White Grotto Student

Sumil's page

192 posts. Organized Play character for Xynen.


Full Name

Sumil Alyza

Race

Male Human PFS#186188-4 Occultist/3

Classes/Levels

Stats:
│HP: 24/24│ AC 17│ T10│ FF17│ F:4│R:1│W:3 (+2 vs Fear effects)│Init 0│Perception +5│CMB +4│CMD14│ Focus Points 7/Day

Gender

Skills:
Appraise +8, Kno (Arcana +10, History +8, Local +5, Planes +9, Religion +10), Perception +5, Profession (Archivist) +6, Sense Motive +5, Spell Craft +9, UMD +6

Strength 16
Dexterity 10
Constitution 12
Intelligence 18
Wisdom 10
Charisma 8

About Sumil

Character Sheet

Laurels::

Experience: 7

Prestige: 12

Fame: 14

Boons & Titles:
Gloomspire Explorer:+2 on Perception to Discover traps and hidden objects in Gloomspires. May use this bonus in one place other than the gloomspires 0/1.
Explore Report Cooperate: May use this boon to discover if a particular action is beneficial to the Pathfinder Society. Gm Informs if action is
positive, negative or negligible. Crossed off once used.
Prized Find: If you fail to gain a prestige point from a scenario you may cross off this boon to recover it.
Inside Knowledge: +2 on K. Local about the Aspis Consortium. Cross off boon to take 20 on check
Lord Avids Recommendation: +2 Cha based checks against Kortos Nobility. Cross off boon to increase to +4 with anyone on Kortos
Labyrinth of Hungry Ghosts Boons

Faction Goals Achieved: 1
(Season 7 Faction Card) 1/1: Recover Named Artifact: Orb of Stars from Hall of Flesh Eaters
Faction Goals in Progress (Season 7): 1
(Season 7 Faction Card)2/5: GM Credit
Faction Goals in Progress (Season 8): 0

Crunch:
Sumil
Male Human Occultist 3
NG Medium human
Init +0; Senses Perception +5
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Defense
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AC 17, touch 10, flat-footed 17
HP 24 (3d8+6)
Fort +4, Ref +1, Will +3 (+2 vs Fear)

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Offense
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Speed 20 ft.

Melee:
Longsword 19-20/x2
Single Attack:
[Dice=LongSword]1d20+5;1d8+3[/dice]
Ranged Attack:
Ray +2
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Statistics
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Str 16, Dex 10, Con 12, Int 18, Wis 10, Cha 8
Base Atk +2; CMB +5; CMD +16
Feats: Extra Focus Power, Combat Casting
Traits: Focused Mind, Courageous
Skills:Appraise +8 Kno (Arcana +10, History +8, Local +5, Planes +9, Religion +10), Perception +5, Profession (Archivist) +6, Sense Motive +5, Spell Craft +9, UMD +6
Languages Common, Kelish, Dwarven, Elven, Infernal, Draconic

Non Combat Gear
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Small Tent
Silk rope
crowbar
grappling hook
Wand of CLW x49
3698gp

Focus Powers:

Evocation
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.

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).

Shape Mastery (Su)
As part of casting an evocation spell with an area of effect, you can expend a number of points of mental focus up to your Intelligence modifier to exclude an equal number of squares from the area.

Transmutation
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).

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.

Philosopher's Touch (Su)
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).

Sudden Speed (Sp)

As a swift action, you can expend 1 point of mental focus to grant yourself a burst of speed. This increases your land speed by 30 feet for 1 minute. This ability does not stack with itself.

Divination
Third Eye (Su)

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 low-light 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.

Base Focus Power: All occultists who learn to use divination implements gain the following focus power.
Sudden Insight (Sp)

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.

Focus Powers: In addition to gaining the base focus power, occultists who learn to use divination implements can select from the following focus powers when choosing the powers gained from their focus powers class feature.

Background, Description:

Sumil is...ornate. He likes to decorate himself in colorful clothes, and shiny objects. Most of these have no meaning whatsoever. He just likes to stand out in a crowd. His penchant for the Occult could normally do that on his own, but he seems fit to making himself the center of attention, or at least trying to. His family would, at best, consider him corny, meddlesome and tiring, so it's probably best that he's often off in search of some new creepy artifact instead of home talking to his skull collection.

He is, despite his failings, a friendly man, willing to go out of his way to help a stranger in need. He bears a smile nearly all the time, shiny almond eyes always taking in what everyone has to say.

He lived a fairly common merchants life. Until of course his family discovered that the ancient tomb of the family progenitor had been defiled. Knowing his love of the dead's belongings, he was assigned the task of bringing her objects home. Thus he has spent the last few years searching. He has found at least two object belonging to his long lost ancestor. The first was the Scimitar of al'Yza, a weapon his ancestor had used in battle to cut down her enemies, the second a set of magical gloves, Ignatiy's Weaving Fingers, used by his great great great great great great grandfather in defense of his lover, protecting the land they had claimed for the al'Yza clan. How many more still populated the markets of the world? Sumil could not be sure, but the Dark Archive's resources were sure to come in handy.

Object Reading (Su):

At 2nd level, an occultist learns how to read information from items he examines.

Examining an item in this way requires him to spend 1 minute handling the item. If the item is a magic item, the occultist learns its properties and command word as if he had successfully examined the item using detect magic and succeeded at a Spellcraft check. This ability does not reveal whether the item is cursed unless the occultist's class level is equal to or greater than the caster level of the item. If the item has any historical significance, the occultist learns one piece of information about its past (as determined by the GM). Finally, if the item was last used no longer than 1 day ago per the occultist's class level, the occultist learns one piece of information about the last creature to use the item. This information might be a glimpse of the creature's appearance, a brief vision of what it saw while using the item, or perhaps its emotional state when it last used the item. The GM determines what information is gained in this way. This functions like the psychometry occult skill unlock, but doesn't require a skill check and can be used at will.