Full Name |
Yasmin Jahandar |
Race |
Human |
Classes/Levels |
INACTIVE - GAME DIED |
Gender |
Female |
Size |
Medium |
Age |
23 |
Alignment |
Neutral Good |
Location |
Bastarache |
Languages |
Common; Aquan, Auran, Ignan, Terran |
Homepage URL |
Picture |
Strength |
10 |
Dexterity |
14 |
Constitution |
13 |
Intelligence |
16 |
Wisdom |
12 |
Charisma |
14 |
About Yasmin Jahandar
Yasmin Jahandar
Female human occultist (sha'ir) 2
NG Medium humanoid (human)
Init +2; Senses Perception +6
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Defense
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AC 14, touch 12, flat-footed 12 (+1 armor, +1 shield, +2 Dex)
HP 17 (2d8, +2 Con, +2 favored class)
Fort +4 (+3 base, +1 Con), Ref +2 (+0 base, +2 Dex), Will +4 (+3 base, +1 Wis) {+2 trait bonus vs. emotion and fear effects} {+2 trait bonus to Fort saves vs. poison and disease}
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Offense
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Speed 30 ft.
Melee Punching dagger +1 (1d4/x3; piercing)
Ranged Composite longbow +3 (1d8/x3; piercing; 110 ft.)
Spells Known (CL 2nd; concentration +5)
• 1st (3/day)—grease, touch of the sea
• 0 (at will)—drench, ray of frost
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Statistics
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Str 10, Dex 14, Con 13, Int 16, Wis 12, Cha 14
Base Atk +1; CMB +1; CMD 13
Languages: Common; Aquan, Auran, Ignan, Terran
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Traits
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Disillusioned (Combat): Your childhood was ended by a great disaster or atrocity that you witnessed. To cope with the horror, you have learned to reflexively suppress all emotion.
Benefit(s): You gain a +2 trait bonus on Will saving throws against emotion and fear effects.
Forever at the Mercy of the Fickle Elements (Campaign): You have grown and lived with your whole life suffused with the primal Elements that make up the world, whether at your behest or at your neck, most often through the form of the Genkiekin and you have learned to use and defend against those elements as they would as they aid and turn against you, just like the fickle elements themselves.
Your lifetime studies of Genkiekin, as well as being subjected to the seen and unseen wrath of the Court of the Hungry Flame and the supreme Wishcraft of a Genie Noble has left, as well as more intimate times has left you with a greater understanding of the forces that even the Genies themselves cling to, and has shifted you closer to them, for weal and woe.
You gain a +2 trait bonus on Fortitude saves against poison and disease and once per day when assaulting a foe with an ability that deals elemental damage you may decrease their energy resistance against the element you are using by 5. Conversely you may instead increase your own energy resistance against one type of energy by 5 when subject to an attack that deals energy damage. This energy resistance stacks with any you already possess.
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Feats
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Level 1
Point-Blank Shot (Combat): You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Human
Precise Shot (Combat): You are adept at firing ranged attacks into melee.
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.
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Adventuring Skills
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Total skill ranks: 20 (8 occultist, +6 Int, +2 human, +4 background)
Climb +1 [0] (1 rank)
Heal +3 (2 ranks, +1 Wis)
Knowledge (arcana) +8 (2 ranks, +3 Int, +3 class skill)
Knowledge (planes) +8 (2 ranks, +3 Int, +3 class skill)
Perception +6 (2 ranks, +1 Wis, +3 class skill)
Spellcraft +8 (2 ranks, +3 Int, +3 class skill)
Survival +3 (2 ranks, +1 Wis)
Swim +1 [0] (1 rank)
Use Magic Device +7 (2 ranks, +2 Cha, +3 class skill)
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Background Skills
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Appraise +8 (2 ranks, +3 Int, +3 class skill)
Linguistics +8 (2 ranks, +3 Int, +3 class skill)
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Untrained Skills
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Acrobatics +2 (+2 Dex)
Bluff +2 (+2 Cha)
Diplomacy +2 (+2 Cha)
Intimidate +2 (+2 Cha)
Knowledge (dungeoneering) +3 (+3 Int)
Knowledge (engineering) +3 (+3 Int)
Knowledge (geography) +3 (+3 Int)
Knowledge (history) +3 (+3 Int)
Knowledge (nobility) +3 (+3 Int)
Knowledge (religion) +3 (+3 Int)
Ride +2 (+2 Dex)
Sense Motive +1 (+1 Wis)
Sleight of Hand +2 [+1] (+2 Dex)
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Gear
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Total starting wealth: 140 gp (140 class)
Traveler's outfit (free starting outfit)
Composite longbow (100 gp, 3 lbs.)
20 durable arrows (20 gp, 3 lbs.)
Punching dagger (2 gp, 1 lb.)
Padded armor (5 gp, 10 lbs.)
Buckler (5 gp, 5 lbs.)
Handy Haversack (2 lbs.)
[
• Assorted enchanted adult toys
• Backpack (2 gp, 2 lbs.)
• Bedroll (1 sp, 5 lbs.)
