| Full Name |
Petra Venkman |
| Race |
Human (Taldan) |
| Classes/Levels |
Occultist 1 |HP: -2/9 |AC: 17 |FF: 12 |T: 15 |CMB: +2 |CMD: 14 | F: +3 | R: +2 | W: +0 |Init: +2 |Perc: +4 |Sense Motive: +4 |
| Alignment |
NG |
| Deity |
Nethys |
| Occupation |
Historian |
About Petra Venkman
Petra Venkman
Female human (taldan) occultist 1
NG Medium humanoid (human)
Init +2; Senses Perception +4
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Defense
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AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 9 (1d8+1)
Fort +3, Ref +2, Will +0
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +2 (1d4+2/19-20) or
. . scythe +2 (2d4+3/x4)
Ranged shortbow +2 (1d6/x3)
Occultist Spells Known (CL 1st; concentration +4)
. . 1st (2/day) comprehend languages, unseen servant
. . 0 (at will) create water, read magic
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Statistics
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Str 15, Dex 14, Con 12, Int 16, Wis 7, Cha 14
Base Atk +0; CMB +2; CMD 14
Feats Alertness, Technologist
Traits child of the temple, unintentional linguist
Skills Acrobatics -1 (-5 to jump), Appraise +7, Knowledge (arcana) +7, Knowledge (history) +7, Knowledge (nobility) +8, Linguistics +8, Perception +4, Sense Motive +4, Spellcraft +7, Use Magic Device +6
Languages Azlanti, Celestial, Common, Infernal, Osiriani, Ancient, Thassilonian
SQ flash insight, focus power (watchful eye), implements (conjuration, divination), mental focus, servitor, summoning focus, third eye
Combat Gear oil; Other Gear kikko armor, arrows (40), dagger, scythe, shortbow, backpack, bedroll, belt pouch, canteen, chalk (2), charcoal stick (2), flint and steel, hooded lantern, waterproof, ink, black, inkpen, journal, paper (2), powder, scroll box, sealing wax, sewing needle, smoked goggles, soap, thread (50 ft.), whetstone, 13 gp, 3 sp, 3 cp
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Special Abilities
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Conjuration (2 Focus) Implements used in conjuration involve magics that transport or call creatures.
Implements: Compass, figurine, lantern, mirror.
Divination (5 Focus) Implements of the divination school grant powers related to foresight and remote viewing.
Implements: Crystal ball, goggles, Harrow deck, headband, lenses.
Flash Insight +1 (Sp) Swift action & 1 focus: Gain insight bonus to one abil. or skill check, or attack before end of turn.
Mental Focus (7/day) (Su) You have a pool of points that activate your focus powers.
Servitor (Summon Monster I) (Sp) Standard action and 1 focus to summon a single creature, as summon monster
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Summoning Focus (1 round) (Su) Use as extra focus component to extend conjuration [summoning] spell.
Technologist You are familiar with the basic mechanics of technology.
Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological su
Third Eye (Su) Gain enhanced senses while implement stores focus.
Watchful Eye (10 minutes) (Sp) 1 focus to create invisible sensor to watch 5-ft square.