Helmyn

Tobian Myroth's page

234 posts. Alias of RyckyRych.


Full Name

Tobian Myroth

Race

Human

Classes/Levels

Occultist [7] | HP 40/45 | AC 19 T 12 FF 17 | F +6 R +5 W +7 | BAB +5 CMB +6 CMD 18 | Perc +11 | SM +11 | DD +9

Gender

Male

Size

Medium

Strength 12
Dexterity 14
Constitution 10
Intelligence 20
Wisdom 12
Charisma 8

About Tobian Myroth

Stat Block:
Tobian Myroth
Male human (varisian) occultist 7
NG Medium humanoid (human)
Init +8; Senses Perception +11
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Defense
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AC 19, touch 12, flat-footed 17 (+6 armor, +2 Dex, +1 shield)
hp 45 (7d8+7)
Fort +6, Ref +5, Will +7
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee mwk cold iron rapier +7 (1d6+1/18-20)
Special Attacks energy ray
Occultist Spells Known (CL 7th; concentration +13)
3rd (2/day)—cure serious wounds, daylight, dispel magic, haste
2nd (5/day)—cure moderate wounds, flaming sphere (DC 21), levitate, resist energy
1st (6/day)—burning hands (DC 20), cure light wounds, feather fall, shield
0 (at will)—light, message, resistance, stabilize
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Statistics
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Str 12, Dex 14, Con 10, Int 22, Wis 12, Cha 8
Base Atk +5; CMB +6; CMD 18
Feats Combat Casting, Elemental Focus[APG], Greater Spell Focus (evocation), Improved Initiative, Spell Focus (evocation)
Traits magical lineage, reactionary
Skills Acrobatics -3 (-7 to jump), Craft (alchemy) +10, Disable Device +9, Fly +7, Knowledge (engineering) +16, Knowledge (planes) +16, Knowledge (religion) +16, Linguistics +16, Perception +11, Sense Motive +11, Sleight of Hand +7, Spellcraft +16, Survival +1 (+7 to avoid being lost), Use Magic Device +6
Languages Abyssal, Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Hallit, Infernal, Osiriani, Osiriani, Ancient, Sylvan, Thassilonian, Tien, Varisian
SQ aura sight, focus powers (energy blast, flesh mend, mind over gravity, quickness), guiding compass, implements (abjuration, conjuration, evocation, transmutation), intense focus, mental focus, object reading, psychic weapon, quick steps, servitor, shift focus, warding shield, warding talisman
Combat Gear intensified metamagic rod (lesser), antiplague (2), antitoxin (2); Other Gear agile breastplate, buckler, mwk cold iron rapier, boots of the cat, cloak of resistance +1, headband of vast intelligence +2, bandolier, bedroll, belt pouch, flint and steel, masterwork backpack, masterwork thieves' tools, 402 gp, 4 sp
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Special Abilities
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Abjuration (3 Focus) Abjuration implements are tied to objects associated with protection and wards.

Implements: Amulet, armor, bell, brooch, cloak, shield, talisman.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Aura Sight (Su) Read the aura of creatures around you, as aura sight.
Boots of the cat When falling, always land on feet and take the minimum damage.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Conjuration (4 Focus) Implements used in conjuration involve magics that transport or call creatures.

Implements: Compass, figurine, lantern, mirror.
Elemental Focus (Fire) +1 DC to spells that deal damage of the chosen energy.
Energy Blast (6d6, 100 feet, DC 19) (Sp) 2 focus: Blast does energy damage of type you choose to all creatures in 20 ft. radius (Ref half).
Energy Ray 4d6 (Sp) 1 focus to unelash ray of pure energy as a ranged touch attack.
Evocation (8 Focus) Implements focused on evocation grant the ability to create and direct energy, both to destroy and to protect.

Implements: Rod, staff, wand.
Flesh Mend 2d8+7 (Sp) 1 focus: Heal a living creature with a touch.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Guiding Compass +6 (Su) Bonus to Survival checks to avoid being lost.
Intense Focus +1 (Su) Use implement as focus to add damage to instantaneous evocation spells.
Intensified metamagic rod (lesser, 3/day) The wielder can cast up to three spells per day that are intensified as though using the Intensified Spell feat.

Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.

Construction
Requirements Craft Rod, Intensified Spell; Cost 1,500 gp
Magical Lineage (Burning Hands) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Mental Focus (16/day) (Su) You have a pool of points that activate your focus powers.
Mind Over Gravity (7 minutes) (Sp) 1 focus: Gain 60-ft fly speed w/perfect maneuverability.
Object Reading (Su) Examine an object for 1 minute to learn properties, history, and about last user.
Psychic Weapon (Sp) 1 focus, swift action: Grant weapon +1 enh. bonus, or increase existing bonus by 1.
Quick Steps (feet) (Su) Implement grants bonus movement.
Quickness (7 rounds) (Sp) 1 focus: Gain supernatural quickenss, as haste, but +2 AC/Reflex saves.
Servitor (Summon Monster III) (Sp) Standard action and 1 focus to summon a single creature, as summon monster
Shift Focus (Su) Shift focus from one implement to another, but lose 1 point.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Transmutation (4 Focus) Transmutation implements can alter the properties of both objects and creatures.

Implements: Belt, boots, sandals, vest, weapon.
Warding Shield (-14 damage) (Sp) 1 focus, swift action: Reduce next damage taken before next turn. 2 for Imm.
Warding Talisman +1 (Su) Implement grants Resistance bonus to saves.