Zaz

Tabar's page

425 posts. Organized Play character for noral.


Race

HP 67/67 | AC 23 T 16 FF 18 | CMB (Trip, Disarm, Sunder) +10, CMD 15 | F: +9, R: +10, W: +5 | Init: +5 | Bluff (Deceive) +9, Dipl. (Influence) +14, Perc +10, SM +3

Classes/Levels

Spells 1st 6/6, 2nd 3/3 | Transm. Impl. MF 3/3 | Abj. Impl. MF 7/7 | Illusion Impl. MF 2/2 | Speed 20ft (40ft on riding dog)| Active conditions:

Gender

Male N Ratfolk | Swashbuckler 1, Occultist 5 | Panache 6/6 | Chaldira Reroll 1/1 | T-Shirt Reroll 1/1 |

About Tabar

---

–– Swashbuckler (Inspired Blade, Noble Fencer) 1, Occultist (Haunt Collector) 5 ––

Male N Ratfolk

• TYPE: Humanoid (Ratfolk)

• SIZE: Small

• Darkvision 60 ft

–– BACKGROUND –– :

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–– STATS ––

Str 5, Dex 20 (18+2*), Con 16, Int 20 (18+2**), Wis 8, Cha 7

* enhancement bonus from Resonant Power of Transmutation Implement
** Headband of Vast Intelligence +2

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–– SAVES ––

Fortitude: +9 (Con +3, Swashbuckler +0, Occultist +4, Abjuration Resonant Power +2) +2 bonus on saving throws against disease, and whenever he exceeds the save DC to recover from a disease effect by 5 or more, he is treated as though he had succeeded at two consecutive saving throws
Reflex: +10 (Dex +5, Swashbuckler +2, Occultist +1, Abjuration Resonant Power +2)
Will: +5 (Wis -1, Swashbuckler +0, Occultist +4, Abjuration Resonant Power +2)

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-- COMBAT --

• Ranged to hit: +10 (BAB +4, Dex +5, Size +1)

• Melee to hit: +0 (BAB +4, Str -3, Size +1)

• Rapier +12 (1d4+8; 18-20/×2) To hit: Size +1, BAB +4, Weapon Focus +1, Finesse +5, Enhancement +1 / Damage: +5 from Dex via ‚Fencing Grace‘, Enhancement +1, + 2 Haunt Collector Champion Seance Boon

• CMD 15 (BAB +4, Dex +5, Str -3, Size -1)

• CMB +0 (BAB +4, Str -3, Size -1) or CMB (Disarm, Trip, Sunder) with Rapier +10 (+12 to hit – 2 size)

• AC 23, Touch 16, FF 18 (Armor +5, Buckler +2, Dex +5, Size +1)

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-- SKILLS --

Acrobatics +14 (Rank +6, Class +3, Dex +5)
Bluff – Deceive or Lie +9 (Rank +1, Class +3, Int +5 'Student of philosophy' trait) OR Bluff – Feint +2 (Rank +1, Class +3, Cha -2)
Climb +1 (Rank +1, Class +3, Str –3)
Craft (Alchemy) +10 (Rank +1, Class +3, Int +5, Ratfolk +2)
Diplomacy - Influence +14 (Rank +6, Class +3, Int +5 'Student of philosophy' trait) OR Diplomacy – Gather Information +7 (Rank +6, Class +3, Cha -2)
Disable Device +11 (Rank +1, Class +3, Dex +5, Mwk Tools +2)
Escape Artist +9 (Rank +1, Class +3, Dex +5)
Handle Animal +0 (Rank 0, Cha -2, Training harness + 2)
Knowledge: Arcana +9 (Rank +1, Class +3, Int +5)
Knowledge: Engineering +9 (Rank +1, Class +3, Int +5)
Knowledge: History +9 (Rank +1, Class +3, Int +5)
Knowledge: Local +9 (Rank +1, Class +3, Int +5)
Knowledge: Nobility +9 (Rank +1, Class +3, Int +5)
Knowledge: Planes +13 (Rank +5, Class +3, Int +5)
Knowledge: Religion +9 (Rank +1, Class +3, Int +5)
Linguistics +9 (Rank +1, Class +3, Int +5)
Perception +10 (Rank +6, Class +3, Wis -1, Ratfolk +2)
Ride +9 (Rank +1, Class +3, Dex +5)
Sense Motive +3 (Rank +1, Class +3, Wis -1)
Sleight of Hand +8 (Rank +1, Class +3, Dex +5)
Spellcraft +8 (Rank +1, Class +3, Int +5)
Stealth +13 (Rank +1, Class +3, Dex +5, Size +4)
Swim +1 (Rank +1, Class +3, Str –3)
UMD +18 (Rank +6, Class +3, Int +5 ‘Pragmatic Activator’ trait, Ratfolk +2, ½ Occultist level +2)

