Torku's page

115 posts. Organized Play character for Hawthwile.


| HP 31/31 | AC *23 T 14 FF *19 | CMB +3, CMD 17 | F: +8, R: +7, W: +7 | Init: +6 | Perc: +8, SM: +5, Darkvision 60 ft


| Speed 30ft | Spells: 1st 3/4 2nd 2/2 | Focus: Abjuration 4/4 Transmutation 4/4 | Active conditions: Shield


M N Tiefling Battle Host Occultist 4

About Torku

There are secrets all around us, if one has the wit to recognize them for what they’re worth.

PFS # 264524-18
Experience 9
Faction The Exchange
Wealth 2831 GP, 10 PP 18 Fame

Male Tiefling Battle Host Occultist 4
N Medium Outsider (native)
Init +6; Senses Perception +8, Sense Motive +5, Darkvision 60 ft
AC 19 touch 14 flat-footed 15 (+5 armor, +4 dex)
hp 31
Fort +8, Ref +7, Will +7 (Focus bonuses applied)
Resistances: Cold 5, Electricity 5, Fire 5
Speed 30 ft.

Melee +1 Rapier +9 (1d6+5)
Light Mace +7 (1d6)
Dagger +7 (1d4)

Ranged Light Crossbow +7 (1d6)
Str 10 Dex 18 Con 14 Int 19 Wis 12 Cha 6 (Focus bonuses applied)
Base Atk +3; CMB +3; CMD 17
Traits Pragmatic Activator, Reactionary
Feats Weapon Finesse, Weapon Focus (Rapier)
Skills (36 points; 16 class, 16 INT, 4 FCB)
ACP -0
(1) Appraise +8
(1) Diplomacy +2
(4) Disable Device +11
(1) Disguise +2
(0) *Fly +8
(4) Knowledge (arcana) +11
(1) Knowledge (engineering) +8
(1) Knowledge (history) +8
(1) Knowledge (local) +8
(1) Knowledge (nobility) +8
(4) Knowledge (planes) +11
(1) Knowledge (religion) +8
(3) Linguistics +10
(4) Perception +8
(1) Sense Motive +5
(4) Sleight of Hand +11 (+13 to steal items without being noticed and for day job checks)
(4) Spellcraft +11
*ACP applies to these skills

Non-Standard Skill Bonuses
+4 Fly (racial)
Languages Abyssal, Ancient Thassalonian, Ancient Osirioni, Celestial, Common (Taldane), Draconic, Goblin, Infernal, Orc, Tian

Special Abilities:
Darkvision: Tieflings see in the dark for up to 60 feet.

Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.

Vestigial Wings: Some tieflings possess a pair of undersized, withered, or stunted wings like a mockery of those of their fiendish forbearer. Sometimes these wings are leathery, like those of a bat. Other times they are covered with a scattering of black, red, or violet feathers. Rare manifestations can take even more bizarre forms. These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly skill checks. This racial trait replaces skilled.

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. 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: 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. 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 school 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 school grants access to a number of other focus powers that the occultist can select from using his mental focus class feature.

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 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.

Panoply Bond: At 1st level, a battle host forms a supernatural bond with a specific weapon, suit of armor, or shield. This selection is permanent and can never be changed. The bonded item is masterwork quality and the battle host begins play with it at no cost. The bonded item is immune to the broken condition for as long as the battle host lives. If a battle host dies and is restored to life, the bonded item is also restored if it was destroyed. Any magic powers associated with a battle host’s bonded item function only for the battle host; in the hands of anyone else it is only a masterwork item. The bonded item starts as an implement for any single school of magic at 1st level, and gains access to additional schools of magic at 2nd, 10th, 14th, and 18th levels, granting the battle host access to base focus powers and resonant powers accordingly. The battle host’s bonded item serves as his implement component to cast occultist spells of all the schools that he knows. However, he must split his mental focus among the schools he knows for the purpose of determining resonant powers and using focus powers, even though he possesses only one physical item as an implement. This ability alters implements, mental focus, spellcasting, and implement mastery.

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. A battle host’s magic item skill ability applies only on checks with weapons, armor, and shields.

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. A battle host can use object reading on only weapons, armor, and shields.

Focus Powers:
Resonant Power (Physical Enhancement): 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.

- Philosopher’s Touch: 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).

- 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.

Resonant Power (Warding Talisman): 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.

- Mind Barrier: 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 (4/day)
Lead Blades

2nd (2/day)
Resist Energy
Splinter Spell Resistance

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.

Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Weapon Focus (Rapier): You gain a +1 bonus on all attack rolls you make using the selected weapon.

