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About Ulysses MacabreSpoiler:
Ulysses Macabre
Male half-orc occultist (necroccultist) 10 (Pathfinder RPG Occult Adventures 46, 100) N Medium humanoid (human, orc) Init +7; Senses darkvision 60 ft.; Perception +14 -------------------- Defense -------------------- AC 23, touch 14, flat-footed 21 (+9 armor, +2 deflection, +2 Dex; +2 deflection vs. evil) hp 83 (10d8+30) Fort +13, Ref +9, Will +11; +2 resistance vs. evil Defensive Abilities sacred tattoo[APG] -------------------- Offense -------------------- Speed 30 ft. Melee +2 adamantine falchion +11/+6 (2d4+14/18-20) or . . cestus +9/+4 (1d4+8/19-20) or . . dagger +9/+4 (1d4+8/19-20) or . . mwk cold iron falchion +10/+5 (2d4+12/18-20) or . . mwk silver morningstar +10/+5 (1d8+8) Ranged composite longbow +9/+4 (1d8+3/×3) Occultist Spell-Like Abilities (CL 10th; concentration +15) . . 1/day—life drain Implement Schools . . Abjuration (Armor, 4 points) Resonant—warding talisman; Focus—mind barrier . . Divination (Headband, 2 points) Resonant—third eye; Focus—sudden insight . . Necromancy (Robe, 6 points) Resonant—necromantic focus; Focus—mind fear, necromantic servant, soulbound puppet, spirit shroud . . Transmutation (Weapon, 5 points) Resonant—physical enhancement (dexterity); Focus—legacy weapon, mind over gravity, size alteration, telekinetic mastery Occultist (Necroccultist) Spells Known (CL 10th; concentration +15) . . 4th (2/day)—freedom of movement, possession[OA] (DC 20), scrying (DC 19), wall of bone, warp metal (DC 19) . . 3rd (4/day)—animate dead, dispel magic, haste, ray of exhaustion (DC 19), sands of time[UM], seek thoughts[APG] (DC 18), unliving rage[ACG] . . 2nd (5/day)—blindness/deafness (DC 18), command undead (DC 18), false life, purge spirit[OA] (DC 18), resist energy, see invisibility, weapon of awe[APG] (DC 17) . . 1st (7/day)—chill touch (DC 17), decompose corpse[UM] (DC 17), heightened awareness[ACG], inflict light wounds (DC 17), lead blades[APG], ray of enfeeblement (DC 17), shield . . 0 (at will)—detect magic, grave words[OA], open/close (DC 15), resistance -------------------- Statistics -------------------- Str 19, Dex 14, Con 14, Int 20, Wis 11, Cha 7 Base Atk +7; CMB +9; CMD 25 Feats Blind-fight, Endurance, Extra Mental Focus[OA], Power Attack, Spell Focus (necromancy), Spell Penetration, Toughness Traits brute (orc), fate's favored Skills Acrobatics +3, Appraise +11, Diplomacy +11, Fly +7, Knowledge (arcana) +13, Knowledge (dungeoneering) +15, Knowledge (engineering) +9, Knowledge (history) +9, Knowledge (planes) +13, Knowledge (religion) +13, Linguistics +18, Perception +14, Sense Motive +6, Spellcraft +18, Survival +0 (+2 to avoid becoming lost), Use Magic Device +16 Languages Abyssal, Aklo, Ancient Osiriani, Azlanti, Celestial, Common, Draconic, Giant, Goblin, Infernal, Kelish, Necril, Orc, Osiriani, Shae, Thassilonian, Undercommon SQ deadspeaker, ghostly horde, implements 5, magic circles, magic item skill, mental focus (17/day), orc blood, shift focus Combat Gear cold iron arrows (50), elixir of spirit sight, oil of bless weapon, oil of daylight, potion of cure light wounds, potion of invigorate, potion of jester's jaunt, potion of protection from evil, potion of remove blindness/deafness, potion of remove fear, potion of remove sickness, potion of touch of the sea, runestone of power (1st)[ACG], scroll of communal resist energy, scroll of lesser restoration (2), scroll of make whole, scroll of remove curse, scroll of remove disease, scroll of see invisibility, scroll of spider climb, wand of freedom of movement (7 charges), wand of heroism (5 charges), wand of infernal healing (50 charges), wand of inflict light wounds (50 charges), wand of mage armor (50 charges), alchemist's fire (3), antiplague[APG], antitoxin, bladeguard[APG], holy water (2), vermin repellent[UE] (2); Other Gear +3 elven chain, heavy