Full Name |
Salmok the Cloudhunter |
Race |
HP 1/11 | AC 17, T 11, FF 16 | CMD 13 | F +4, R +2, W +2 | Init +1 Perc +0 |
Classes/Levels |
| Focus Points: (geo) 1/1 ; (transmutation) 3/5 | Active Conditions: N/a |
Gender |
Salmok | Male LN Medium Oread Occultist (geomancer) 1 |
Size |
M |
Age |
86 |
Alignment |
LN |
Deity |
Imbrex |
Languages |
Common, Terran, Aquan, Auran, Ignan, Undercommon |
Strength |
16 |
Dexterity |
12 |
Constitution |
14 |
Intelligence |
16 |
Wisdom |
10 |
Charisma |
8 |
About Salmok
Salmok Cloudhunter
Male Oread Occultist (geomancer) 1
LN Medium Outsider (Native)
Init +1; Senses Perception +0 ; darkvision 60ft
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 14 (+6 armor, +1 Dex); +2 vs rays
hp 11 (1d8+2) (+1 FCB)
Fort +4, Ref +2, Will +2
Resist acid 5
--------------------
Offense
--------------------
Speed 20 ft. (15 ft. in armor)
Melee mwk mattock +5 (2d4+6/×4)
Implement Schools
..Geomatic Focus (land, 1 points)-Resonant n/a; Focus n/a
..Transmutation (mwk mattock, 5 points)—Resonant physical enhancement (+2 Str); Focus legacy weapon (+1), speed burst (1 minute)
Occultist Spells Known(CL 1st; concentration +4)
1st (2/day)— lead blades, (depends on terrain, see below)
0—mage hand
--------------------
Statistics
--------------------
Str 16+2, Dex 12, Con 14, Int 16, Wis 10, Cha 8
Base Atk 0; CMB +3; CMD 14
Feats Extra Mental Focus
Traits Deft Dodge, Pragmatic Activator
Skills knowledge(geography) +7, knowledge(history) +7, knowledge(nature) +7, knowledge(planes) +7, linguistics +7, profession(guide) +0, spellcraft +7, use magic device +7
Languages Common, Terran, Aquan, Auran, Ignan, Undercommon
SQ implements 1, mental focus (6)
Combat Gear mwk mattock, acid flask (2); Other Gear breastplate, heavy wooden shield, occultist kit, explorer's outfit
Money 1 gp
--------------------
Special Abilities
--------------------
Treacherous Earth Once per day, an oread with this racial trait can will the earth to rumble and shift, transforming a 10-foot-radius patch of earth, unworked stone, or sand into an area of difficult terrain, centered on an area the oread touches. This lasts for a number of minutes equal to the oread’s level, after which the ground returns to normal. This racial trait replaces the spell-like ability racial trait.
Energy Resistance Oreads have acid resistance 5.
Crystalline Form Oreads with this trait gain a +2 racial bonus to AC against rays thanks to their reflective crystalline skin. In addition, once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat. This racial trait replaces earth affinity.
Implements Salmok can access the transmutation school of magic through his mattock. If this item is not in his possession, he must succeed at a DC 21 concentration (1d20+4) check to cast lead blades (without the mattock) or a DC 20 concentration check to cast mage hand (without the mattock).
Legacy Weapon If Salmok expends 1 point of mental focus from his mattock, as a standard action he can touch a weapon and grant it a +1 enhancement bonus. The bonus lasts for 1 minute.
Mental Focus Salmok has 6 points of mental focus, which he can invest into his implements at the beginning of the day to access his implement schools’ resonant and focus powers. He can divide the focus in any way he desires. It takes 1 hour for Salmok to invest his implements with mental focus.
Once Salmok invests mental focus in an implement, the implement gains its school’s resonant power, and Salmok can spend mental focus stored in the implement to access its focus powers. The implement grants its resonant power to whoever possesses it (allowing Salmok to aid allies, but making his spells more difficult to cast; see Implements above). Salmok must be holding his implements to expend their focus powers.
Salmok can choose to save generic mental focus inside his own body instead of investing it. He can expend generic focus on any focus power he knows, but doing so costs twice as many points of mental focus, and an implement into which he did not invest mental focus grants no resonant power. If one of his implements is lost or destroyed, the invested mental focus is lost. Mental focus refreshes once every day after Salmok sleeps for at least 8 hours.
Physical Enhancement When Salmok invests mental focus into his mattock, he can select Strength, Dexterity, or Constitution. The mattock grants a +2 temporary enhancement bonus to that score for every 3 points of mental focus invested (maximum +2). Salmok has chosen Strength in the statistics above.
Sudden Speed As a swift action, Salmok can expend 1 point of mental focus to grant himself a burst of speed. This increases Salmok's land speed by 30 feet for 1 minute. This ability does not stack with itself.
Geomantic Focus When Salmok invests mental focus into his implements for the day, he can store some of it in the surrounding terrain. As long as Salmok remains in physical contact with the terrain, he gains the survivalist resonant power and the ability to use the terrain stride, dominion, and wall of terrain focus powers as appropriate for his level.
Geomancy Salmok learns one fewer implement school at 1st level. Instead, the spells that he knows are partially determined by the type of terrain he is currently in (and the level of spells he can cast). When he leaves a type of terrain, he loses knowledge of the spells that terrain grants and instead knows the spells granted by the new type of terrain he has entered. If a specific terrain falls into more than one category, the geomancer chooses which list of spells he receives when he enters the terrain. The spells at each spell level for the various types of terrain are listed below.
Cold: 1st—frostbite, 2nd—frigid touch, 3rd—sleet storm, 4th—creeping ice, 5th—icy prison, 6th—freezing sphere.
Desert: 1st—sun metal, 2nd—shifting sand, 3rd—cup of dust, 4th—fire shield, 5th—flame strike, 6th—sirocco.
Forest: 1st—entangle, 2nd—tree shape, 3rd—speak with plants, 4th—arboreal hammer, 5th—tree stride, 6th—liveoak.
Jungle: 1st—nauseating dart, 2nd—sickening entanglement, 3rd—venomous bolt, 4th—poison, 5th—snake staff, 6th—swarm skin.
Mountain: 1st—stone fist, 2nd—stone call, 3rd—stone shape, 4th—obsidian flow, 5th—cave fangs, 6th—move earth.
Plains: 1st—mount, 2nd—gust of wind, 3rd—plant growth, 4th—aspect of the stag, 5th—control winds, 6th—whip of ants.
Planes (Other Than the Material Plane): 1st—endure elements, 2nd—rope trick, 3rd—blink, 4th—dimensional anchor, 5th—planar adaptation, 6th—plane shift.
Swamp: 1st—mudball, 2nd—burst of nettles, 3rd—lily pad stride, 4th—slowing mud, 5th—insect plague, 6th—mass fester.
Underground: 1st—expeditious excavation, 2nd—darkvision, 3rd—meld into stone, 4th—echolocation, 5th—suffocation, 6th—conjure black pudding.
Urban: 1st—urban grace, 2nd—share language, 3rd—urban step, 4th—zone of silence, 5th—telepathic bond, 6th—statue.
Water: 1st—air bubble, 2nd—slipstream, 3rd—water breathing, 4th—fluid form, 5th—geyser, 6th—control water.
--------------------