Jhofre Vascari

Otto von Daniken's page

1 post. Alias of Snorter.


About Otto von Daniken

Otto von Daniken
LN Male Human (Taldan) Occultist 1
Age
18
Init +0, Senses
Perception +4
Languages Taldan, +4 others
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AC 10, 10 touch ,10 flat-footed (+ natural, +0 Dex)
hp 9 (1d8+1)
CMD 12
Fort +3, Ref +0, Will +2
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Spd 30 ft.
Melee +2 longsword (1d8+2)
Ranged +0
Base Atk +0; CMB +2
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Abilities (15 point buy)
Str 14, Dex 10 , Con 12 , Int 16 , Wis 11 , Cha 12
SQ Focus Powers
Feats (2)

Focus Powers (2 base , 2 resonant, +2)
Mental Focus 4
Enchantment Cloud Mind, Glorious Presence, Mental Discord
Transmutation Legacy Weapon, Philosopher’s Touch, Physical Enhancement

Spells per day (CL 1, DC 13+spell level, ranged touch +0)
Level 0 (at will): daze, mending
Level 1 (2/day): charm person, lead blades

Skills (9= 4 class, 1 favored, 3 Int, 1 racial)
Blue = Class skills, Bold = trained

Acrobatics (Dex) +
Appraise (Int) 1 +7
Bluff (Cha) +
Climb (Str) +
Craft (Int) +
Diplomacy (Cha) 1 +5
Disable Device (Dex) +
Disguise (Cha) 1 +5
Escape Artist (Dex) +
Fly (Dex) +
Handle Animal (Cha) +
Heal (Wis) +
Intimidate (Cha) +
Knowledge (arcana) +
Knowledge (dung) +
Knowledge (eng) +
Knowledge (geog) +
Knowledge (hist) +
Knowledge (local) +
Knowledge (nature) +
Knowledge (nobility) +
Knowledge (planes) +
Knowledge (religion) +
Linguistics (Int) 1 +7
Perception (Wis) 1 +4
Perform (Cha) +
Profession(merchant)(Wis)1 +4
Ride (Dex) +
Sense Motive (Wis) 1 +4
Sleight of Hand (Dex) +
Spellcraft (Int) 1 +7
Stealth (Dex) +
Survival (Wis) +
Swim (Str) +
Use Magic Device (Cha) 1 +5

Equipment:
150 gp

Otto was the son of a successful merchant family, until one day his world fell apart when creditors came to recover his father's previously unknown gambling debts. As bailiffs were removing their possessions, his father pushed a key into his hand, with a scrap of paper on which was written an address. He was then seized, and dragged from the house, never to be seen again.
Attempts by the family to have him returned were thwarted by there being no official record of an arrest, leading them to believe the men taking him away may not have been legal agents of the Crown.

With their accounts seized, and little means of earning a living, his mother and sisters pooled with him what savings they had hidden, and moved from one lodgings to another, taking whatever work they could.

Otto traced the address on the slip to a safe depositry, where his key opened a box containing a sword, a locket, volumes on geneology, and a short letter to his father in an unknown hand, telling him to keep these safe until further notice.
The sword had an interesting crossguard, in the shape of an deer or yale's antlers, but was of otherwise average quality. The locket contained a silhouette of an unknown lady.
The books were filled with the family histories of Taldan families of the last 500 years, with furious scribbled marginal notes, in several hands, suggesting these were false, but with no clue as to the writers, or the identity of the items owners.

Having few possessions, and fearing he would not be able to afford the rental on the bank's deposit box, Otto took the items. He would take them out to examine them, as he read the books, but was no wiser as to their origin. He would fall asleep with them, and found himself having vivid dreams, where he was rescuing the 'fair maiden' of the locket, or his father, using the sword to cleave through a small army of thugs, criminals, gamblers and gangsters, sent by shadowy figures, who recoiled from his shouted challenge.
He put this down to stress and fanciful heroic novels, and thought no more of it, till the day he had to defend himself from a group of muggers who demanded he hand over his fancy sword. He experienced a 'red mist' come over himself, and he reportedly demanded they disperse and acknowledge their betters, before running one through with a now-glowing blade. As the others fled, Otto panicked at the dying body at his feet. Though he may be able to claim self defence, he had no funds for a lawyer, and also feared his possessions may be impounded as evidence. He fled the scene, jumped on a river boat, and sailed to the coast, where he wrote a short letter to his family to advise them he was well, and now finds himself at a loose end, looking for gainful employment, and if this allows a score to be settled with the unsavoury criminal elements, he would consider that a bonus.

Weapon and Armor Proficiency: An occultist is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

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).

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 schools 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 schools 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 non-magical 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 schools 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 schools grants access to a number of other focus powers that the occultist can select from using his mental focus class feature. See implement schools for a complete list of implements associated with each school and their focus powers.

Knacks

An occultist learns one knack, or 0-level psychic spell, each time he selects an implement schools (including when he again selects a school that he has already learned to use). These spells are cast like any other spell, but they can be cast any number of times per day. Knacks cast using any other spell slots because of metamagic feats applied to them, for example, consume spell slots as normal.

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, 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) 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.

Spell Casting

An occultist casts psychic spells drawn from the occultist spell list, limited by the implement groups he knows. He can cast any spell he knows without preparing it ahead of time. Every occultist spell has an implement component (see Implements).

An occultist's base daily spell allotment is given on Table: Occultist. In addition, he gains bonus spells per day if he has a high Intelligence score.

The occultist’s selection of spells is limited. For each implement school he learns to use, he can add one spell of each level he can cast to his list of spells known, chosen from that school’s spell list. If he selects the same implement school multiple times, he adds one spell of each level from that school’s list for each time he has selected that school.

When the occultist learns to cast a new level of spells, he immediately adds one spell of that level to his list of spells known from each implement school he knows (plus any extra spells from schools he has selected multiple times).

At 5th level and every 3 occultist levels thereafter (8th, 11th, and so on), an occultist can choose to learn a new spell in place of one he already knows. In effect, the occultist loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level occultist spell the occultist can cast. The spell learned must come from the same list of spells provided by the implement school of the spell lost.
An occultist can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.

An occultist need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.