wooden shield, +2 adamantine falchion, cestus[APG], composite longbow (+3 Str), dagger, mwk cold iron falchion, mwk silver morningstar, belt of giant strength +2, cracked dusty rose prism ioun stone, dweomer's essence, handy haversack, headband of vast intelligence +2, incandescent blue sphere ioun stone, lesser talisman of beneficial winds[OA], lesser talisman of freedom[OA], lesser talisman of life's breath[OA], ring of protection +2, wayfinder[ISWG], bedroll, belt pouch, chalk (10), flint and steel, mess kit[UE], occultist's implement[OA], occultist's implement[OA], occultist's implement[OA], onyx (10 hd minion) (worth 250 gp), onyx (12 hd minion) (worth 300 gp), onyx (16 hd minion) (worth 400 gp), onyx (20 hd minion) (worth 500 gp), onyx (6 hd minion) (worth 150 gp), onyx (8 hd minion) (worth 200 gp), silk rope (50 ft.), smoked goggles[APG], spell component pouch, torch (9), trail rations (5), wrist sheath, spring loaded, 307 gp -------------------- Special Abilities -------------------- Abjuration (Armor) Abjuration implements are objects associated with protection and wards. Blind-Fight Re-roll misses because of concealment, other benefits. Darkvision (60 feet) You can see in the dark (black and white only). Deadspeaker (5/day) (Su) Learn answers about a dead or undead creature, as blood biography. Divination (Headband) Implements of the divination school grant powers related to foresight and remote viewing. Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue. Ghostly Horde 5d6 (2/day, DC 20) (Su) 1 focus: summon a ghostly horde that damages those in a 20-ft. circle. Implements (Su) Gain a series of items which grant access to schools and powers. Legacy Weapon +2 (Su) 1 focus: weapon touched gains enhancement bonus plus a special ability. Life Drain (1/day) (Sp) 1 nec. focus: Ranged touch attack influcts 1d4 negative levels, heals you. Magic Circles (Su) 1 minute and 1 focus to create magic circle of your choosing (but not opp. your alignment). Magic Item Skill Add half level as bonus to Use Magical Device. Mental Focus (17/day) (Su) You have a pool of points that activate your focus powers. Mind Barrier (-20 damage) (Sp) 1 focus, swift action: Reduce next damage taken before next turn. 2 for Imm. Mind Fear (DC 20) (Su) Target creature is frightened 1d4 rnds. if it has your HD or less, shaken if more (Will neg). Mind Over Gravity (10 minutes) (Sp) 1 focus: Gain 60-ft fly speed w/perfect maneuverability. Necromancy (Robe) Implements that draw power from necromancy can control undead and harm the living. Necromantic Focus (12 HD) (Su) Use implement as focus to command or create additional undead. Necromantic Servant (5 servants, 100 minutes) (Sp) 1 focus: Raise human skeleton or zombie to serve you. Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Physical Enhancement +2 (Dexterity) (Su) Implement grants bearer enhancement to one physical attribute. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Sacred Tattoo +1 to all saves. Shift Focus (Necromancy [Robe], 14 focus) (Su) Shift focus from one implement to another, but lose 1 point. Size Alteration (Sp) 1 focus: increase or decrease a creature's size by one step. Soulbound Puppet (100 minutes) (Su) 1 focus: create soulbound puppet from bone, doll, or skull. Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC. Spirit Shroud (10 minutes) (Sp) 1 focus: Gain temporary HP, +2 resist bonus vs. death & fear effects, neg leve;ls, or neg energy. Sudden Insight +5 (Sp) Swift action & 1 focus: Gain insight bonus to one abil. or skill check, or attack before end of turn. Telekinetic Mastery (10 rounds) (Sp) 1 focus: Gain telekinetic power, as telekinesis. Third Eye (Su) Gain enhanced senses while implement stores focus. Transmutation (Weapon) Transmutation implements can alter the properties of both objects and creatures. Warding Talisman +2 (Su) Implement grants Resistance bonus to saves. |