Primal Companion Hunter

Thraag the Younger's page

186 posts. Alias of Malinor..


Full Name

Thraag the Younger

Race

Attacks:
[dice=Telekinetic Projectile Attack]d20+3[/dice] [dice=Telekinetic Projectile Damage]d6[/dice] [dice=Spiked Chain Attack]d20+5[/dice][dice=Spiked Chain Damage]2d4+6[/dice]

Classes/Levels

CG Occultist 2; Initiative +2; 20/20 HP; AC 16, Touch 12, FF 14; CMB +4 (5), CMD 16 (17); Fort +7 (8), Ref +4 (5), Will +5 (6); Spells: 1- 3/3; Perception +0

Gender

Skills:
Concentration +5, Craft: Explosives +8, Arcana +8, Engineering +8, History +8, Planes +8, Religion +8, Linguistics +8, Sense Motive +5, Spellcraft +8, UMD +6

Size

M

Age

17

Alignment

CG

Occupation

Ex-Student

Strength 18
Dexterity 14
Constitution 14
Intelligence 16
Wisdom 10
Charisma 10

About Thraag the Younger

Name: Thraag the Younger
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Male Occultist 2
CG Medium humanoid (Human, Orc)
Init +2 ; Senses Perception +0
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp: 20 (2d8+ 4 Con +2 FC) [8, 6]
Fort +7 (8), Ref +4 (5), Will +5 (6)
Defensive Abilities:
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Offense
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Speed: 30 Ft
Melee: Spiked Chain +5 (2d4+6; x2)
Spiked Gauntlet +5 (d4+4; x2)
Ranged: Ranged Touch +3 (see spell)
Special Attacks:
Spells (CL 2; Concentration +5)
Level 0 (-): Telekinetic Projectile, Message, Resistance
Level 1 (3/3): Burning Hands, Tears to Wine, Shield

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Statistics
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Str 16 (18) (+2 HO, +2 Transmutation Implement), Dex 14, Con 14, Int 16, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 16

Racial Abilities:
Unflinching Valor : half-orcs with this racial trait gain a +2 racial bonus on saving throws against fear effects, and a +1 racial bonus to CMD to avoid being grappled. This replaces intimidating.
Sacred Tattoos : Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Chain Fighter : Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This racial trait replaces weapon familiarity.
Skilled : Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.

Orc Blood : Half-orcs count as both humans and orcs for any effect related to race.

Class Abilities:
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.

Implements (3: Abjuration, Evocation, Transmutation): 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 schools more than once in order to learn additional spells from the associated school.

Each implement schools 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 schools 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 non-magical implements don’t take up a magic item slot even if they’re worn. Implements that are not magic items are often of some historical value or of personal significance to the occultist, such as the finger bone of a saint, the broken scepter of a long-dead king, the skull of a mentor’s familiar, or the glass eye of an uncanny ancestor.

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).
Each implement schools also grants a base focus power. This power is added to the list of focus powers possessed by the occultist (see Mental Focus below). In addition, each implement schools grants access to a number of other focus powers that the occultist can select from using his mental focus class feature.

See implement schools for a complete list of implements associated with each school and their focus powers.

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Transmutation: 3/3 Focus:

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

Mind Over Gravity (Sp)
As a standard action, you can expend 1 point of mental focus to give yourself a fly speed of 60 feet with perfect maneuverability. This effect lasts for 1 minute per occultist level you possess. You must be at least 7th level to select this focus power.

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).

Quickness (Sp)
As a standard action, you can expend 1 point of mental focus to grant supernatural quickness and reflexes to yourself or a willing living creature you touch.

This functions as haste, but the bonus to AC and on Reflex saving throws increases to +2. This effect lasts for 1 round per occultist level you possess. You must be at least 5th level to select this focus power.

Size Alteration (Sp)
As a standard action, you can expend 1 point of mental focus and touch a creature to alter its size.

You can increase or decrease the creature’s size by one step, as enlarge person or reduce person but not limited by the creature’s type. If the creature is hostile toward you, using this ability requires a successful melee touch attack, and the creature can attempt a Fortitude save to negate the effect. This effect lasts for 1 round per occultist level you possess. You can’t use this ability on a creature that is already subject to an effect that alters its size.

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.

Telekinetic Mastery (Sp)
As a standard action, you can expend 1 point of mental focus to grant yourself telekinetic power. This functions as telekinesis, except you don’t need to concentrate on the effect to maintain it, and using any one of its effects is a standard action. This effect lasts for 1 round per occultist level you possess. You must be at least 9th level to select this focus power.

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Evocation : 2/2 Focus:

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).

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

Energy Blast (Sp)
As a standard action that provokes attacks of opportunity, you can expend 2 points of mental focus to unleash a blast of energy. This blast has a range of 100 feet, and deals 5d6 points of energy damage, plus an additional 1d6 points for every 2 occultist levels you possess beyond 5th (6d6 at 7th, 7d6 at 9th, and so on, to a maximum of 12d6 at 19th level). The blast deals damage to each creature in a 20-foot-radius burst, but each affected creature can attempt a Reflex save to halve the damage. When you unleash an energy blast, you must decide what type of damage it deals (acid, cold, electricity, or fire). You must be at least 5th level to select this focus power.

Energy Ward (Sp)
As a standard action, you can expend 1 point of mental focus to surround yourself in a swirling ward of energy. When you activate this power, you must select acid, cold, electricity, or fire. You gain resistance 10 against that energy type, and whenever a creature hits you with a melee weapon or natural weapon, that creature takes 1d6 points of energy damage of the chosen type. Attacks made with melee weapons with reach don’t cause the attacker to take this damage. At 13th and 19th levels, the resistance granted by this ward increases by 5, to a maximum of resistance 20 at 19th level. The energy ward lasts for 1 round per occultist level. You must be at least 7th level to select this focus power.

