Paper Golem

Purpose Creche's page

1,000 posts. Alias of Andrew Mullen (Contributor).


Full Name

Purpose Creche

Race

| HP: 59/67 | AC: 21 (16 Tch, 17 Fl) | CMB: +6, CMD: 21 |F: +7, R: +9, W: +9 | Init: +9 |

Classes/Levels

Spd 30ft | P: +18 SM +10 | 16 Mental Focus: D1/7, E3/3, I1/1, T2/6; Spells: 1st 4/6, 2nd 4/5, 3rd 1/4 | +1 longsword +8/+3 (1d6+2), +1 longbow +12/+7 (1d6+2 x3, 110ft.)

Gender

N wyrwood occultist 9

Size

Small

Age

52

Alignment

N

Deity

Pharasma

Languages

Aklo, Aquan, Azlanti, Common, Draconic, Dwarven, Elven, Goblin, Skald

Occupation

Quartermaster

Strength 12
Dexterity 20
Intelligence 20
Wisdom 13
Charisma 10

About Purpose Creche

Knowledge and Linguistics rolls:

[dice=Knowledge (arcana)]1d20+17[/dice]
[dice=Knowledge (dungeoneering)]1d20+11[/dice]
[dice=Knowledge (engineering)]1d20+14[/dice]
[dice=Knowledge (history)]1d20+13[/dice]
[dice=Knowledge (local)]1d20+6[/dice]
[dice=Knowledge (nature)]1d20+6[/dice]
[dice=Knowledge (planes)]1d20+12[/dice]
[dice=Knowledge (religion)]1d20+16[/dice]
[dice=Linguistics]1d20+13[/dice]

Description text:
The top of this figure’s slightly pyramidal head just reaches 4 feet tall, jutting from the high collar of a floor-length leather coat covered in the rectangular patches of interior armored plates. His impassive face is marked only by a thin band of iron spanning where eyes would otherwise lie, and glimpses of his thin frame of sandy colored wood and dull iron occasionally peak from the seams of his heavy garment.

Purpose Creche
Wyrwood occultist 9
N Small construct
Init +9; Senses darkvision 60 ft. (if at least 6 mental focus in divination implement), low-light vision, see invisibility (if at least 9 mental focus), Perception +18 (includes bonus from divination resonant power, usually +4)
--------------------
Defense
--------------------
AC 21, touch 16, flat-footed 17 (+5 armor, +4 Dex, +1 deflection, +1 size)
hp 67 (9d8+19)
Fort +6, Ref +8, Will +8 (+5 Dex, +2 Wis, +1 resistance)
Immune construct traits
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Azlanti longsword +8/+3 (1d6+2, 19-20x2), dagger +7 (1d3 19-20x2, P or S)
Ranged mwk underwater heavy crossbow +12 (1d8 19-20/x2, P, 120 ft. [20 ft. underwater]), +1 longbow +12/+7 (1d6+2 x3, P, 110 ft.)
Special Attacks energy ray +12 touch (5d6+x acid or cold or electricity or fire, 30 ft.)
Spell-Like Abilities (CL 9th; concentration +14)
. . 1/day—make whole
Implement Schools
. . Divination (charred prayerbook, <variable> points)—Resonant third eye +x; Focus danger sight, mind eye, sudden insight (base)
. . Evocation (progenitor’s splinter, <variable> points)—Resonant intense focus +x; Focus energy ray (base)
. . Illusion (ioun gauntlet, <variable> points)—Resonant distortion; Focus minor figment (base)
. . Transmutation (progenitor’s band, <at least 6> points)—Resonant physical enhancement (+4 Dex); Focus legacy weapon (base), mind over gravity, philosopher’s touch, quickness, telekinetic mastery