Lvl 1 to 6: each 8 skill points: 4 Class + 4 Int

TOTAL: 48 skill points

Languages:

- Racial (Common, Ratfolk)

- Intelligence: Aklo, Undercommon, Draconic, Orc

- Linguistics: Tien

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–– PANACHE ––
• Panache: 6 = Int 5* + Min 1 (Cha -2)

* See Inspired Panache from Inspired Blade archetype
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–– MENTAL FOCUS & IMPLEMENTS ––

• Mental Focus: 12 points = Occultist level 5 + Int 5 + Extra Mental Focus feat +2
• Transmutation Implement (Vest): 3 points -> Resonant Power: +2 enhancement bonus Dexterity;
• Abjuration Implement (Bracers): 7 points -> Resonant Power: +2 resistance bonus
• Illusion Implement (Ring): 2 point -> Haunt Collector replaces the resonant Power with the Medium Seance Boon ‘Champion’: You gain a +2 bonus on all non-spell damage rolls.

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–– SPELLS KNOWN ––
• 0 level: Resistance (Abjuration), Mending (Transmutation), Ghost Sound (Illusion)
• 1st level: Shield (Abjuration), Liberating Command (Transmutation), Vanish (Illusion)
• 2nd level: Resist Energy (Abjuration), Air step (Transmutation), Mirror Image (Illusion)

–– SPELLS PER DAY ––

• 1st level: 5 = 4 + 2 Int
• 2nd level: 2 = 2 + 1 Int

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-- TEMPORARY GEAR --

-

-- GEAR --

Minor bag of holding
MW Cold Iron Rapier
Silver Cold Iron Rapier
Mithral shirt +1, 5 lbs.
Adamantine Rapier +1 (weapon cord attached)
Headband of Vast Intelligence +2
CLW wand (43 charges)
‘Sag’ Riding dog + training harness
Military saddle
Wooden Buckler +1, 2.5 lbs
Oil of grease, 0 lb
MW Thieves’ Tools, 1/2 lbs.
Backpack, Masterwork, 1 lbs.
Weapon cord, 0 lbs.
Air bladder, 0 lbs.
Scroll of ‘Comprehend Languages’
Scroll of ‘Protection from Evil’
Scroll of ‘Remove fear’
Scroll of ‘Speak local language’
2 x Potion of ‘Unwelcome Halo’
Scroll of ‘Endure Elements’
Scroll of ‘Air bubble’
Scroll of ‘Shield Speech’
Scroll of ‘Hide from Undead’
Snorkel masterwork, 0 lbs.
Animal glue, 0 lbs.
Earplugs, 0 lbs.
Bell string, 0 lbs.
5 x alchemical grease
2 x oil of grease
Whistle signal, 0 lbs.
Smoked Googles
Smelling Salts, 0 lbs.
Vermin repellent, 0 lbs.
Potion of 'Touch of Sea', 0 lbs.
Bladeguard, 0 lbs.
1 x Acid flask, 3 lbs
1 x Alchemist Fire, 2 lbs.
Potion of Invigorate, 0 lbs.
Antiplague, 0 lbs
Antitoxin, 0 lbs

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–– XP / PRESTIGE POINTS / FAME ––

TOTAL OVERVIEW:

* Currently: 15 XP / 1 PP / 28 Fame

* Spent: 27 PP

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–– RETRAINING ––

• On 2nd Level: Retrained 3 Hit Points each costing 3 days / 3 PP / 60 gp (= 3 days * 2 Lvl * 10gp) -> Total cost for retraining 3 Hit Points: 9 PP and 180 gp.
• On 3rd Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 90 gp (= 3 days * 3 Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 180 gp.
• On 4th Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 120 gp (= 3 days * 4 Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 240 gp.
• On 5th Level: Retrained 2 Hit Points each costing 3 days / 3 PP / 150 gp (= 3 days * 5 Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 300 gp.

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–– GOLD ––

TOTAL OVERVIEW:

* Currently: 121gp

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–– HIT POINTS ––

Lvl 1 - 13 Hit Points: 10 Swashbuckler + 3 Con
Lvl 2 - 12 Hit Points: 5 Occultist + 3 Con + 1 Favored Class + 3 Retraining
Lvl 3, 4 & 5 - 11 Hit Points: 5 Occultist + 3 Con + 1 Favored Class + 2 Retraining
Lvl 6 - 9 Hit Points: 5 Occultist + 3 Con + 1 Favored Class

TOTAL - 67 Hit Points

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-- FEATS --

• Free: ARMOR PROFICIENCY (LIGHT, MEDIUM, SHIELDS except tower shields)

• Free: SIMPLE & MARTIAL WEAPON PROFICIENCY

• Free: WEAPON FOCUS (Rapier)

• 1st level: FENCING GRACE: When wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The rapier must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or anytime another hand is otherwise occupied. In addition, if you have the panache class feature, you gain a +2 bonus to your CMD against attempts to disarm you of your rapier while you have at least 1 panache point.

• 3rd level: EXTRA MENTAL FOCUS: Prerequisites: Mental focus class feature. Benefit: You gain 2 additional points of mental focus.

• 5th level: ADDITIONAL TRAITS: Benefit: You gain two character traits of your choice (see Chapter 8). These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose.

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-- TRAITS --

• LESSONS OF CHALDIRA (Religion: Chaldira Zuzaristan): Your studies of Chaldira Zuzaristan's exploits have given you a knack for avoiding trouble. Once per day, when you fail a saving throw, you can reroll the saving throw. You must take per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse. (PFCo: FoP 20)

• STUDENT OF PHILOSOPHY (Social): You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat). (PFCo: QuCa)

• FATE’S FAVORED (Faith): The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

• PRAGMATIC ACTIVATOR (Magic): While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

Additional Traits feat allows you to choose two additional trades.

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-- CLASS ABILITIES --

* CLASS ABILITIES - Swashbuckler (Inspired Blade, Noble Fencer) 1 *

• SWASHBUCKLER WEAPON AND ARMOR PROFICIENCY: Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers. (ACG).
• SWASHBUCKLER CLASS SKILLS: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), and Swim (Str).

• INSPIRED FINESSE: At 1st level, a Swashbuckler (inspired blade archetype) gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat. This ability replaces swashbuckler finesse. (ACG).

• INSPIRED PANACHE: More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. Your panache total is 5 points. Inspired Panache (Ex): At the start of each day, a swashbuckler (Inspired Magus archetype) gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in specific ways (see below). Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache. (ACG).

• DEEDS: Swashbucklers spend panache points to accomplish deeds. Most deeds grant swashbucklers a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

- Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

- Social Panache (Ex): At 1st level, a noble fencer can spend 1 panache point when he attempts a Bluff, Diplomacy, Intimidate, or Sense Motive check to roll 1d6 and add the result to the check. He can do this after he rolls the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Charisma modifier (minimum 1). Just before a verbal duel, a noble fencer can spend up to 4 panache points. For each point he spends, he selects a tactic for which he has chosen Bluff, Diplomacy, Intimidate, or Sense Motive as an associated skill and gains an edge he can only use with that tactic. This deed replaces the dodging panache deed.

- Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs. (ACG).

* CLASS ABILITIES - OCCULTIST (Haunt Collector) 5 *

• OCCULTIST WEAPON AND ARMOR PROFICIENCY: An occultist is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
• OCCULTIST CLASS SKILLS: Appraise (Int), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Fly (Dex), Knowledge (arcana) (Int), Knowledge (engineering) (Int), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).
• MENTAL FOCUS (SU): An occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to utilize a variety of abilities depending on the implements and the amount of mental focus invested in them. An occultist has a number of points of mental focus equal to his occultist level + his Intelligence modifier; these points refresh each day. He can divide this mental focus between his implements in any way he desires. If an implement is lost or destroyed, the focus invested in it is lost as well, though the occultist still refreshes those points of focus normally. Once mental focus is invested inside an implement, the implement gains the resonant power of its implement school (see page 50), and the occultist can expend the mental focus stored in the implement to activate the associated focus powers he knows. If a resonant power grants a bonus that varies based on the amount of mental focus invested in the implement, the bonus is determined when the focus is invested, and is not reduced or altered by expending the mental focus invested in the item. Once all of the mental focus in an implement has been expended, it loses its resonant power until mental focus is once again invested in the implement. The implement grants its resonant power to whoever possesses it; the occultist can lend the implement to an ally to assist that ally, but if he does so, he has difficulty casting that implement's spells (see Implements on page 47) and can't expend that implement's focus on focus powers until he retrieves the implement or refreshes his focus. The occultist refreshes his mental focus once each day after receiving at least 8 hours of sleep. After refreshing his mental focus, the occultist must spend 1 hour preparing his implements and investing them with this power. Mental focus that is not used before the next time the occultist refreshes his focus is lost. The occultist can choose to save generic mental focus inside his own body instead of investing all of it, but expending this focus comes at a higher cost. Any focus power the occultist activates with generic focus costs twice as much mental focus to use (and to maintain, if applicable). The occultist can expend his generic focus through an appropriate implement on any focus power he knows, but an implement he didn't invest any focus in at the start of the day grants no resonant power.

