Race |
| HP: 53[+10]/53 | AC: [24]19 ([13]12 Tch, [22]18 Fl) | CMD: [22]21, CMB: +9 | F: +10, R: [+7] +6, W: +10 (+2 vs emotions) | Init: +1 | Perc: +14, SM +0 |
Classes/Levels |
| Spells: 3rd: 2/2, 2nd: 1/4, 1st: 5/6 | Focus: Abj 2/2, Div 3/9, Nec 1/1, Tra 1/3 | Active conditions: Shield (7 minutes), False Life (15 hp), Haste. |
Gender |
(Damien) | Male N Human Occultist 7 |
Strength |
18 |
Dexterity |
12 |
Constitution |
14 |
Intelligence |
18 |
Wisdom |
10 |
Charisma |
11 |
About Mavaro
Mavaro PDF
Mavaro
Male human occultist 7
N Medium humanoid (human)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +14
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Defense
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AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex)
hp 53 (7d8+15)
Fort +8, Ref +4, Will +8; +2 trait bonus vs. emotion spells and effects
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Offense
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Speed 30 ft.
Melee +2 one-eyed sword (longsword) +12 (1d8+6/19-20)
Ranged mwk composite longbow +7 (1d8+4/×3)
Occultist Spells Known (CL 7th; concentration +11)
. . 3rd (2/day)—dispel magic, haste, retrocognition, riding possession (DC 17)
. . 2nd (4/day)—false life, find traps, levitate, resist energy
. . 1st (5/day)—inflict light wounds (DC 15), lead blades[APG], psychic reading, shield
. . 0 (at will)—detect magic, mage hand, resistance, touch of fatigue (DC 14)
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Statistics
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Str 18, Dex 12, Con 14, Int 18, Wis 10, Cha 11
Base Atk +5; CMB +9; CMD 21
Feats Extra Focus Power, Extra Mental Focus, Iron Will, More Extra Mental Focus, Weapon Focus (longsword)
Traits grief-filled, spirit sense
Skills Appraise +9, Diplomacy +7, Disable Device +4, Fly +7, Knowledge (arcana) +14, Knowledge (dungeoneering) +6, Knowledge (engineering) +8, Knowledge (history) +11, Knowledge (local) +7, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +10, Perception +14 (+16 vs. surprise and to detect invisible or incorporeal creatures), Spellcraft +11, Use Magic Device +13
Languages Abyssal, Aklo, Azlanti, Celestial, Common, Infernal, Thassilonian, Varisian
SQ aura sight, focus powers (mind eye, mind over gravity, pain wave, philosopher's touch, spirit shroud, sudden speed), implements (abjuration, divination, necromancy, transmutation), legacy weapon, mental focus, mind barrier, mind fear, necromantic focus, object reading, physical enhancement, shift focus, sudden insight, third eye, warding talisman
Combat Gear oil of daylight, potion of cure serious wounds (0/2), scroll of align weapon, wand of cure moderate wounds (0/4 charges), acid (2); Other Gear +1 mithral breastplate, +2 cloak of resistance, +2 one-eyed sword (longsword), mwk composite longbow (+4 Str), headband of vast intelligence +2, ring of protection +1, backpack, grappling hook, hemp rope (50 ft.), mother wren's skull, talisman clasp, torch (5), trail rations (4), waterskin, 60 gp
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Special Abilities
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Abjuration (talisman clasp) Abjuration implements are objects associated with protection and wards.
Implements: Amulet, armor, bell, bracers, brooch, cloak, holy symbol, shield.
Aura Sight (Su) Read the aura of creatures around you, as aura sight.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Divination (headband) Implements of the divination school grant powers related to foresight and remote viewing.
Implements: Book, crystal ball, goggles, harrow deck, headband, lenses, planchette.
Grief-Filled +2 trait bonus to save vs emotion spells and effects.
Legacy Weapon +2 (Su) 1 focus: weapon touched gains enhancement bonus plus a special ability.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mental Focus (15/day) (Su) You have a pool of points that activate your focus powers.
Mind Barrier (-14 damage) (Sp) 1 focus, swift action: Reduce next damage taken before next turn. 2 for Imm.
Mind Eye (7 minutes) (Sp) 1 focus: Create magical eye that scouts for you.
Mind Fear (DC 17) (Su) Target creature is frightened 1d4 rnds. if it has your HD or less, shaken if more (Will neg).
Mind Over Gravity (7 minutes) (Sp) 1 focus: Gain 60-ft fly speed w/perfect maneuverability.
More Extra Mental Focus You possess more increased mental focus.
Prerequisite: Mental focus class feature.
Benefit: You gain 2 additional points of mental focus.
Necromancy (Mother Wren's Skull) Implements that draw power from necromancy can control undead and harm the living.
Implements: Bone, coin, doll, drum, robe, skull.
Necromantic Focus (2 HD) (Su) Use implement as focus to command or create additional undead.
Object Reading (Su) Examine an object for 1 minute to learn properties, history, and about last user.
Pain Wave (7 rounds, DC 17) (Sp) 1 focus: Creatures in 20-ft. burst within 100 ft. are sickened by pain (Will partial).
Philosopher's Touch (1 weapon, cold iron/silver, 7 minutes) (Su) 1 focus: Weapon touched counts as special material for overcoming DR.
Physical Enhancement +2 (Strength) (Su) Implement grants bearer enhancement to one physical attribute.
Shift Focus (Transmutation [one-eyed sword], 10 focus) (Su) Shift focus from one implement to another, but lose 1 point.
Spirit Shroud (7 minutes) (Sp) 1 focus: Gain temporary HP, +1 resist bonus vs. death & fear effects, neg leve;ls, or neg energy.
Sudden Insight +3 (Sp) Swift action & 1 focus: Gain insight bonus to one abil. or skill check, or attack before end of turn.
Sudden Speed (Sp) 1 focus: As swift action, gain +30 land speed for 1 minute.
Third Eye (Su) Gain enhanced senses while implement stores focus.
Transmutation (one-eyed sword) Transmutation implements can alter the properties of both objects and creatures.
Implements: Belt, boots, sandals, vest, weapon.
Warding Talisman +1 (Su) Implement grants Resistance bonus to saves.