Occultist Spells Known (CL 9th; concentration +14)
. . 3rd (4/day)—displacement, haste, retrocognition, talismanic implement
. . 2nd (5/day)—defensive shock, enter image, mirror image, see invisibility
. . 1st (6/day)—expeditious retreat, floating disk, heightened awareness, vanish
. . 0 (at will)—dancing lights, detect magic, ghost sound (DC 15), mending
--------------------
Statistics
--------------------
Str 12, Dex 20 (16 base), Con -, Int 20 (18 base), Wis 14, Cha 10
Base Atk +6/+1; CMB +6; CMD 21
Feats Craft Wondrous Item, Extra Focus Power (quickness), Extra Mental Focus, Improved Initiative
Traits pragmatic activator, resourceful [campaign]
Skills Acrobatics +4, Craft (woodworking) +9, Diplomacy +4, Fly +17, Knowledge (arcana) +17, Knowledge (dungeoneering) +11, Knowledge (engineering) +14, Knowledge (history) +13, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (planes) +12, Knowledge (religion) +16, Linguistics +13, Perception +14 (+x potential resonant power), Profession (Quartermaster) +5, Sense Motive +10, Spellcraft +17, Swim +12 (+20 in manta ray form), Use Magic Device +17
Languages Aklo, Aquan, Azlanti, Common, Draconic, Dwarven, Elven, Goblin, Skald
SQ aura sight, implements 4, magic circles, magic item skill, mental focus (16), outsider contact I
Combat Gear +1 locathah-bane bolt, +1 merfolk-bane bolt, +1 strix-bane bolt; Other Gear +1 chain shirt, cloak of the manta ray, ring of resistance +1, mwk underwater heavy crossbow (10 bolts), dagger, +1 Azlanti longsword, ring of swimming, +1 reliquary composite longbow (+1), carved Purpose Creche gargoyles <see weight and additional inventory link in Carrying Capacity below>

Special Abilities:

Aura Sight (Su): At 5th level, the occultist can read the auras of creatures around him as a standard action. This functions as the aura sight spell with a duration of 1 round.
---
This spell makes your eyes glow and allows you to see alignment auras within 120 feet of you. The effect is similar to that of a detect chaos/evil/good/law spell, but aura sight does not require concentration, and it discerns an aura’s location and power more quickly.

You know the location and power of all chaotic, evil, good, and lawful auras within your sight. An aura’s power depends on a creature’s Hit Dice or an item’s caster level, as noted in the description of the detect evil spell. If an item or a creature bearing an aura is in line of sight, you can attempt a Knowledge (religion) check to determine the aura’s strength (one check per aura; DC 15 + spell level, or 15 + 1/2 caster level for a non-spell effect).
Energy Ray (Sp): Evocation base focus power. 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).

