Vorsirion the Revenant's page

346 posts. Organized Play character for PatheticWretch.

Full Name

Vorsirion the Revenant




Occultist 4 | HP 27/27 | AC 19 [23 shield]; Tch 15; FF 14 | F +6; R +7; W +4 | CMB+3; CMD 18 | Speed 30 ft | Init +5 | +1 Elven Curve Blade: +9 (1d10+1/18-20) | Perc +10



Strength 11
Dexterity 20
Constitution 12
Intelligence 19
Wisdom 8
Charisma 7

About Vorsirion the Revenant

Vorsirion the Revenant
Male Occultist 4
CN Medium Humanoid (Elf)
Init +5; Senses Low-light Vision; Perception +10
Languages Common, Elven, Draconic, Infernal, Necril, Sylvan, Undercommon, Orc

AC 19, touch 15, flat-footed 14
    (+5 Dex, +4 armor)
hp 27 (4d8, +4 Con)
Fort +6, Ref +7, Will +4 (+6 vs. enchantment)
Defensive Abilities Elven Immunities

Speed 30 ft. (6 squares)
Melee 'Frostmarrow' +1 Elven Curve Blade +9 (1d10+1/18-20)
Melee MW Elven Branched Spear +9 (1d8/x3)
Ranged Longbow +8 (1d8/x3)
Base Atk +3; CMB +3; CMD 18 [20 vs. disarm or sunder]
Special Attacks Mental Focus (10 points)
Implement Schools
    Abjuration ('Sadow's Amulet', 3 points) Resonant Warding Talisman; Base Mind Barrier
    Necromancy ('Skull of Vaarkalikax', 2 points) Resonant Necromantic Focus; Base Mind Fear (DC 16), Focus Necromatic Servant
    Transmutation ('Frostmarrow', 5 points) Resonant Physical Enhancement (+2 Dex); Base Legacy Weapon Focus Sudden Speed
Known Occultist Spells (CL 4 [6 vs. spell resistance], concentration +8):
    2nd (2/day) - animate dead (lesser), node of blasting, spider climb
    1st (4/day) - enlarge person, inflict light wounds, shield
    0th (at will) - grave words, mage hand, resistance
Scrolls none
Abilities STR 11, DEX 20, CON 12, INT 19, WIS 8, CHA 7
Feats Weapon Finesse, Elven Battle Training
Traits Armor Expert, Highlander
Skills Acrobatics +12, Appraise +8, Bluff -2, Climb +1, Diplomacy +5, Disable Device +14, Disguise +2, Escape Artist +5, Fly +9, Intimidate -2, Knowledge (Arcana, History, Religion) +9, Knowledge (Engineering, Planes) +8, Linguistics +9, Perception +10, Ride +5, Sense Motive +3, Sleight of Hand +10, Spellcraft +8 (+10 identify magic items), Stealth +13 (+14 hilly or rocky areas), Survival -1, Swim +0, Use Magic Device +7 Armor Check Penalty 0
SQ Focus Powers, Magic Item Skill, Object Reading
Combat Gear acid flask (x3), alchemist fire (x2) Other Gear 'Frostmarrow' +1 elven curve blade, boots of elvenkind, MW elven branched spear, longbow, arrows (x20), dagger (cold iron), club, javelin (x3), sling, bullets (10), MW chain shirt, cold-weather outfit, backpack, MW thieves' tools, bandolier, bedroll, rations (trail/per day)(x3), rope (silk/50 ft.), bell, candle, chalk, charcoal, fishhook, string, flint and steel, parchment, sewing needle, signal whistle, oil (flask)(x3), earplugs, MW perception tool, 1,256 gp


Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Focus Powers (Su): 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 (Su): 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 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 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.
See Implement Schools for a complete list of implements associated with each school and their focus powers.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
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.
Legacy Weapon (Su): 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.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Magic Item Skill (Ex): 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.
Mental Focus (Su): 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.
Mind Fear (Sp): As a standard action, you can expend 1 point of mental focus to cause a living creature to succumb to fear.
The target must be within 30 feet of you, and it can attempt a Will saving throw to negate the effect. If the target fails the save and has a number of Hit Dice less than or equal to yours, it is frightened for 1d4 rounds. If the target fails the saving throw and has a number of Hit Dice greater than yours, it is instead shaken for 1d4 rounds. This is a mind-affecting fear effect.
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.
Necromatic Focus (Su): The implement grants its possessor greater power over the undead. Whoever possesses the implement can control an additional 2 Hit Dice of undead for every point of mental focus invested in the item (to a maximum number of Hit Dice equal to 4 × your occultist level). Any spellcaster who bears the implement can add it as an additional focus component for a necromancy spell he casts to create undead. If he does so, he can create an additional number of HD of undead equal to the additional HD the implement allows him to control (apply this effect after doubling the HD of undead for desecrate, if applicable).
Undead creatures take a –1 penalty on saving throws against spells cast by the bearer of this implement for every 4 points of mental focus invested in this implement.
Necromatic Servant (Sp): As a standard action, you can expend 1 point of mental focus to raise a single human skeleton or human zombie from the ground to serve you for 10 minutes per occultist level you possess or until it is destroyed, whichever comes first. This servant has a number of hit points equal to 1/2 your maximum hit point total (not adjusted for temporary hit points or other temporary increases). It also uses your base attack bonus and gains a bonus on damage rolls equal to 1/2 your occultist level. At 5th level, whenever the necromantic servant would be destroyed, if you are within medium range (100 feet + 10 feet per level) of the servant, you can expend 1 point of mental focus as an immediate action to cause the servant to return to full hit points. At 9th level, you can choose to give the servant the bloody or burning simple template (if it's a skeleton) or the fast simple template (if it's a zombie). At 13th level, when you take an immediate action to restore your servant, it splits into two servants. You can have a maximum number of servants in existence equal to 1/2 your occultist level. At 17th level, the servant gains a teamwork feat of your choice.
Object Reading (Su): 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.
Physical Enhancement (Su): 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).
Shift Focus (Su): At 4th level, an occultist gains the ability to shift his mental focus from one implement to another, though some of the focus is lost along the way. Shifting mental focus removes a number of points of mental focus from one implement and adds the same number – 1 to another implement; this takes 1 minute of quiet contemplation while touching both implements. The occultist can shift his mental focus only from one implement to another implement; he can't shift generic focus into an implement. Unlike expending focus normally, this shift can reduce the effect of a resonant power in the implement from which the mental focus was taken. It does not, however, add to the resonant power of the implement to which the focus is added.
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.
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.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.


Once, Vorsirion of house Edasseril was the most promising young elf in Kyonin, and a relative of the Queen. A kind, silver-tongued diplomat and agile warrior, he was the envy of his great house. Popular and skilled, many sought to gain influence with him. He would, all agreed, make it far in life.

So it was that he was the natural choice to lead an expedition to a long-abandoned elven fortress. Here, it was written, lay curious elven treasures from a bygone age. After much difficult searching, Vorsirion located the fortress and began its exploration.

Little did he know that it had been abandoned, long ago, for a reason, when a powerful demi-lich and wizard named Vaarkalikax had made the place his den. So evil was this lich that his name was rarely spoken and had almost been lost to history. Still, the lich had been destroyed when his marshal and warlord, a jealous elven vampire named Countess Sadow, betrayed him, though she herself perished in her master’s final act.

Vorsirion and his expedition stumbled right into hell. Though abandoned for centuries, the place was afflicted by spirits, the walking dead, and most especially, the surviving dueling psyches of Vaarkalikax and Countess Sadow. In a pitched battle, Vorsirion was separated from his party, and found himself trapped in the very place where the two powerful undead had destroyed each other. His companions promised to return for him, though most of them perished as they escaped. After some time, Vorsirion heard nothing except for the disconcerting sounds of the place--whispers, dripping, scraping, wind--soon the elf thought he would go mad.

Searching his dank, inescapable tomb, Vorsirion found a pair of objects that seemed to be the source of his torment. First, a spectral elven blade, which he did not know had slain Vaarkalikax; and second, the skull of the lich himself, whose last words had slaughtered the vampire and left her almost without trace. In the days that passed, Vorsirion could not escape the room, neither could he find respite from these two relics. He placed them as far away as he could, yet found them ever closer. When he ventured to bury them under some rubble, he instead found them in his hands after rousing from delirium.

So it was that after many days in purgatory, Vorsirion's rations gave out. He survived for a period of time on rats and a small puddle of water, but this was insufficient to sustain him for long. Thus he died, a broken, starving, and tormented soul, trapped and alone. At home, he had the funeral of a hero, and many greatly mourned his death. Even so, no rescue attempt had ever been mounted. Those few companions that escaped feared so much the thought of ever returning that they never mentioned their leader may have still been alive. Thus ended the days of Vorsirion of house Edasseril.

It is strange to relate that after a decade had passed, Vorsirion again opened his eyes. He was alive--or at least half-so--a revenant returned from the grave to terrorize the living. If blood coursed through his veins, it did so at a trickle, and even his breathing was shallow. The elf wasn't even sure he was alive. What he did know is that he still held a spectral elven blade in his right hand, and a skull in his left.

