Defense AC 14, Touch 12, Flat Footed 12 (+2 Dex, +2 Armor)
hp 10
Fort +5, Ref +3, Will +3 (+2 vs Fear/Despair)
Offense Speed 30 ft.
Melee Battleaxe of Bolturr the Blunderer, +4, 1D8+6, x3
Special Abilities Mental Focus: 6, 0 not invested
Transmutation Implement: Battleaxe of Bolturr the Blunderer, 4/4 Focus Invested
Resonant Power: Physical Enhancement (Su): The implement enhances its bearer’s body. When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess). +2 str
Focus Powers:
Legacy Weapon [base](Su): As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5. You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.
Sudden Speed [1st level](Sp): As a swift action, you can expend 1 point of mental focus to grant yourself a burst of speed. This increases your land speed by 30 feet for 1 minute. This ability does not stack with itself.
Abjuration Implement: Myri’s Mage Cloak, Gray, 2/2 Focus Invested
Resonant Power: Warding Talisman (Su): The implement wards against adverse effects. Whoever wears (or holds, for bells) the implement gains a +1 resistance bonus on saving throws for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess.
Focus Powers:
Mind Barrier [base](Sp): As a swift action, you can expend 1 point of mental focus to create a shield of mental energy around you that protects you from harm. The shield prevents a total of 2 points of damage per occultist level you possess. It lasts until the start of your next turn or until exhausted. For example, if you are 5th level, the mind barrier protects you from 10 points of damage; if you are hit by an attack that would deal 12 points of damage, the mind barrier is exhausted and you take 2 points of damage. You can activate this ability as an immediate action, but doing so costs 2 points of mental focus instead of 1.
Spells (Occultist CL 1, concentration +4)
Prepared Spells
1st 2/day: Lead Blades, Shield KnacksMage Hand, Resistance
Statistics Str 18 (16 base), Dex 14, Con 14, Int 17, Wis 10, Cha 8
Base Atk +0; CMB +4; CMD 16
Feats Extra Mental Focus
Skills Disable Device +6, Disguise +3, Kn:Arcana +7, Kn:History +7, Kn:Nobility +8, Linguistics +11, Perception +4, Spellcraft +7 (+2 to identify magic items), Use Magic Device +7
Traits Armor Expert: You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.
Hidden Blood: Nobles are known for dallying with 'the help'. They are also known for tearing each other to shreds in games of politics. Whatever you are today, your ancestors may have once enjoyed exalted positions of wealth and influence ... and they did not allow their offspring to forget. Secret family lore and signets have been passed down to you, and who knows what the future might hold?
You start gameplay in possession of a signet ring (no additional cost). In addition, you receive a +1 trait bonus to Knowledge (nobility), and this is always a class skill for you.
Pragmatic Activator: While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
Drawback Infamous: You were publicly linked, truthfully or not, to a crime of significant infamy. You draw attention wherever you go and risk imprisonment or worse in the jurisdiction where the crime was committed. You and your apparent allies take a -4 penalty on Diplomacy checks to interact with law-abiding citizens (except enemies of the authority that accused you).
Languages Mercantillia, Mithou, Babbel, The Howl, Elven, Infernal, Ancient Mercantillia
Racial Qualities Heart of steel: Malinger are exposed to ego-crushing rejection and/or abuse from a young age, and gradually grow desensitized. They gain a +2 racial bonus to saves versus fear and despair effects. In addition, once a day, after a natural 1 on a d20 roll, Malinger may reroll and use the second result.
Gifted linguist: Malinger gain a racial +4 bonus to Linguistics checks, and learn one additional language every time they put a rank in the Linguistics skill.
Malinger magic: Malinger gain a +2 racial bonus to checks made to overcome spell resistance, and a +2 racial bonus to Spellcraft checks to identify the properties of magic items.
Weapon familiarity: Malinger are trained from a young age in the use of words, and are proficient with bastard swords and shortswords regardless of their class.
Limited understanding: Malinger often feel hideously uncomfortable among the other species, the males because their looks cause them to be ostracized, the females because their looks cause them to suffer unwanted attention. As a result, they tend to keep other creatures at a distance, and find themselves inconvenienced when it comes to understanding strangers. Malinger suffer a racial -4 penalty to Sense motive checks.
Equipment
Signet Ring of the Volant family
Battleaxe of Bolturr the Blunderer
Black Mage Cloak - Gray, Wool, Myri's Custom Cloak
Leather Armor
Traveller’s Outfit
Backpack
Candle x5
Chalk x5
Grooming Kit
Mug
Soap x2
Twine, 50 ft
Torch x5
Waterskin
Bedroll
Cot
Coffee Pot
Coffee Grounds, 5 lbs
Currency: 2 sp, 10 cp
The Broadcastle Street Bombing:
Case File: “Broadcastle Street Bombing”
Location:[b] Broadcastle Street, Warehouse District, La Grande
[b]Person of Interest:MyriMyriad de Volant Myri of Broadcastle Street
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Remarks: Broadcastle Street Adventurer’s Guild Office was found in extreme state of disarray approximately 2 hours after nightfall. Contents of the office were scattered throughout the building and over the block, some being found up to 40 yards away. The roof of the building was partially collapsed over the blast epicenter and windows of buildings were blown out up to a block away. Blast appears to have emanated from an unidentifiable magic item that was destroyed during the event. Subject claims the item was a Staff of Understanding. Blast appears to have been force-based in nature rather than fire-based.
