Senethar

Princess Mindy's page

92 posts. Organized Play character for Purple Dragon Knight.


Full Name

Princess Mindy

Race

Female CG Undine

Classes/Levels

Occultist 4 - Init. +5, Senses Darkvision 60ft. Perception +8, AC 19/ touch 14/ ff 16; hp 23/23, F+4, R+4, W+7, Speed 30 ft., Swim 30 ft.

Size

Medium

Alignment

CG

About Princess Mindy

Princess Mindy

Female Undine occultist (occult historian) 4
Medium outsider (aquatic, native)
Init +5, Senses darkvision (60 ft.); Perception +8
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DEFENSE
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AC 19, touch 14, flat-footed 16 (+4 armor, +1 deflection, +3 Dex, +1 shield); +1 dodge bonus to AC vs. traps
hp 23 (4d8)
Fort +4, Ref +4, Will +7; +1 vs. traps
Resistances cold 5
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OFFENSE
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Speed 30 ft. Swim 30 ft.
Ranged mwk crossbow, light +7 (1d8/19-20)
Melee mwk rapier +3 (1d6-1/18-20)
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TACTICS
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Each morning Princess Mindy empowers her implements as per the following: (total 9 points of mental focus)
-Conjuration implement: 4 points (resonant power irrelevant)
-Evocation implement: 2 points (resonant power: + 1 dmg for damaging evocation spells that have an instantaneous duration or focus powers with an instantaneous duration)
-Illusion implement: 3 point (resonant power irrelevant)

Upon encountering opposition, she casts summon monster II as a standard action using 1 of the 4 points stored in her conjuration implement.

If enemies are packed together, she will cast burning hands on them, adding + 1 dmg.

Other than that, she will either help the party with a wand of cure light wounds or shoot her crossbow:

BOT my crossbow please!:
[dice=mwk light crossbow]1d20+7[/dice] for [dice]1d8[/dice] piercing damage.

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STATISTICS
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Str 8, Dex 16, Con 10, Int 17, Wis 16, Cha 10,
Base Atk +3; CMB +2; CMD 16
Feats Extra Mental Focus, Skill Focus (Knowledge (History))
Skills Appraise +7, Disable Device +12, Knowledge (Arcana) +9, Knowledge (Engineering) +7, Knowledge (History) +13, Knowledge (Planes) +7, Knowledge (Religion) +7, Linguistics(Azlanti, Sahuagin) +8, Perception +8, Sense Motive +8, Sleight of Hand +8, Spellcraft +10, Swim +11, Use Magic Device +9
Traits Focused Mind, Reactionary
Languages Aquan, Auran, Azlanti, Common, Ignan, Sahuagin, Terran
SQ +2 dexterity, +2 wisdom, -2 strength, amphibious (Ex), casting focus [conjuration](Su), color beam [illusion](Sp), darkvision, distortion [illusion](Sp), energy ray [evocation](Sp), energy resistance, focus powers, hydrated vitality, implements, intense focus [evocation](Su), knacks, languages, magic item skill, medium, mental focus, minor figment [illusion](Sp), native outsider, normal speed, object reading (Su), ruin reading (Su), servitor [conjuration](Sp), shift focus, spells, water affinity, weapon and armor proficiency
Combat Gear wand of cure light wounds
Other Gear handy haversack, mithral shirt, darkwood buckler, mwk rapier, pirate clothes, basic, leather armor, backpack, masterwork, thieves' tools, masterwork, bolts, crossbow (10), mwk light crossbow
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SPECIAL ABILITIES
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Occultist Spells (Caster Level 4th; Concentration +7)
Knacks (DC 13) at will - create water, dancing lights, ghost sound
1st (DC 14) 4/day - burning hands, cure light wounds, vanish
2nd (DC 15) 2/day - glitterdust, mirror image, sound burst

Racial Traits:

+2 Dexterity, +2 Wisdom, -2 Strength Undines are both perceptive and agile, but tend to adapt rather than match force with force.
Darkvision Undines can see in the dark up to 60 feet.
Energy Resistance Undines have cold resistance 5.
Hydrated Vitality (Ex) An undine with this racial trait gains fast healing 2 for 1 round anytime she submerges completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. The undine can heal up to 2 hit points per level each day with this ability, after which it ceases to function. This racial trait replaces water affinity.
Native Outsider Undines are outsiders with the native subtype.
Normal Speed Undines have a base speed of 30 feet on land. They also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.
Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.
Amphibious Some undines are born with a permanent bond to water. Undines with this racial trait gain the aquatic subtype and amphibious special quality. This racial trait replaces the spell-like ability racial trait.

Class Features
Implements (Su) At 1st level, an occultist learns to use two implement schools, and a third at level 2: Conjuration (compass at end of necklace), Evocation (silk gloves), Illusion (prism).