Carrying Capacity
Light 0-33 lb. Medium 34-66 lb. Heavy 67-100 lb.
Current Load Carried 33 lb.
+1 Rapier (2000 gp) (2 lb)
Light Mace (5 gp) (1 lb)
Dagger (2 gp) (1 lb)
Light Crossbow (35 gp) (4 lb)
Bolts x 10 (1 gp) (1 lb)
+1 Mithral Chain Shirt (2100 gp) (12 lb)
Backpack (2 gp) (2 lb)
*Occultist Kit without torches or occultist’s implements (24 gp) (10 lb)
*Acid Flask x 2 (20 gp) (2 lb)
*Silk Rope (10 gp) (5 lb)
*Wand: Comprehend Languages (50 charges) (- gp) (0 lb)
*Wand: Identify (50 charges) (- gp) (0 lb)
*Wand: Infernal Healing (49 charges) (- gp) (0 lb)

*Stored in Backpack

Bot Me!:
During combat, Torku will try to strike from a protected (or at least not vulnerable) position with his rapier. If the situation calls for it, he’ll use a point of focus to give his rapier an elemental enhancement for 1 minute or to give himself a protective sheath of mental energy.

Outside of combat, Torku prefers to observe from the sidelines. The search for knowledge is not without its barriers, but a deft hand has bypassed many of these obstacles for him in the past.

Child of Outsiders: You may play an aasimar character or tiefling character, beginning at level 1 as normal. Other than access to this additional race, all character creation rules are the same as those outlined in the Pathfinder Society Roleplaying Guild Guide. This Chronicle sheet must be the first Chronicle sheet for the given character.

Prospective Poisoner: All of your characters gain access to the Daggermark Poisoner Prestige Class as if it appeared on the Additional Resources list. Characters with this prestige class qualify for the Master Alchemist feat and can purchase and use poisons as if they had the Poison Use ability.

Timinic’s Trinkets: You can purchase any wondrous item from the Core Rulebook worth 250 gp or less, a pair of sleeves of many garments, or a traveler’s any tool for 1 Prestige Point. You can use this boon any number of times.

House Thrune’s Favor: You have earned a rare token stamped with the insignia of the House of Thrune, granting you a +3 circumstance bonus on Diplomacy checks to influence high-standing members of House Thrune, the Chelish government, or a Hellknight order in good standing. This bonus remains in effect as long as the token remains on your person, and the token imparts its bonus only to you.

Elixir of Treasure Seeking: Using this boon grants you a +2 competence bonus on Appraise and Perception checks for the duration of an entire adventure. In addition, if you earn less than the maximum gold piece reward during an adventure, your sharpened senses lead you to a small cache of gold and gems that increases your gold earned by 150 gp (up to the maximum reward given in the adventure). When you use this boon, cross it off your Chronicle Sheet.

Impressive Find: Once you earn 12 or more Fame, you gain one additional Prestige Point (but not Fame).

Pleasure Doing Business: You can purchase Silverhex at a lower price of 6,326 gp. You can increase Silverhex’s enhancement bonus or apply other weapon special abilities, but you always calculate the weapon’s effective final price as though it were 2,000 gp lower.

Expanding Trade Network: You gain a +2 bonus on all Day Job checks.

Deeptreasure Edge: As a free action, you can cross this boon off your Chronicle sheet in lieu of expending up to 150 gp worth of gemstone material components for a spell that you or an adjacent ally casts.

Golden Crown Advantage: Once per scenario, you can use this boon to waive any customs fee or expenditure to secure transportation of 25 gp or less. You may cross this boon off your Chronicle sheet before attempting a Day Job check to automatically get a result of 35.

Grippli’s Favor: You gain a +2 bonus on Charisma-based checks made to influence gripplis.

[ ] [ ] Savior of the Tapestry: You may spend two prestige points to learn Celestial as a bonus language. Additionally, you may check a box that precedes this boon as a standard action to make either a Diplomacy or Knowledge (religion) check with a bonus (listed below). Finally, you may check a box that precedes this boon to damage a haunt as if a paladin of your character level used lay on hands as a standard action.

Skill Bonus:
- Level 3-4: +8
- Level 5-6: +11
- Level 7-8: +14
- Level 9-10: +18
- Level 11+: +22

[ ] [ ] Radiant Ruby Feathers: You can check a box that precedes this boon as a standard action to use one of the following spell-like abilities (using your character level as your caster level):
- Burning hands
- Cure moderate wounds
- Lesser restoration

At level 5, you can also use the following spell-like abilities:
- Cure serious wounds
- Fireball
- Scorching ray

At level 9, you can also use the following spell-like abilities:
- Cure critical wounds
- Restoration (if used to remove a permanent negative level, check both boxes)
- Wall of fire

At lvl 12, you can also use the following spell-like abilities:
- Heal (check both boxes)
- Sirocco (check both boxes)

Duskwarden’s Favor: You can cross this boon off your Chronicle sheet to gain the ranger favored terrain ability (+2) in underground environments for the remainder of the scenario.

Careful Archaeologist: When your table would fail the secondary success condition of a scenario, you can cross this boon off your Chronicle sheet to go back and make things right, earning the secondary success condition for the entire table.


Appearance and Personality: