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About Temur NamsraiPhysical Discription:
Eyes: large forest green irises with small pupils. Skin: what used to be fair skin has been tanned with age and training outside. He has a healed scar over his right eye from a claw mark. Face: Long with sharp features and a pronounced chin. Hair: mid-length brown hair with tinges of grey worn in a tight pony. Facial Hair: some scruff blending naturally into his hair with a slight mustache. Ears: Only slightly pointed. Voice: Quiet but kind and joyful. Height: 5'7" quite lean Weight: 109 lbs Image Personality:
Temur does everything he does with a purpose. he rarely speaks unless spoken to and when he does it is often to point out potential dangers. He attempts to take up as little space as he can in most places and tries to do as others would want before they even express it. To him, the distance between respect and fear is much smaller than for most. Those he admires he will try to impress and aid in any way he can. Though if you achieve his trust he will speak and act more openly around you and he will stand for you and with you in all respects. Backstory:
Temur doesn't know when he was born. He was found abandoned in the wilds by Koya's grandmother 107 years ago. Not having the means at that point to care for a child, she found a place for him in the Sandpoint Cathedral with Jasper Tobyn, the grandfather of Ezakien Tobyn. He stayed there with Jasper and his son Parum Tobyn until Jasper's death 35 years later. After Jasper's death, Temur decided he needed to help protect the town in any way he could. Having heard of a new defender of the town who lived somewhere outside of it named Shalelu, Temur set off to try and aid her. He ventured into the small forest, west of Ravensroost, to look for her. After his second day of looking, Temur settled in for the night. He awoke to a shooting pain in his leg. the moon was still high in the sky. panicked he tried to pull his leg up only to find himself pulled down and face to face with two massive wolves. having been sleeping and now pulled out of his bedroll, he was not near his weapons, so he tried a trick Parum had taught him and uttered a few words to cast a freeing spell. His magic did not come to him. he began wrestling with the wolves as they ravaged him. Moments later he heard a whistling and a yelp and saw that one of the wolves had sprouted an arrow in its flank. That wolf released him and tried to locate this new threat while the other circled around and began biting at his arm while swiping his face with its claw. Then another whistle and another yelp came from below Temur and he was fully released by the wolves as he looked and saw the first one had fallen. the second barreled towards where the arrows had come from and was rewarded with a knife in his throat. The danger having mostly passed, Temur called out for aid and Shalelu a beautiful young blonde haired elf rounded out from behind a tree. Shaking her head she quietly said "What are you doing out here, trying to get yourself killed?" but her voice sounded like satin against Temur's face. He replied sheepishly "I was looking for you." with a slight laugh she replied "smitten with me or thought you could help?" both now I suppose Temur thought as he said "Hoping to help. My father was Jasper Tobyn the rector of the cathedral, he recently passed and I wanted to follow in his footsteps by serving the town. I'm no good with scripture so I thought I could help defend from more corporal threats." Shalelu looked Temur up and down then said "In that state, you won't be defending anyone, in your time with the church did their patron grant you any healing magic if so you might be of use." Walking back to his camp Temur said "Desna did but I tried to access it when the wolves attacked me and it seemed that I had been stripped of my magic" when he got back to his camp he called upon Desna once more to heal his wounds but no magic came. Then he heard a ringing in his backpack. When he opened it he found his compass was faintly glowing. When he removed it he felt his wounds mend. "That is odd, is it not?" asked Shalelu "I don't rightly know." Temur replied. "I think it best if you head back to the temple to find what may be blocking your magic" Shalelu began "I'll be happy to accompany you to ensure your safety." She finished before inviting Temur to sleep while she kept watch. The next morning they returned to Sandpoint and gave their farewells to each other at the edge of town. Temur returned to the cathedral where he was tended to by his adoptive brother Parum. He stayed there, learning what separated his new style of magic from his family's divine magic and helping to tend to the town's spiritual needs for another 70 years. He would hear rumors and stories of Shalelu and longed to help her but he knew he wasn't equipped to aid her. Recently Temur has begun to explore the curative and combative measures granted to him by his magical gifts and his training. He is looking to find an area to hone his gifts. ========================================================= Racial Traits:
Fey-Sighted You gain detect magic as a constant spell-like ability, with a caster level equal to your character level. Low Light Vision Elves can see twice as far as humans in conditions of dim light. Elven Immunities Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Keen Sense Elves receive a +2 racial bonus on Perception checks. Long Limbed Elves with this racial trait have a base move speed of 35 feet. Occultist:
Focus Powers At 1st level, an occultist learns the base focus power from both of his two implement schools (see Implements below) and can select one more focus power from the list of those available to him through those schools. Whenever the occultist learns a new implement school, he gains the base power of that school. In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power selected from the options granted by all of the implement schools he knows. The occultist can use focus powers only by expending mental focus (see Mental Focus). Unless otherwise noted, the DC for any saving throw against a focus power equals 10 + 1/2 the occultist’s level + the occultist’s Intelligence modifier. The occultist can’t select a focus power more than once. Some focus powers require him to reach a specific occultist level before he can choose them. Implments At 1st level, an occultist learns the base focus power from both of his two implement schools (see Implements below) and can select one more focus power from the list of those available to him through those schools. Whenever the occultist learns a new implement school, he gains the base power of that school. In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power selected from the options granted by all of the implement schools he knows. The occultist can use focus powers only by expending mental focus (see Mental Focus). Unless otherwise noted, the DC for any saving throw against a focus power equals 10 + 1/2 the occultist’s level + the occultist’s Intelligence modifier. The occultist can’t select a focus power more than once. Some focus powers require him to reach a specific occultist level before he can choose them. Mental Focus 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, 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) 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. Spellcasting An occultist casts psychic spells drawn from the occultist spell list, limited by the implement groups he knows. He can cast any spell he knows without preparing it ahead of time. Every occultist spell has an implement component (see Implements). To learn or cast a spell, an occultist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an occultist’s spell equals 10 + the spell level + the occultist’s Intelligence modifier. An occultist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Occultist. In addition, he gains bonus spells per day if he has a high Intelligence score. The occultist’s selection of spells is limited. For each implement school he learns to use, he can add one spell of each level he can cast to his list of spells known, chosen from that school’s spell list. If he selects the same implement school multiple times, he adds one spell of each level from that school’s list for each time he has selected that school. When the occultist learns to cast a new level of spells, he immediately adds one spell of that level to his list of spells known from each implement school he knows (plus any extra spells from schools he has selected multiple times). At 5th level and every 3 occultist levels thereafter (8th, 11th, and so on), an occultist can choose to learn a new spell in place of one he already knows. In effect, the occultist loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level occultist spell the occultist can cast. The spell learned must come from the same list of spells provided by the implement school of the spell lost. An occultist can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level. An occultist need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
Focus Powers and Implements:
Transmutation Transmutation implements can alter the properties of both objects and creatures. Implement(s): Belt, boots, sandals, vest, weapon. Physical Enhancement 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 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. Sudden Speed 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. Conjuration Implements used in conjuration allow the occultist to perform magic that transports or calls creatures. Implement(s): Bowl, brazier, compass, figurine, lantern, mirror. Casting Focus The implement empowers the bearer’s ties to the worlds beyond, allowing his spells to maintain their power for a longer period of time. The bearer can add the implement as an additional focus component to any conjuration spell he casts that has a duration measured in rounds per level. If he does so, he adds 1 to his caster level for every 2 points of mental focus stored in the implement (to a maximum bonus equal to your occultist level). This increase applies only when determining the duration of the spell. Apply this increase after other effects that adjust a spell’s duration, such as Extend Spell. Survitor As a standard action, you can expend 1 point of mental focus to summon a servitor. This ability functions as summon monster I, but you can use it only to summon a single creature, and the effect lasts for 1 minute. At 4th level and every 3 levels thereafter, the level of the summon monster spell increases by 1, to a maximum of summon monster VII at 19th level. You can’t have more than one servitor in effect at a time. At any time, you can expend 1 point of mental focus as a free action to extend the duration of an active servitor by 1 minute.
========================================================= Stats:
-------------------- Statistics -------------------- Name: Temur Namsrai Gender: Male, Race: Elf Alignment: NG Class: Occultist Age: 107 Init +3; Senses Lowlight; Perception +4 --------------------
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Ranged: Longbow (Daikyu) +3 (1d8 x3) --------------------
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• Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. --------------------
ADVENTURING SKILLS (4+4INT=8):
LANGUAGES
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Weight:57.5
Consumable numbers:
Mental Focus: 5/5 Transumtaion: 3/3 (+2Dex) Conjuration: 2/2 Arrows: 96/100 |