Danger Sight (Sp): As an immediate action, you can protect yourself from harm by expending 1 point of mental focus. You can use this ability whenever you are the target of an attack or are required to attempt a saving throw against a special ability, spell, or trap. Doing so grants you an insight bonus to your AC or on your saving throw equal to 1/2 your occultist level. This bonus applies only to the next attack against you or saving throw you attempt, and if not applied by the end of the round, the protection fades and you gain no benefit. You must be at least 3rd level to select this focus power.
Distortion (Sp): Illusion resonant power. 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.
Intense Focus (Su): Evocation resonant power. 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.
Legacy Weapon (Su): Transmutation base focus power. 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.
Mind Eye (Sp): Divination focus power. As a standard action, you can expend 1 point of mental focus to create a mind eye—a magical sensor through which you can see and hear. The mind eye is invisible and its size is Fine, giving it an AC of 18. Any amount of damage to the eye destroys it, but it can be harmed by only spells or magic weapons. The eye moves with a fly speed of 60 feet with perfect maneuverability and can travel up to 1 mile away from you. You must concentrate as a standard action to direct the eye and receive sensory images through it. The mind eye sees as your eyes see, including any additional senses you possess (such as darkvision or see invisibility). The mind eye lasts for 1 minute per occultist level you possess. You must be at least 5th level to select this focus power.
Mind Over Gravity (Sp): As a standard action, you can expend 1 point of mental focus to give yourself a fly speed of 60 feet with perfect maneuverability. This effect lasts for 1 minute per occultist level you possess. You must be at least 7th level to select this focus power.
Minor Figment (Sp): Illusion base focus power. 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 a number of rounds equal to your occultist level. If you are 7th level or higher, the figment lasts for a number of minutes equal to your occultist level, and you can cause the figment to change once during its duration when a specified condition occurs.
Philosopher's Touch (Su): Transmutation focus power. As a standard action, you can expend 1 point of mental focus and touch a weapon, causing it to gain the properties of a special material. You can cause the weapon to be treated as cold iron or silver for the purposes of overcoming damage reduction for 1 minute per occultist level you possess. At 4th level and every 4 levels thereafter, you can touch an additional weapon as part of using this ability to grant that weapon the same benefit (still expending only 1 point of mental focus). At 11th level, you can cause any weapon affected by this ability to act as if it were adamantine instead (but only for the purposes of overcoming damage reduction, not for overcoming hardness).
Physical Enhancement (Su): Transmutation resonant power. 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).
Sudden Insight (Sp): Divination base power. As a swift action, you can expend 1 point of mental focus to gain an insight into your immediate future. You can use this foreknowledge as a free action before you roll any ability check, attack roll, or skill check to gain an insight bonus on that roll equal to 1/2 your occultist level (minimum +1). You can use your foreknowledge only once per turn, and if it’s not used by the end of your turn, the insight fades and you gain no benefit.
Quickness (Sp): As a standard action, you can expend 1 point of mental focus to grant supernatural quickness and reflexes to yourself or a willing living creature you touch. This functions as haste, but the bonus to AC and on Reflex saving throws increases to +2. This effect lasts for 1 round per occultist level you possess. You must be at least 5th level to select this focus power.
Telekinetic Mastery (Sp): As a standard action, you can expend 1 point of mental focus to grant yourself telekinetic power. This functions as telekinesis, except you don’t need to concentrate on the effect to maintain it, and using any one of its effects is a standard action. This effect lasts for 1 round per occultist level you possess. You must be at least 9th level to select this focus power.
Third Eye (Su): Divination resonant power. The implement allows its bearer to notice that which can’t easily be seen. The implement grants a +1 insight bonus on Perception checks per 2 points of mental focus stored in it, to a maximum bonus equal to the occultist’s level. If the occultist is 3rd level or higher and stores at least 3 points of mental focus in it, the implement also grants lowlight vision. If the occultist is 5th level or higher and stores at least 6 points of mental focus in it, the implement also grants darkvision 60 feet. (If the bearer already has darkvision, the implement increases the range of the darkvision by 30 feet.) If the occultist is 7th level or higher and stores at least 9 points of mental focus in it, the implement also grants the effects of see invisibility. If the occultist is 13th level or higher and stores at least 12 points of mental focus in it, the implement also grants blindsense 60 feet. If the occultist is 19th level or higher and stores at least 15 points of mental focus in it, the implement also grants blindsight 30 feet.

Construct Traits:

  • No Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
  • Low-light vision.
  • Darkvision 60 ft. Traded out for [i]make whole 1/day.
  • Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
  • Immunity to disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
  • Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
  • Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
  • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
  • Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
  • A construct cannot be raised or resurrected. (But can be reincarnated!)
  • Constructs do not breathe, eat, or sleep.

Resourceful campaign trait:

Choose one Craft or Profession skill when you gain this trait. You gain a +1 trait bonus on checks with that skill. In addition, the time required for you to create a magic item is decreased. You require only 8 hours for every 1,500 gp in the item’s base price (instead of the normal 8 hours per 1,000 gp). You can create potions and scrolls whose base price is 375 gp in just 2 hours; potions and scrolls with a base price more than 375 gp but less than 1,500 gp take 8 hours to create, just like any other magic item.

Carrying Capacity:

Flavor Notes:
[list]
  • Implements:
  • Divination: A charred portion of the Parables of Erastil, recovered from the chapel in Talmandor’s Bounty.
  • Evocation: Progenitor’s splinter. A worn 2 ft. fragment of mahogany mottled with dark grey iron stains.
  • Transmutation: Progenitor’s banding. A thin curved band of pitted iron.