The Fifth Archdaemon

Thorrpe's Shadow's page

580 posts. Alias of Vuvu.


Full Name

Creperum Umbra

Race

images HP 67/68 F +11 R+11 W +12 Spells 1: 6/7 25/63: 5/5 43/3 AC 16(17)/12/13(15) Res Cold/Elec 5 Init +5 Focus 18 (bracer:5/5,figure 3/3, Glove 6/7, Ring 2/3, belt 0/0)

Classes/Levels

Appraise +22 Cooking +12 DD+19, Perception+15, Sleight of Hand 14, Stealth+17, Spellcraft+21, UMD+16, Engineering +21 Planes+21, Arcana+21, Religion+21, Gambling +15Alchemy +22

Gender

Focus

Size

Occultist 11

Age

18 focus points total

Languages

Ancient Osiriani, Common, Shadowspeak, Dwarves, Elven, Halfling, Infernal, Celestial

Strength 9
Dexterity 16
Constitution 10
Intelligence 26
Wisdom 12
Charisma 11

About Thorrpe's Shadow

Offense:

Ranged
Shadow Bow [dice]1d20+11+1[/dice] for [dice]1d6+1+1[/dice]
[dice]1d20+5+1[/dice] for [dice]1d6+1+1[/dice]
Energy Ray [dice]1d20+9+1[/dice] vs touch for [dice]4d6+1+2[/dice]

Spells known:

0: Resistance, Create Water, Telekinetic Projectile, Ghost Sound DC 17 Mage Hand
1: Shield, Mage Armor, Burning Hands DC 16 5d4+3 per point, Shadow Weapon DC 20 lead blades
2: Node of Blasting DC 19, CMW, Protective Penumbra, Mirror Image, weapon of awe, Burning Hands DC 17 10d4+3
3: Fireball DC 20 12d6+3 per point, Pro Energy Communal, CSW, Displacement, Magic Vestment
4: DC 21 Parchment Swarm, Ball lightning, wandering star motes, communal non detection, D-Door

Gear:

Handy Haversack
Headan of int +4 (gambling and Ancient Ossiriani)
Bracers of Armor +3
Extend Rod 3/3
20 CI Arrows
Wand of Shield
Spiked Gauntlet
Spell Pouch
Shawl of Shadowy Disguise
MW Thieves Tool
Refocusing Rod
Portable Alchemy Kit
Dusty Rose Ioun Stone-Cracked
Way finder
Intense Rod 3/3
Wand of Detect Magic 48
Selective Rod 3/3
Cloak of Res +3
Wand of CLW 50
Metamagic Rod of Quicken Lesser 3/3
Gold 9500

[spoiler=Traits]
Magical Lineage:Protective Penumbra
Reactionary

Feats:

1: PB Shot
3: Precise Shot
5: Extra Focus
7: Extra Focus Power
9: Intense Spell
11: Spontaneous MEtafocus

Implements and Powers:

Abjuration
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: All occultists who learn to use abjuration implements gain the following 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.

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.

Conjuration

Casting Focus (Su)

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.

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

Servitor (Sp)

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.

Flesh Mend (Sp)

As a standard action, you can expend 1 point of mental focus to heal a living creature with a touch. The creature is healed an amount of damage equal to 1d8 + your occultist level. For every 4 occultist levels you possess beyond 3rd, the creature is healed an additional 1d8 points of damage, to a maximum of 5d8+19 at 19th level. This has no effect on undead creatures. You must be at least 3rd level to select this focus power.

Side Step (Sp)
You can create a temporary fissure in space by expending 1 point of mental focus. You can use this ability as part of a move action taken to move. The fissure begins in any square you designate and allows you to teleport to any other square you can see within 10 feet per occultist level.
Stepping between these locations requires you to expend 5 feet of movement, and the movement through the rift does not provoke attacks of opportunity. This otherwise functions as teleport. You must be at least 7th level to select this focus power.

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.

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

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.

