Hobgoblin Commander

Sukune's page

52 posts. Alias of Heofthehills.


Strength 20
Dexterity 12
Constitution 12
Intelligence 13
Wisdom 10
Charisma 7

About Sukune

Crunch:
Name Sukune
Human Battle Host Occultist
N, M, Humanoid (Human)
Init +1; Senses Perception +7

DEFENSE

AC 19, touch 11, flat-footed 18 (+8 Armor, +1 Dex)
hp 16
Fort +3, Ref +1, Will +2

OFFENSE

Speed 20ft

Melee +5

Ranged +1

Combat Options

MW Earthbreaker +7 2d6 +9 20/x3
Power Attack +6 2d6 +12 20/x3
Dagger, Thrown +1 1d4 +6 19-20/x2

STATISTICS

Str 20(22), Dex 12, Con 12, Int 13, Wis 10, Cha 7

Base Attack +0; CMB +5; CMD 16

Feats

Tribal Scars (+6 HP, +2 Perception & Survival)
Power Attack

Traits

Armor Expert
Frontier Forged (+1 Perception & Survival)

Trained Skills

Know: Arcane +5 (1 Ranks, +3 Class, +1 Int)
Know: Local +5 (1 Ranks, +3 Class, +1 Int)
Linguistics +5 (1 Ranks, +3 Class, +1 Int)
Perception +7 (1 Ranks, +3 Class, +2 Feat, +1 Trait)
Spellcraft +5 (1 Ranks, +3 Class, +1 Int)
Survival +4 (1 Ranks, +1 Trait, +2 Feat)

Class Abilities:

Panoply Bond (Su)

At 1st level, a battle host forms a supernatural bond with a specific weapon, suit of armor, or shield. This selection is permanent and can never be changed. The bonded item is masterwork quality and the battle host begins play with it at no cost.

The bonded item is immune to the broken condition for as long as the battle host lives. If a battle host dies and is restored to life, the bonded item is also restored if it was destroyed. Any magic powers associated with a battle host's bonded item function only for the battle host; in the hands of anyone else it is only a masterwork item. The bonded item starts as an implement for any single school of magic at 1st level, and gains access to additional schools of magic at 2nd, 10th, 14th, and 18th levels, granting the battle host access to base focus powers and resonant powers accordingly. The battle host's bonded item serves as his implement component to cast occultist spells of all the schools that he knows.

However, he must split his mental focus among the schools he knows for the purpose of determining resonant powers and using focus powers, even though he possesses only one physical item as an implement.

This ability alters implements, mental focus, spellcasting, and implement mastery.

Occultist Spells

Occultists gain access to the following spells, as determined by their chosen implement schools. A spell is not considered to be on the occultist's spell list until the occultist selects its implement school though the implements class feature.

Once an implement school has been chosen, all spells on the lists from that school below are considered to be on the occultist's spell list for the purpose of spell trigger and spell completion magic items. The occultist casts all spells as psychic spells.

Physical Enhancement (Su)

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).

Base Focus Power: All occultists who learn to use transmutation implements gain the following focus power.

Legacy Weapon (Su)

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.

Equipment:

Masterwork O-Yoroi Armor
Masterwork Earth Breaker 340gp
Dagger (4) 16gp
Wand of CLW (50/50)

Spells:

0s: Transmutation: mage hand
1s: 2/day: Lead Blades