Implement Schools (2 generic focus)
. . Divination (Eyes, 1 point) Resonant—third eye; Focus—mind eye, sudden insight
. . Necromancy (Bone, 3 points) Resonant—necromantic focus; Focus—mind fear, necromantic servant, soulbound puppet
. . Transmutation (Skin, 3 points) Resonant—physical enhancement (dexterity); Focus—legacy weapon
Occultist (Psychodermist) Spells Known (CL 5th; concentration +9)
. . 2nd (3/day)—lesser animate dead[UM], find traps, rune of rule
. . 1st (5/day)—enlarge person (DC 15), heightened awareness[ACG], inflict light wounds (DC 15)
. . 0 (at will)—mage hand, read magic, touch of fatigue (DC 14)
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Statistics
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Str 8, Dex 22, Con 12, Int 18, Wis 12, Cha 7
Base Atk +3; CMB +1; CMD 17
Feats Burrowing Teeth[ARG], Familiar Bond, Improved Familiar Bond, Iron Will, Sharpclaw[ARG], Skill Focus (Survival), Tunnel Rat[ARG], Weapon Finesse
Traits pragmatic activator, reactionary
Skills Acrobatics +11 (+7 to jump), Appraise +8, Disable Device +18, Escape Artist +12, Heal +5 (+7 to create trophies), Knowledge (arcana) +8 (+10 to ID creature abilities and weaknesses), Knowledge (dungeoneering) +8 (+10 to ID creature abilities and weaknesses), Knowledge (local) +8 (+10 to ID creature abilities and weaknesses), Knowledge (nature) +8 (+10 to ID creature abilities and weaknesses), Knowledge (planes) +8 (+10 to ID creature abilities and weaknesses), Knowledge (religion) +8 (+10 to ID creature abilities and weaknesses), Linguistics +12, Perception +9 (+7 sight and hearing), Profession (cook) +5, Sleight of Hand +10, Spellcraft +10, Stealth +19, Survival +12 (+14 to avoid becoming lost), Use Magic Device +13
Languages Abyssal, Aquan, Auran, Celestial, Common, Daemonic, Draconic, Gnome, Halfling, Polyglot
SQ discern death, mental focus (9/day), monster hunting lore +2, rodent empathy, scent[ARG], seek prey, shift focus, trapfinding +1, trophies, trophies 3
Other Gear mithral shirt, agile amulet of mighty fists, cloak of resistance +1, headband of vast intelligence +2, wayfinder[ISWG], masterwork thieves' tools, goat, slave, 150 gp
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Special Abilities
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Burrow (10 feet, sand, dirt, clay, gravel, or similar materials) You have a burrow speed, but only through certain types of earth.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Discern Death (2/day) (Su) As a full-rd action, study portion of creatures corpse to gain insight as blood biography.
Divination (Eyes) Implements of the divination school grant powers related to foresight and remote viewing.
Implements: Book, crystal ball, goggles, harrow deck, headband, lenses, planchette.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to sight-based Perception checks in bright light You gain the Alertness feat while your familiar is within arm's reach.
Legacy Weapon +1 (Su) 1 focus: weapon touched gains enhancement bonus plus a special ability.
Mental Focus (9/day) (Su) You have a pool of points that activate your focus powers.
Mind Eye (5 minutes) (Sp) 1 focus: Create magical eye that scouts for you.
Mind Fear (DC 16) (Su) Target creature is frightened 1d4 rnds. if it has your HD or less, shaken if more (Will neg).
Monster Hunting Lore +2 (Ex) Add half level as bonus to craft to make trophies, and knowledge to ID creatures.
Necromancy (Bone) Implements that draw power from necromancy can control undead and harm the living.
Implements: Bone, coin, doll, drum, robe, skull.
Necromantic Focus (6 HD) (Su) Use implement as focus to command or create additional undead.
Necromantic Servant (2 servants, 50 minutes) (Sp) 1 focus: Raise human skeleton or zombie to serve you.
Physical Enhancement +2 (Dexterity) (Su) Implement grants bearer enhancement to one physical attribute.
Rodent Empathy Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
Scent -2 on Perception checks based primarily on sight or hearing.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Seek Prey (Su) As a standard action, detect creatures of certain type around self, as aura sight for 1 rd.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shift Focus (Necromancy [Bone], 8 focus) (Su) Shift focus from one implement to another, but lose 1 point.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Soulbound Puppet (50 minutes) (Su) 1 focus: create soulbound puppet from bone, doll, or skull.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Sudden Insight +2 (Sp) Swift action & 1 focus: Gain insight bonus to one abil. or skill check, or attack before end of turn.
Swarming (Ex) Can share a square with another with swarming, if both att the same foe, he is flanked.
Third Eye (Su) Gain enhanced senses while implement stores focus.
Transmutation (Skin) Transmutation implements can alter the properties of both objects and creatures.
Implements: Belt, boots, sandals, vest, weapon.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Trophies (Su) Gain a series of items which grant access to schools and powers.
Trophies (Su) Can preserve harvested monster parts to use as implements.
Tunnel Rat You count as one size smaller than normal for the purpose of squeezing.
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Backpack:
Cooking Kit
Gravedigger's Kit
Survival Kit Common
Alchemist fire x 5
Acid x5
Obsidian Gem 1 25 GP
Obsidian Gem 2 50 GP
Obsidian Gem 3 75 GP
Obsidian Gem 4 100 GP
Obsidian Gem 5 125 GP
Obsidian Gem 6 150 GP
2404
Racial Traits: Scent, Cornered Fury, Unnatural
PFS
EXP 14 Prestige 23 Fame 25
Confirmation- EXP 1 Prestige 2
Out of Anarchy- EXP 1 Prestige 2
Master of the Fallen Fortress- EXP 1 Prestige 1
The Veteran's Vault- EXP 1 Prestige 2
The Goblinblood Dead- EXP 1 Prestige 2
The Traitor's Lodge- EXP 1 Prestige 2
Hall of the Flesh Eaters- EXP 1 Prestige 2
Birthright Betrayed EXP 1 Prestige 2
Broken Oath EXP 1 Prestige 2
Masks of the Living God EXP 3 Presitge 4
Biting Ants EXP 1 Prestige 2
Overflow Archive EXP 1 Prestige 2