W: +8 ; +2 vs enchantments, immune to sleep effects| CMB +12 / CMD 25

Gender

M

Size

Medium (6'4", 170 lbs)

Age

27

Special Abilities

See text

Alignment

N

Deity

Nethys

Location

Talmandor's Bounty

Languages

Common, Elven, Undercommon, Aklo, Azlanti (linguistics). Aquan (linguistics)

Occupation

Researcher

Strength 21
Dexterity 16
Constitution 16
Intelligence 16
Wisdom 12
Charisma 8

About Mauro Ocela

Mauro 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
Melee: Longsword , Cestus , Ranseur
Ranged: Chakram , Sling, Underwater Heavy Crossbow
BAB : +7=+5+2 Trappings of the Warrior
CMB : +12 = +7 Bab +5 Str

Spells Known
L0 (DC 12, *) : Touch of Fatigue (Nec), Mending (Tra), Resistance (Abj), Message
L1 (DC 13, 5): Cause Fear (Nec), Enlarge Person (Tra), Shield (Abj), Lead Blades (Tra)
L2 (DC 14, 4): False Life (Nec), Resist Energy (Abj), Make Whole (Tra), Node of Blasting (Abj)
L3 (DC 15, 2): Animate Dead (Nec), Dispel Magic (Abj), Rags to Riches (Tra), Full Pouch (Tra)
Stats
Str 21 = 14 ( 5 pts) + 4 enhancement +2 racial +1 lvl 4
Dex 16 = 14 (5 pts) +2 enhancement
Con 16 = 14 (5 pts) +2 enhancement
Int 16 = 14 (5 pts) +2 enhancement
Wis 12 = 12 ( 2 points)
Cha 8 = 8 (-2 pts)
Feats : Skill Focus: Perception (adaptability),Extra Mental Focus (1st), Shield Focus (3ed), Shield Brace (5th), Combat Reflexes (7th)
Traits : Occult Bargain (drawback, -1 to concentration checks) (drawback), Armor Expert (Combat), Healthy (Campaign), Highlander (Regional)
Skills (4+2(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Perception (+16 = 7 rank +3 trained +1 wis +2 racial +3 Skill Focus)
Spellcraft (+13 = 7 ranks +3 trained +3 int)
Disable Device (+13 = 7 ranks +3 trained +3 dex)
Use Magic Device(+12 = 7 ranks +3 trained -1 cha +3 Magic Item Skill)
Stealth (+14 = 7 ranks +3 trained +3 Dex+1 trait)
K Arcana (+13 = 7 ranks +3 trained +3 int)

Sense Motive (Headband) (+11 = 7 rank +3 trained +1 wis)

Background Skills (2+2/lvl) (Ranks, skill roll)
K History (+13 = 7 ranks +3 trained +3 int)
Appraise (+7 = 1 ranks +3 trained +3 int)
Linguistics (+8 = 2 ranks +3 trained +3 int)
C Clockworks (+10 = 4 ranks +3 trained +3 int)
Occult Skill Unlocks (Appraise, Perception)
Languages : Common, Elven, Undercommon, Aklo, Azlanti (linguistics). Aquan (linguistics)
FCB: Occultist, +0.5 points of mental focus /lvl *7 =3.5 pts


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.
Each implement school is represented by a small list of objects. Every day, the occultist selects one item from that school’s list to be his implement for the day for each implement school he knows. The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement school multiple times, in which case he needs one item for each set of spells gained from that school. Implements don’t need to be magic items, and nonmagical implements don’t take up a magic item slot even if they’re worn. Implements that are not magic items are often of some historical value or of personal significance to the occultist, such as the finger bone of a saint, the broken scepter of a long-dead king, the skull of a mentor’s familiar, or the glass eye of an uncanny ancestor.
Whenever an occultist casts a spell, he must have the corresponding implement in his possession and present the implement to the target or toward the area of effect. This act is part of casting the spell and doesn’t require any additional action. If the occultist lacks the corresponding implement, he can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell’s level) to do so. Spells cast by an occultist without the appropriate implement are always treated as if they were cast at the minimum caster level for the spell in question (caster level 1st for a 1st-level spell, caster level 4th for a 2nd-level spell, and so on).
Each implement school also grants a base focus power. This power is added to the list of focus powers possessed by the occultist (see Mental Focus below). In addition, each implement school grants access to a number of other focus powers that the occultist can select from using his mental focus class feature.

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.
Once mental focus is invested inside an implement, the implement gains the resonant power of its implement school (see page 50), and the occultist can expend the mental focus stored in the implement to activate the associated focus powers he knows. If a resonant power grants a bonus that varies based on the amount of mental focus invested in the implement, the bonus is determined when the focus is invested, and is not reduced or altered by expending the mental focus invested in the item. Once all of the mental focus in an implement has been expended, it loses its resonant power until mental focus is once again invested in the implement.
The implement grants its resonant power to whoever possesses it; the occultist can lend the implement to an ally to assist that ally, but if he does so, he has difficulty casting that implement’s spells (see Implements on page 47) and can’t expend that implement’s focus on focus powers until he retrieves the implement or refreshes his focus.
The occultist refreshes his mental focus once each day after receiving at least 8 hours of sleep. After refreshing his mental focus, the occultist must spend 1 hour preparing his implements and investing them with this power. Mental focus that is not used before the next time the occultist refreshes his focus is lost.
The occultist can choose to save generic mental focus inside his own body instead of investing all of it, but expending this focus comes at a higher cost. Any focus power the occultist activates with generic focus costs twice as much mental focus to use (and to maintain, if applicable). The occultist can expend his generic focus through an appropriate implement on any focus power he knows, but an implement he didn’t invest any focus in at the start of the day grants no resonant power.
Magic Item Skill (Ex): At 2nd level, an occultist’s knowledge of magic items grants him a bonus when attempting to use them. He gains a bonus on all Use Magic Device checks equal to 1/2 his occultist level.

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.
Shift Focus (Su): At 4th level, an occultist gains the ability to shift his mental focus from one implement to another, though some of the focus is lost along the way. Shifting mental focus removes a number of points of mental focus from one implement and adds the same number – 1 to another implement; this takes 1 minute of quiet contemplation while touching both implements. The occultist can shift his mental focus only from one implement to another implement; he can’t shift generic focus into an implement. Unlike expending focus normally, this shift can reduce the effect of a resonant power in the implement from which the mental focus was taken. It does not, however, add to the resonant power of the implement to which the focus is added.
Hauntist (Su): At 5th level, a haunt collector with at least one haunted implement gains the medium’s haunt channeler class feature (Occult Adventures 31), with an effective medium level equal to his occultist level – 2. This ability replaces aura sight.

Mental Focus : 15 (7 lvl + 3 int + 2 feat +3 FCB),
Necromancy Implement – Funeral Coin (5 Invested) – Necromantic Focus Haunted Implement (Champion Spirit), Mind Fear (1), Necromantic Servant (1), Soulbound Puppet (lvl 3)
Transmutation Implement – Weapon (cestus) (6 invested) - Physical Enhancement (Str), Legacy Weapons (1), Quickness (lvl 5), Mind Over Gravity (lvl 7)
Abjuration Implement - Shield (4 invested) – Warding Talisman, Mind Barrier (1)
Trappings of the Warrior Implement (10 invested from Transmutation and Abjuration) – Martial Skill, Combat Trick (3)


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)
Weapons (48 gp): Spiked Gauntlet (5gp), 4 Chakrams (4gp), sling (0 gp ), 20 bullets (1 gp), Do it all knife (Cold Iron Sawback Kunai ) (9 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)
141. gp