And the way out of his prison was now clear. He escaped, though he was no longer the elf he was when he entered. Now, he heard voices. He relived memories that were not his own. His own natural tendencies for kindness had been supplanted--with things almost unspeakable.

He made his way back to his own land. At first, he received a hero's homecoming, and his family and friends rejoiced exceedingly. But it did not take long for them to discover that he was not the same. He no longer had a silver tongue, an easy smile, or a kind word. Some even believed it was not the same elf, that he was a doppelganger or some fey foundling. If he were honest with himself, Vorsirion wasn't even sure he disagreed. He had new powers, a morbid new fascination with death, and unsettling things happened all around him. Eventually he left his home, if for no other reason than to save his family from the shame and disappointment of what he had become.

But he did not depart his home alone. He left, along with the dueling psyches of Vaarkalikax and Countess Sadow, the powerful, undead fragments that still lived on in the artifacts he could neither discard nor lose. In the years that followed, they whispered to him, leading him first to Ustalav, and then to Restov. To ignore the whispers would lead to madness. But it was clear that they hoped to use Vorsirion--to what end, he did not know.



1. Background
    a. Conflict
    b. Challenges
    c. Mystery
    d. Passion
    e. Birthplace
    f. Family
    g. Professions and Crafts
    h. Significant Past Events
        i. Family-related events
        ii. Personal events
        iii. Notable individuals
    i. Mysteries
    j. Existing Conflicts
    k. What triggered adventuring?
    l. Initial possessions
    m. Bound duties
    n. Quests
2. Primary Motivators - Liberation and Destruction
3. Emotion and Core Traits
    a. Emotional Disposition and Moodiness - Apathetic, Phlegmatic
    b. Core Traits
        i. Outlook:
        ii. Integrity:
        iii. Impulsiveness:
        iv. Boldness:
        v. Agreeableness:
        vi. Interactivity:
        vii. Conformity:
4. Secondary Personality Traits
    a. Sense of Humor
    b. Favorite Topics of Conversation
    c. Group Affiliations
    d. Religion and Spirituality
    e. Quirks, Habits, and Oddities
    f. Hobbies and Enjoyments
    g. Mental Disorders
    h. Barks

Level Progression:

Level 1:
Class Taken: Occultist
Class Feature Gained: focus powers, implements 2, knacks, mental focus
Hit points Gained: 1d8 + 1 Con
Skill Points (4+4+2 background): diplomacy (1), disable device (1), knowledge (arcana)(1), knowledge (history)(1), knowledge (religion)(1), linguistics (1), perception (1), spellcraft (1), stealth (1), use magic device (1)
Feats: weapon finesse
Favored Class Bonus: increase the occultist's total number of points of mental focus by 1/2 point.

Level 2:
Class Taken: Occultist
Class Feature Gained: implements 3, magic item skill, object reading
Hit points Gained: 1d8 + 1 Con
Skill Points (4+4+2 background): appraise (1), diplomacy (1), disable device (1), disguise (1), knowledge (planes)(1), perception (1), sense motive (1), sleight of hand (1), stealth (1), use magic device (1)
Favored Class Bonus: increase the occultist's total number of points of mental focus by 1/2 point.

Level 3:
Class Taken: Occultist
Class Feature Gained: focus power
Hit points Gained: 1d8 + 1 Con
Skill Points (4+4+2 background): acrobatics (1), climb (1), diplomacy (1), disable device (1), fly (1), knowledge (engineering)(1), perception (1), sleight of hand (1), stealth (1), use magic device (1)
Favored Class Bonus: increase the occultist's total number of points of mental focus by 1/2 point.
Feat: elven battle training

Level 4:
Class Taken: Occultist
Class Feature Gained: shift focus
Hit points Gained: 1d8 + 1 Con
Skill Points (4+4+2 background): acrobatics (1), diplomacy (1), disable device (1), knowledge (arcana)(1), knowledge (history)(1), knowledge religion (1), linguistics (1), perception (1), stealth (1), use magic device (1)
Favored Class Bonus: increase the occultist's total number of points of mental focus by 1/2 point.
Ability Score Increase: Int


[dice=knowledge arcana/religion]1d20+9[/dice] [ooc]Looking for 1) vulnerabilities 2) immunities 3) special abilities[/ooc
[dice=knowledge religion]1d20+8[/dice]

[dice=+1 elven curve blade]1d20+9;1d10+1[/dice]

[dice=MW elven branched spear]1d20+9;1d8[/dice]

[dice=longbow attack]1d20+8;1d8[/dice]

The Difficulty Class for a saving throw against an occultist's spell equals 10 + the spell level + the occultist's Intelligence modifier.

DC for any saving throw against a focus power equals 10 + 1/2 the occultist's level + the occultist's Intelligence modifier