Subject was found under the influence of drugs and/or alcohol and laughing with heavy bruising and broken right arm across the street from the lodge, having been thrown there by the blast. Two workers in the warehouse next door suffered minor lacerations and were treated at the scene.
A large crowd had gathered from the taverns a block away by the time I arrived, but there were no direct witnesses.
Subject initially resisted questioning and treatment while dancing and singing. Subject was then placed under arrest, at which point subject calmed down and was treated and taken into custody. Afterward, subject was marginally cooperative. Subject was questioned and claimed that the blast was caused by an accidental malfunction of the magic item. Subject confirmed that no one else was in the building when the blast happened. The building administrator, Harvus Loytimer, has not yet been reached for questioning.
When questioned, the workers next door commented that they heard raised voices coming from the Guild Office approximately one hour before the event.
-----
The haggard, aging gelnet investigator puts down his quill down an hour after midnight and looks over at the young malinger girl, Myri, in the holding cell. He lets out an exasperated sigh. She's young, barely out of her teenage years, and she seems annoyed by how her night has ended up. Her Mage's cloak, gray wool and patched up with numerous, definitely non-regulation symbols, is sitting on the investigator's desk along with a few of her other belongings. She's dressed in a black tunic and trousers, higher quality than the investigator could ever afford but both chopped up to suit the girl's whims. Her white hair is streaked through with colorful dyes, and heavy handed black eye shadow and lipstick almost hide her perfect bone structure. She performs a rude gesture and goes back to picking her nose as she blesses the investigator with her sharp insight. "Locking up people who didn't do anything wrong is no good way to make the world a better place, you know. Idiot." The investigator sighs again as exhaustion really kicks in.
A sharp knock erupts from the precinct door and both of them jump as the door opens. A vitor man steps in, with droopy eyes and an even droopier mustache. He is bedecked in the red and white checkered livery of the Chateau de Volant. Despite the late hour, he looks sharp and alert. The woman in the cell looks confused but relieved and blurts out, "Weffery, what are y-" before the new arrival curtly cuts her off, addressing the investigator. "Good sir, I am Weffery Ballon, Seneschal of the Château de Volant. You have in your custody one Myriad de Volant. The matter at hand has transpired without loss of life, and the Château de Volant would like to see this resolved quietly and...internally. The aggrieved parties will of course be compensated for loss of property. Please remand the young lady into my custody and we shall be on our way."
The bleary eyed investigator takes a cursory look at Weffery's ring and shrugs, glad to have the problem off his plate. "Less paperwork for me." He scribbles a few 'corrections' on to the report he was writing as Weffery looks on over his shoulder and Myri smirks from inside her cell. As the investigator finishes his writing, Weffery takes the report and slips it under his tabard, replacing it with a small, jingling sack. "That does look more correct, yes. But on second thought, I should take this for safekeeping."
Within moments, the investigator has released her and she gives Weffery a hug in the moonlight outside the precinct office, favoring her broken arm. "I am so happy to see you here, it really was not my fault but I was sure I would face the pillory fo-" She trails off as the pulls back from the embrace and sees the stern look on the Seneschal's face.
"Young Lady, your ring please." He waits for a moment as she fishes out a ring and removes it from the chain around her neck before he continues. "You were quite clear when you left the Château that you desired a degree of independence, despite the expert apprenticeship that your parents kindly arranged with Magister Portnard. With this scandal, my dear, they have had enough. They have decided to give you what you want. Independence, and a chance to really learn to take responsibility and to live your own life. Effective immediately, your allowance is suspended for the next five years. Do not expect me to ride to the ends of the earth to bail you out of trouble again." While his expression remains stern, he clasps her on the shoulder. "However, they are still your parents - we are still family. They have not - YET - disowned you." His expression finally softens, if only slightly, and he hands her back her ring. "Please refrain from causing any further trouble that will make them reconsider."
Myri's expression shifts from confusion to anger as the older gentlemen outlines her fate. "What the elf is this?! They can't do that to me! I'm their daughter!" She throws the ring into the street with a look of betrayal as tears start to well in her eyes.
Weffery weathers the outburst impassively until she throws her ring. Frowning sadly, he bids her, "Goodnight, Myriad." Then he turns and walks away, leaving her bawling under the moonlight.
Once the tears have run out, she slumps with exhaustion to the empty street. With a start, she scrambles to retrieve her ring.
Notes:
Goals: Obtain a relic from Olova Urei's mortal life as a necromancy implement
Use the Volant family signet ring as an illusion Implement