Full Name |
Init +1; Senses aura sight, low-light vision; Perception +14; Immune sleep |
Race |
HP:39/39 ;AC 19,T 12, FF18; Fort +6, Ref +3, Will +6; +2 vs. enchantments, +2 trait bonus vs. death effects, +2 vs. fear; |
About Valzoa Coldhearth
Valzoa Coldhearth
Male elf occultist 6 (Pathfinder RPG Occult Adventures 46)
N Medium humanoid (elf)
Init +1; Senses aura sight, low-light vision; Perception +14
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Defense
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AC 19, touch 12, flat-footed 18 (+5 armor, +1 deflection, +1 Dex, +2 shield)
hp 39 (6d8+6)
Fort +6, Ref +3, Will +6; +2 vs. enchantments, +2 trait bonus vs. death effects, +2 vs. fear
Immune sleep
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Offense
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Speed 30 ft.
Melee mithral longsword +7 (1d8+2/19-20) or
. . unarmed strike +6 (1d3+2 nonlethal)
Ranged energy ray +5 touch ()
Implement Schools
. . Divination (Spectacles of Oberon, 5 points) Resonant—third eye; Focus—sudden insight
. . Evocation (Rod of the Enkindler, 8 points) Resonant—intense focus; Focus—energy ray
. . Necromancy (Skull of the Fallen King, 3 points) Resonant—necromantic focus; Focus—mind fear
Occultist Spells Known (CL 6th; concentration +11)
. . 2nd (4/day)—create treasure map[APG], false life, flaming sphere (DC 18), force sword
. . 1st (6/day)—burning hands (DC 17), inflict light wounds (DC 16), mindlink[OA], shocking grasp
. . 0 (at will)—bleed (DC 15), dancing lights, detect magic, telekinetic projectile[OA]
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Statistics
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Str 14, Dex 12, Con 12, Int 20, Wis 12, Cha 10
Base Atk +4; CMB +6; CMD 18
Feats Craft Wand, Extra Mental Focus[OA], Spell Focus (evocation)
Traits inured to death, trap finder, unafraid (ustalav)
Skills Craft (woodworking) +11, Diplomacy +6 (2 vs. law-abiding citizens (except enemies of the authority that accused you)), Disable Device +13, Disguise +6, Fly +7, Knowledge (arcana) +14, Knowledge (engineering) +11, Knowledge (history) +11, Knowledge (planes) +14, Knowledge (religion) +14, Linguistics +11, Perception +14, Sense Motive +7, Spellcraft +14 (+16 to identify magic item properties), Use Magic Device +12; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Azlanti, Common, Draconic, Elven, Gnoll, Goblin, Orc, Sylvan, Thassilonian, Varisian
SQ elven magic, implements 4, infamous, magic item skill, mental focus (16/day), object reading, shift focus
Combat Gear wand of shield (25 charges); Other Gear +1 darkleaf cloth lamellar (leather) armor[UC], mwk armored coat[APG], +1 darkwood light wooden shield, mwk buckler, mithral longsword, handy haversack, refocusing rod[OA], ring of protection +1, bedroll, belt pouch, chalk (10), flint and steel, ink, inkpen, journal[UE], masterwork thieves' tools, occultist's implement[OA], occultist's implement[OA], occultist's implement[OA], pot, trail rations (5), waterskin, 1,074 gp, 1 sp
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Special Abilities
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Aura Sight (Su) Read the aura of creatures around you, as aura sight.
Danger Sight +3 (Sp) 1 focus, imm act: Insight bonus to AC or save.
Divination (Spectacles of Oberon) Implements of the divination school grant powers related to foresight and remote viewing.
Implements: Book, crystal ball, goggles, harrow deck, headband, lenses, planchette.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Energy Blast (5d6, 100 feet, DC 18) (Sp) 2 focus: Blast does energy damage of type you choose to all creatures in 20 ft. radius (Ref half).
Evocation (Rod of the Enkindler) Implements focused on evocation grant the ability to create and direct energy to protect and to destroy.
Implements: Gloves, rod, staff, wand.
Extra Spells (Evocation [Rod of the Enkindler]) Select this to add extra spells of the selected school to the occultist's spell list.
Implements (Su) Gain a series of items which grant access to schools and powers.
Infamous -4 to diplo vs. law-abiding citizens.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Magic Item Skill Add half level as bonus to Use Magical Device.
Mental Focus (16/day) (Su) You have a pool of points that activate your focus powers.
Necromancy (Skull of the Fallen King) Implements that draw power from necromancy can control undead and harm the living.
Implements: Bone, coin, doll, drum, robe, skull.
Necromantic Servant (3 servants, 60 minutes) (Sp) 1 focus: Raise human skeleton or zombie to serve you.
Object Reading (Su) Examine an object for 1 minute to learn properties, history, and about last user.
Shift Focus (Necromancy [Skull of the Fallen King], 10 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.