• IMPLEMENTS (SU): At 1st level, an occultist learns to use two implement schools. At 2nd level and every 4 occultist levels thereafter, the occultist learns to use one additional implement school, to a maximum of seven schools at 18th level. Each implement school adds one spell per spell level of that school of magic to the occultist's spell list. No spells from any other school are considered to be on the occultist's spell list until he selects the associated implement school. He can't use spell trigger or spell completion magic items from unknown schools without succeeding at the appropriate Use Magic Device check. An occultist can select an implement school more than once in order to learn additional spells from the associated school. Each implement school is represented by a small list of objects. Every day, the occultist selects one item from that school's list to be his implement for the day for each implement school he knows. The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement school multiple times, in which case he needs one item for each set of spells gained from that school. Implements don't need to be magic items, and nonmagical implements don't take up a magic item slot even if they're worn. Whenever an occultist casts a spell, he must have the corresponding implement in his possession and present the implement to the target or toward the area of effect. This act is part of casting the spell and doesn't require any additional action. If the occultist lacks the corresponding implement, he can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell's level) to do so. Spells cast by an occultist without the appropriate implement are always treated as if they were cast at the minimum caster level for the spell in question (caster level 1st for a 1st-level spell, caster level 4th for a 2nd-level spell, and so on).

• LEVEL 1 IMPLEMENT: TRANSMUTATION
- Implements : Belt, boots, sandals, vest, weapon.
- Resonant Power - 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 - 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.

• LEVEL 1 IMPLEMENT: ABJURATION
- Implements : Amulet, armor, bell, bracers, brooch, cloak, holy symbol, shield.
- Resonant Power – Warding Talisman (Su) : The implement wards against adverse effects. Whoever wears (or holds, for bells) the implement gains a +1 resistance bonus on saving throws for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess.
- Base Focus Power – Mind Barrier (Sp) : As a swift action, you can expend 1 point of mental focus to create a shield of mental energy around you that protects you from harm. The shield prevents a total of 2 points of damage per occultist level you possess. It lasts until the start of your next turn or until exhausted. For example, if you are 5th level, the mind barrier protects you from 10 points of damage; if you are hit by an attack that would deal 12 points of damage, the mind barrier is exhausted and you take 2 points of damage. You can activate this ability as an immediate action, but doing so costs 2 points of mental focus instead of 1.

- 1st Level Focus power: Aegis (Su): As a standard action, you can expend 1 point of mental focus and touch a suit of armor or a shield to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum bonus of +4 at 18th level). Enhancement bonuses gained via this ability stack with those of the armor or shield, to a maximum total enhancement bonus of +5. You can also imbue the armor or shield with any one armor or shield special ability that has an equivalent enhancement bonus less than or equal to your maximum bonus granted by this ability 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 aegis) to gain an armor or shield special ability. In either case, these bonuses last for 1 minute.
- 3rd Level Focus power: Energy Shield (Sp): As a swift action, you can expend 1 point of mental focus to surround yourself with a shield that protects you from energy damage. Whenever you take acid, cold, electricity, or fire damage, the shield absorbs the damage (as protection from energy). The energy shield can absorb up to 5 points of energy damage per occultist level you possess. This shield lasts for 1 minute or until its power is exhausted. Its effect doesn’t stack with itself, with protection from energy, or with resist energy. You can activate the energy shield as an immediate action by expending 2 points of mental focus instead of 1. You must be at least 3rd level to select this focus power.
- 5th Level Focus power: Unraveling (Sp): As a standard action, you can expend 1 point of mental focus to unravel a magical effect. This functions as a targeted dispel magic spell, but you must be adjacent to the effect to unravel it. If the effect is created by psychic magic, you receive a +5 bonus on your caster level check to unravel it. If the effect targets an object in your possession, you automatically succeed at the check. You must be at least 5th level to select this focus power.