---Conjuration:

-----Resonant Power: Casting Focus (Su) The implement empowers the bearer’s ties to the worlds beyond, allowing his spells to maintain their power for a longer period of time. The bearer can add the implement as an additional focus component to any conjuration spell he casts that has a duration measured in rounds per level. If he does so, he adds 1 to his caster level for every 2 points of mental focus stored in the implement (to a maximum bonus equal to your occultist level). This increase applies only when determining the duration of the spell. Apply this increase after other effects that adjust a spell’s duration, such as Extend Spell.
-----Base Focus Power: Servitor (Sp) As a standard action, you can expend 1 point of mental focus to summon a servitor. This ability functions as summon monster I, but you can use it only to summon a single creature, and the effect lasts for 1 minute. At 4th level and every 3 levels thereafter, the level of the summon monster spell increases by 1, to a maximum of summon monster VII at 19th level. You can’t have more than one servitor in effect at a time. At any time, you can expend 1 point of mental focus as a free action to extend the duration of an active servitor by 1 minute.

---Evocation:

-----Resonant Power: Intense Focus (Su) The implement channels and enhances the effects of damaging evocations. A spellcaster who bears the implement can add the implement as an additional focus component for any of his damaging evocation spells that have an instantaneous duration or focus powers with an instantaneous duration. If he does so, the spell or focus power deals 1 additional point of damage of the same type to each creature for every 2 points of mental focus invested in the implement, to a maximum of 1 + 1 for every 2 occultist levels you possess.
-----Base Focus Power: Energy Ray (Sp) As a standard action that provokes attacks of opportunity, you can expend 1 point of mental focus to unleash a ray of pure energy as a ranged touch attack. This ray has a range of 30 feet. The ray deals an amount of energy damage equal to 1d6 points + 1d6 points for every 2 occultist levels you possess beyond 1st (2d6 at 3rd level, 3d6 at 5th, and so on, to a maximum of 10d6 at 19th level). When you unleash an energy ray, you must decide what type of damage it deals (acid, cold, electricity, or fire).

---Illusion:

-----Resonant Power: Distortion (Sp) The implement allows its bearer to distort his form and location, protecting him from harm. As a standard action, the bearer can gain a concealment miss chance equal to 5% for every point of mental focus invested in the implement (to a maximum of 5% + 5% for every 2 occultist levels you possess) until the next time the bearer makes an attack. If this miss chance reaches 50%, it doesn’t increase further, but the bearer gains all the benefits of invisibility. Creatures with see invisibility, true seeing, or similar abilities ignore the miss chance from this ability.
-----Base Focus Power: Minor Figment [Illusion] (Sp) As a standard action, you can expend 1 point of mental focus to create a minor figment. This can function as either ghost sound or minor image. In either case, the effect lasts for 3 rounds.
-----3rd Level Focus Power: Color Beam (Sp) As a standard action, you can expend 1 point of mental focus to unleash a beam of cascading colors at any one target within 30 feet. Doing so requires a ranged touch attack. If the beam hits, the target is blinded for 1 round if it has a number of Hit Dice equal to or lower than your occultist level. A foe with a number of Hit Dice greater than your occultist level is instead dazzled for 1 round. The foe can attempt a Will save to negate the effect. Regardless of whether it succeeds at its save, the target is then immune to this effect for 1 day. This is a mind-affecting illusion effect.

Knacks:
An occultist learns one 0-level psychic spell each time he selects an implement school (can cast at will).

Mental Focus (Su) - 8 points:
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 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.

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

Magic Item Skill (Ex) An occultist's knowledge of magic items grants him a bonus when attempting to use them. He gains a +1 bonus on all Use Magic Device checks.

Ruin Reading (Su) At 2nd level, an occult historian can glean secrets from ruined structures. She must spend 1 minute examining and touching part of the structure (such as a wall or a doorframe). At the end of the minute, the occult historian attempts a Knowledge (history) check. If the ruin has been claimed as a lair for a creature, the DC of this check is equal to 10 + the CR of the most powerful creature in the ruin. If the ruin holds a magic item (or multiple magic items), the DC of this check is equal to 11 + the highest caster level of all the magic items in the ruin. If the occult historian succeeds at the check, she learns the layout of the area of the ruin within 30 feet of her (including any secret doors), as well as a piece of information about the structure’s history (as determined by the GM). At 5th level, the occult historian can see into a ruin’s past. This reveals the same information that can be gathered with the spell retrocognition, except the occult historian can use it only in ruins. If the occult historian succeeds at the check outlined above, she sees the events that occurred in the ruin over the past hour; for each minute she concentrates, she can see 1 additional hour into the ruin’s past. If the result of her check exceeds the DC by 5 or more, she can see the events that occurred over the past week, plus for 1 additional week per minute she concentrates. If the result of her check exceeds the DC by 10 or more, she can see the events of the past year, plus for 1 additional year per minute she concentrates. If the result of her check exceeds the DC by 20 or more, she can see the events of the past century, plus for 1 additional century per minute she concentrates. An occult historian can use ruin reading once per day, plus an additional time every 4 levels thereafter, to a maximum of five times per day at 18th level. This replaces object reading and aura sight.

Trap Sense (Ex) At 3rd level, an occult historian gains trap sense +1, as per the rogue class feature of the same name. This bonus improves by 1 for every 3 occultist levels gained after 3rd, to a maximum of +6 at 18th level. This replaces the focus power gained at 3rd level. (+1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.)

Traits:

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Focused Mind Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.