Valeros

Mavaro, Iconic Occultist's page

41 posts. Alias of Sertaki.


Full Name

Mavaro

Race

Human

Classes/Levels

Occultist 1, HP 11/11; AC 15, Touch 11, FF 14; Fort +4, Ref +1, Will +4; Init +1; Perception +4 (+2 situational) | Focus (Skull 3/3, Sword 2/3) | spells (1st: 0/2)

Gender

Male

Age

42

Alignment

N

Deity

Pharasma

Languages

Common, Carisian, Abyssal, Celestial, Infernal, Thassilonian

Occupation

Scholar and Adventurer

Strength 15
Dexterity 12
Constitution 14
Intelligence 16
Wisdom 10
Charisma 11

About Mavaro, Iconic Occultist

“All objects tell stories, friend. You just need to
listen when they speak.”

Male human occultist 1
N Medium humanoid (human)
Init +1; Senses Perception +4 (+2 when surprised and to detect invisible or incorporal)
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DEFENSE
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AC 15, Touch 11, Flat-footed 14 (+4 Armor, +1 Dex)
HP 11 (1d8+3)
Fort +4, Ref +1, Will +4 (+2 vs. emotions)
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OFFENSE
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Speed 30 ft.
Melee one-eyed sword +3 (1d8+3/19-20; 2h: 1d8+4/19-20)
Ranged sling +1 (1d4+3)
Implement Schools
Necromancy (Mother Wren’s skull, 3 points) — resonant power: necromantic focus; focus powers: mind fear (DC 13)
Transmutation (one-eyed sword, 3 points) — resonant power: physical enhancement (+2 Str); focus powers: legacy weapon (+1), philosopher’s touch (1 minute)
Occultist Spells Known (CL 1st; concentration +4)
1st (2/day) — inflict light wounds (DC 14), lead blades
0 — mage hand, touch of fatigue (DC 13)
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TACTICS
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Base Statistics If Mavaro’s mental focus points are unassigned, his
statistics are Melee one-eyed sword +2 (1d8+2/19–20); Ranged
sling +1 (1d4+2); Str 15; CMB +2; CMD 13.
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STATISTICS
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Str 15 [17 with sword], Dex 12, Con 14, Int 16, Wis 10, Cha 11
Base Atk +0; CMB +3; CMD 14
Feats Extra Mental Focus*, Iron Will*
Skills Appraise +7, Diplomacy +4, Knowledge (history) +7, Knowledge
(religion) +7, Linguistics +7, Perception +4, Spellcraft +7, Use Magic
Device +4;
Armor Check Penalty –2
Traits grief-filled*, spirit sense*
Languages Abyssal, Celestial, Common, Infernal, Thassilonian, Varisian
SQ mental focus (6), 2 implements
Combat Gear acid (2)
Other Gear chain shirt, one-eyed sword (longsword), sling with 10 bullets, backpack, dagger, hemp rope (50 ft.), rappling hook, Mother Wren’s skull, torches (5), trail rations (4), waterskin; 4 gp.
* The effects of this ability have already been calculated into Mavaro’s statistics.

SPECIAL ABILITIES
Implements Mavaro can access the necromancy school of magic through Mother Wren’s skull and the transmutation school of magic through his one-eyed sword.
If these items are not in his possession, he must succeed at a DC 21 concentration (1d20+4) check to cast inflict light wounds (without the skull) or lead blades (without the sword), or a DC 20 concentration check to cast mage hand (without the sword) or touch of fatigue (without the skull).
Mental Focus Mavaro has 6 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.
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 long as Mavaro invested at least 4 points of mental focus in it. Additionally, the bearer can control an additional 2 Hit Dice of undead for every point of mental focus invested (maximum 4). A spellcaster who uses the skull as an additional focus for a necromancy spell to create undead can create an additional 4 Hit Dice of undead
Mind Fear As a standard action, Mavaro can expend 1 point of mental focus from Mother Wren’s skull to cause creatures within 30 feet with 1 Hit Die to become frightened for 1d4 rounds (DC 13 Will save 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 affected by this ability are instead shaken (shaken creatures simply take the penalties, but do not flee). This is a mindaffecting fear effect.
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 it's bearer's score for every 3 points of mental focus invested (maximum +2). Mavaro has chosen Strength in the statistics above.
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. The bonus lasts for 1 minute.
Philosopher’s Touch If Mavaro expends 1 point of mental focus from his one-eyed sword, as a standard action he can touch a weapon and cause it to gain the properties of cold iron or silver for 1 minute.

Extra Mental Focus You gain 2 additional points of mental focus.
Spirit Sense Mavaro gains a +2 bonus on Perception checks to avoid being surprised and to detect invisible or incorporeal creatures.
Grief-Filled You gain a +2 trait bonus on all saving throws against emotion spells and effects.

Spells:

Inflict Light Wounds: Creature touched takes 1d8+1 points of damage (Will DC 14 half). This spell heals undead creatures instead of damaging them.
Lead Blades: For 1 minute, Mavaro’s sword deals 2d6+3 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.
Mage Hand: Mavaro can point at one object up to 25 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.
Touch of Fatigue: A creature touched becomes fatigued (it cannot run or charge and take a –2 penalty to Strength and Dexterity). Anything that would cause the creature to become fatigued instead makes it exhausted. (Reflex DC 13 negates).