• LEVEL 2 IMPLEMENT: ILLUSION
- Implements: Crystal, hat, mask, prism, ring.
- Resonant Power: POSSESSED POSSESSION (Su): At 2nd level, and every 4 occultist levels thereafter, when the haunt collector chooses an implement school he doesn’t already know, instead of using implements as normal for that school, he can gain access to a haunted implement—a powerful, spirit-possessed item collected during his travels. When he selects a haunted implement, he forsakes the resonant power from the item’s implement group and instead selects a spirit from the medium’s list of spirits (Pathfinder RPG Occult Adventures 33), gaining that spirit’s seance boon in place of the resonant power. He can also call upon the implement’s haunting entity as a swift action to temporarily gain bonuses on all checks associated with the selected legendary spirit’s spirit bonus for 1 round. This spirit bonus is equal to 1/2 the amount of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels the haunt collector has. He can call upon this spirit bonus a number of times per day equal to the amount of mental focus invested in the implement, though invoking it doesn’t expend any mental focus. Once the spirit type is selected for an implement, it cannot be changed. This ability alters implements.
- CHAMPION SPIRIT: A champion spirit is a paragon of skill at arms. Spirit Bonus: When you channel a champion, your spirit bonus applies on attack rolls, non-spell damage rolls, Strength checks, Strength-based skill checks, and Fortitude saves. Seance Boon: You gain a +2 bonus on all non-spell damage rolls.

- Base Focus Power - Minor Figment (Sp): 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.

• 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 (see page 196), but doesn’t require a skill check and can be used at will.

• SHIFT FOCUS (Su): At 4th level, an occultist gains the ability to shift his mental focus from one implement to another, though some of the focus is lost along the way. Shifting mental focus removes a number of points of mental focus from one implement and adds the same number – 1 to another implement; this takes 1 minute of quiet contemplation while touching both implements. The occultist can shift his mental focus only from one implement to another implement; he can’t shift generic focus into an implement. Unlike expending focus normally, this shift can reduce the effect of a resonant power in the implement from which the mental focus was taken. It does not, however, add to the resonant power of the implement to which the focus is added.

• HAUNTIST (Su): At 5th level, a haunt collector with at least one haunted implement gains the medium’s haunt channeler class feature, with an effective medium level equal to his occultist level – 2. This ability replaces aura sight.
Haunt Channeler (Su): A medium can use his familiarity with spirits to assist him when dealing with haunts. He can always act on the surprise round against a haunt, and his touch funnels a portion of the haunt into himself, dealing 1d6 points of damage to the haunt per 2 medium levels he possesses as if via positive energy and allowing the medium to ask the haunt a single question. The haunt can answer the question however it chooses. Additionally, the medium can forgo his saving throw against a haunt’s effects to funnel the haunt entirely into himself. If he does so, the medium suffers the haunt’s full effect, but the haunt doesn’t affect anyone else (even if it normally would). The haunt then gains control of the medium’s body for 24 hours. Once per minute, the medium can attempt to end this possession early by succeeding at a Will save (DC = 20 + 1/2 the medium’s class level).

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-- RATFOLK RACIAL TRAITS --

• Str: -2, Dex: +2, Int: +2

• TYPE: Humanoid (Ratfolk)

• SIZE: Small (Ratfolk are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks)

• SPEED: 20 feet

• SENSES: Darkvision 60 feet

• TINKERER: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.

• CLEANLINESS: Ratfolk strive to keep themselves and each other immaculately clean, to make it difficult for disease to spread. A ratfolk with this racial trait gains a +2 bonus on saving throws against disease, and whenever she exceeds the save DC to recover from a disease effect by 5 or more, she is treated as though she had succeeded at two consecutive saving throws. This racial trait replaces rodent empathy.

• CHEEK POUCHES: Some ratfolk have developed stretchy cheek pouches that they can use to hold and carry small loads up to 1 cubic foot in volume and 10 pounds in weight, such as light weapons, potions, scrolls, and similar objects. Such a ratfolk can transfer a held object to his cheek pouches or extract an object from his cheek pouches as a swift action. As a move action that provokes an attack of opportunity, the ratfolk can instead massage all of the items held in the cheek pouches onto the ground in the square it occupies. As long as the ratfolk has at least one object in its cheek pouches, its speech is difficult to understand, and it has a 20% spell failure chance when casting spells with verbal components. This racial trait replaces swarming.

• Automatic Languages: Common, Ratfolk