Light Matrix (Sp)
As a standard action, you can expend 1 point of mental focus to create a glowing orb of swirling lights that obeys your commands. This orb illuminates the area like the light spell. The orb can be commanded to hover over your shoulder, moving with you. As a move action, you can direct it to move up to 30 feet away from you. If the light matrix is ever more than 30 feet away from you, it returns to hover over your shoulder. If you are at least 5th level, you can direct the light matrix to make a melee touch attack against one foe within 30 feet. If the attack hits, the target must succeed at a Fortitude save or be blinded for 1d4 rounds by a flash of light. If the attack hits, regardless of whether the target succeeds at the save, the light matrix immediately ends. The light matrix otherwise has a duration of 1 hour per occultist level you possess. You can’t have more than one light matrix in existence at one time. If you use this power again, any previous light matrices immediately end.

Radiance (Sp)
As a standard action, you can touch a weapon to cause it to glow with light by expending 1 point of mental focus. The weapon produces light like a torch. For the purpose of darkness spells and abilities, this effect counts as a light spell of level 0, plus 1 additional spell level for every 2 occultist levels you possess. This light lasts for 1 minute per occultist level you possess. In addition, whenever the weapon scores a critical hit against a foe, the wielder can choose to end the effect, causing the foe to be surrounded by the radiance for 1d4 rounds. While illuminated in this way, the target can’t benefit from concealment or invisibility, nor can it attempt Stealth checks to avoid being seen. All attack rolls made against an illuminated foe receive a +2 circumstance bonus.

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.

Abjuration Implements: 2/2 Focus:

Abjuration implements are objects associated with protection and wards.

Implement(s): Amulet, armor, bell, bracers, brooch, cloak, holy symbol, shield.

Resonant Power(s): Each time the occultist invests mental focus into an abjuration implement, the implement grants the following resonant power. The implement’s bearer gains the benefits of this power until the occultist refreshes his focus.

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.

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

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.

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.

Globe of Negation (Sp)
As a standard action, you can expend 3 points of mental focus to create a stationary globe of negation. This globe is 10 feet in diameter and cancels any spell effect that is cast into or through its area. This functions as globe of invulnerability, but it affects spells of any level. The globe can negate a total number of spell levels equal to your occultist level, after which the globe collapses. Spells that exceed the number of remaining levels remove all remaining levels, but are weakened; any creatures targeted by such spells receive a +4 circumstance bonus on any saving throws against the spells’ effects. The globe lasts for a number of rounds equal to your occultist level. It has no effect on spells originating within the globe—only on those that enter its area as or after they are cast. You must be at least 11th level to select this focus power.

Loci Sentry (Sp)
As a standard action, you can expend 1 point of mental focus to set a ward about an area. This area has a maximum radius of 10 feet + 5 feet per occultist level you possess. Whenever a creature enters the area, a sentry manifested by your psyche appears and strikes out at the intruder. The affected creature must succeed at a Will save or be dazed for 1 round. You are immediately aware of the sentry’s activation. The sentry lasts for up to 1 hour per occultist level you possess, or until triggered.

When you set the sentry, you can set any number of specific creatures to be immune to the sentry and thus avoid triggering it.

Planar Ward (Sp)
As a standard action, you can expend 2 points of mental focus to surround yourself with a planar ward. Creatures not native to the plane that you are currently on take a –4 penalty on attacks against you, and you receive a +4 circumstance bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of such creatures. This ward lasts for 1 minute.

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.

Mental Focus (6): 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.

Knacks: An occultist learns one knack, or 0-level psychic spell, each time he selects an implement school (including when he again selects a school that he has already learned to use). These spells are cast like any other spell, but they can be cast any number of times per day. Knacks cast using any other spell slots because of metamagic feats applied to them, for example, consume spell slots as normal.

Magic Item Skill: At 2nd level, an occultist’s knowledge of magic items grants him a bonus when attempting to use them. He gains a bonus on all Use Magic Device checks equal to 1/2 his occultist level.

Object Reading: 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.

Traits
Fate’s Favored : Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Inexplicably Expelled : +1 to any one Craft skill (Craft Explosives), and treat a single Craft skill as a Class Skill

Feats:
Extra Mental Focus : You gain 2 additional points of mental focus.

Skills: Craft (b): Explosives +8 [2] Knowledge: Arcana +8 [2], Knowledge Engineering +8 [2], Knowledge: History +8 [2], Knowledge: Planes +8 [2], Knowledge: Religion +8 [2], Linguistics (b) +8 [2], Sense Motive +5 [2], Spellcraft +8 [2], Use Magic Device +6 [2]

Languages: Common, Orcish, Abyssal, Draconic, Goblin, Dwarven, Goblin

Future Languages:
Gnoll, Goblin, Kellish, Aklo, Halfking, Jotun, Mwangi, Osiriani, Vuldrani.

Combat Gear: Chain Shirt (100 gp, 25 lbs), Spiked Chain (25 GP, 10 lbs), Spiked Gauntlet (5 gp, 1 lb)
Gold: 1151 Silver: 4 Copper:
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Tracked Resources
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Traveler's Outfit 1/1 5
50 ft rope* 1/1 5 10 gp
Grappling Hook* 1/1 4 1 gp
Crowbar* 1/1 5 2 gp
Rations* 7/7 7 3.5 gp
Waterskin* 1/1 4 1 gp
Backpack, Common* 1/1 2 2 gp
Bedrol 1/1 5 0.1 gp
Spell Component Pouch 1/1 2 5 gp
Total Weight lbs lbs light or less/ medium / heavy