Wall of Power (Sp)
By expending 1 point of mental focus as a standard action, you can create a wall of pure energy with a length of up to 5 feet per occultist level you possess. This wall is 10 feet high and 1 foot thick. It doesn’t block passage, line of sight, or line of effect, but does deal damage to anyone passing through it. The wall deals 2d6 points of energy damage + 1 point of energy damage per occultist level you possess. You must select acid, cold, electricity, or fire when you create the wall to determine the type of damage it deals. The wall must be straight, and can’t pass through a creature’s space when created. The wall lasts for 1 round per occultist level you possess. You must be at least 9th level to select this focus power.

Illusion

Distortion (Sp)

The implement allows its bearer to distort his form and location, protecting him from harm. As a standard action, the bearer can gain a concealment miss chance equal to 5% for every point of mental focus invested in the implement (to a maximum of 5% + 5% for every 2 occultist levels you possess) until the next time the bearer makes an attack. If this miss chance reaches 50%, it doesn't increase further, but the bearer gains all the benefits of invisibility. Creatures with see invisibility, true seeing, or similar abilities ignore the miss chance from this ability.

Base Focus Power: All occultists who learn to use illusion implements gain the following 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.

Unseen (Sp)

As a standard action, you can expend 1 point of mental focus to become invisible, as invisibility. This effect lasts for 1 minute per occultist level you possess. You can expend 2 points of mental focus instead of 1 to use this power on a willing adjacent creature instead of yourself. You can still see creatures you make invisible with this power. If the invisible creature makes an attack or otherwise takes an action that would cause the invisibility to end, you can immediately expend 1 additional point of mental focus to allow the creature to remain invisible if the creature is within 30 feet of you. You must be at least 3rd level to select this focus power.

Race:

Shad-10 RP

Native Outsider +3 RP
Native outsiders have the darkvision 60 feet racial trait.
• Native outsiders breathe, eat, and sleep.

Medium Size+0 RP

Slow Speed-1 RP

Though nimble Shad's are not used to actually walking, and therefore move slowly on foot

Flexible (2 RP)

: Members of this race gain a +2 bonus to
any two ability scores.

Shad's are nimble and highly intelligent,

+2 Dex, +2 Int,

Standard Language+0 RP

Speaks Common, Shadowspeak, plus can learn elven, dwarfish, gnomish, draconic, halfling, infernal, celestial

Defensive Racial Traits+3 RP
Shadow Blending (1 RP): Prerequisite: Shadow resistance
racial trait; Benefit: Attacks made against members of this
race while they are within areas of dim light have a 50%
miss chance instead of the normal 20% miss chance. This
trait does not grant total concealment; it just increases
the miss chance. This is a supernatural ability.

Shadow Resistance (2 RP): Prerequisites: None; Benefit:
Members of this race gain cold resistance 5 and electricity
resistance 5.

Magical Traits 4 RP

Shadow Caster (2 RP): Prerequisites: None; Benefit:
Members of this race add +1 to the saving throw DCs
for their spells and spell-like abilities of the illusion
(shadow) subschool.
Shadow Magic (2 RP): Prerequisites: None; Benefit:
Members of this race add +1 to the DC of any saving
throws against spells of the shadow subschool that they
cast. Members of this race with a Charisma score of 11
or higher also gain the following spell-like abilities: 1/
day—ghost sound, pass without trace, ventriloquism. The
caster level for these spell-like abilities is equal to the
user’s character level.

Other Traits+1 RP

Stalker (1 RP): Prerequisites: None; Benefit: Perception
and Stealth are always class skills for members of this race.

Weaknesses-4 RP

Vulnerable to Sunlight (–2 RP): Prerequisite: Native
to the Darklands or the Plane of Shadow; Weakness:
Members of this race take 1 point of Constitution damage
after every hour they are exposed to sunlight.

Light Blindness (–2 RP): Prerequisite: Darkvision or see in
darkness trait; Weakness: Abrupt exposure to bright light
blinds members of this race for 1 round; on subsequent
rounds, they are dazzled as long as they remain in the
affected area.