• Blanket (5 sp, 3 lbs.)
• Fresh food, 1 day
• Grooming kit (1 gp, 2 lbs.)
• Waterskin (1 gp, 4 lbs.)
• 4 sp
]
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Special Abilities
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Human
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Occultist (Sha'ir) 2
Weapon and Armor Proficiency: An occultist is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Spell Casting: An occultist casts psychic spells drawn from the occultist spell list, limited by the implement groups he knows.
He can cast any spell he knows without preparing it ahead of time. Every occultist spell has an implement component (see Implements). To learn or cast a spell, an occultist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an occultist’s spell equals 10 + the spell level + the occultist’s Intelligence modifier.
An occultist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Occultist. In addition, he gains bonus spells per day if he has a high Intelligence score.
The occultist’s selection of spells is limited. For each implement school he learns to use, he can add one spell of each level he can cast to his list of spells known, chosen from that school’s spell list. If he selects the same implement school multiple times, he adds one spell of each level from that school’s list for each time he has selected that school.
When the occultist learns to cast a new level of spells, he immediately adds one spell of that level to his list of spells known from each implement school he knows (plus any extra spells from schools he has selected multiple times).
At 5th level and every 3 occultist levels thereafter (8th, 11th, and so on), an occultist can choose to learn a new spell in place of one he already knows. In effect, the occultist loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level occultist spell the occultist can cast. The spell learned must come from the same list of spells provided by the implement school of the spell lost. An occultist can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.
An occultist need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
Jin (Su): At 1st level, a sha’ir learns how to contact a jin—a minor, insubstantial genie that makes its home on the elemental planes. She learns how to contact a second jin at 6th level and a third jin at 14th level. Each of these jin is connected to one of the eight schools of magic, just like an occultist implement, but also to the air, earth, fire, or water school (Advanced Player’s Guide 142). Each jin works like a living implement for both of its schools.
To provide the implement component for a spell or focus power, a jin must be within 30 feet of its master.
The elemental schools don’t have focus powers or resonant powers. Instead, the sha’ir considers all wizard spells of 6th level and lower from the lists corresponding to her jin’s elemental schools to be on her occultist spell list. In addition, she adds additional spells to her list of spells known. For every spell level she can cast, she adds one spell from each jin’s elemental school and one spell from each jin’s non-elemental school.
A jin in its natural form has the base statistics of a Small elemental of the chosen type with the young simple template and without the air mastery, burn, drench, earth glide, earth mastery, vortex, water mastery, or whirlwind abilities.
At 20th level, a sha’ir selects one of her jin and chooses one of its two schools instead of selecting an implement for implement mastery.
If one of her jin is slain, the sha’ir is treated as if she didn’t have the appropriate implement to cast the spells associated with that jin. The sha’ir can replace the slain jin the following morning by expending 1 point of mental focus in a special ritual that takes 1 hour to perform.
This ability replaces implements and alters mental focus, spellcasting, and implement mastery.
Chosen school and element, level 1: Conjuration, Water
Small young water elemental: N Tiny outsider; AC 18, touch 14, flat-footed 14 (+4 natural, +2 Dex, +2 size); hp 9 (2d10-2); Fort +3, Ref +5, Will +3; Speed 20 ft., swim 90 ft.; Melee slam +3 (1d4); Str 10, Dex 14, Con 9, Int 4, Wis 11, Cha 11
Knacks: An occultist learns one knack, or 0-level psychic spell, each time he selects an implement schools (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.
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.
Conjuration Implements
Implements used in conjuration allow the occultist to perform magic that transports or calls creatures.
Implement(s): Bowl, brazier, compass, figurine, lantern, mirror.
Resonant Power(s): Each time the occultist invests mental focus into a conjuration implement, the implement grants the following resonant power. The implement’s bearer gains the benefits of this power until the occultist refreshes his focus.
Casting Focus (Su)
The implement empowers the bearer’s ties to the worlds beyond, allowing his spells to maintain their power for a longer period of time. The bearer can add the implement as an additional focus component to any conjuration spell he casts that has a duration measured in rounds per level. If he does so, he adds 1 to his caster level for every 2 points of mental focus stored in the implement (to a maximum bonus equal to your occultist level). This increase applies only when determining the duration of the spell. Apply this increase after other effects that adjust a spell’s duration, such as Extend Spell.
Base Focus Power: All occultists who learn to use conjuration implements gain the following focus power.
Servitor (Sp)
As a standard action, you can expend 1 point of mental focus to summon a servitor.
This ability functions as summon monster I, but you can use it only to summon a single creature, and the effect lasts for 1 minute. At 4th level and every 3 levels thereafter, the level of the summon monster spell increases by 1, to a maximum of summon monster VII at 19th level. You can’t have more than one servitor in effect at a time. At any time, you can expend 1 point of mental focus as a free action to extend the duration of an active servitor by 1 minute.
Additional Focus Powers, Level 1:
Mind Steed (Sp): As a standard action, you can expend 1 point of mental focus to conjure a spectral horse. This horse can be either Medium or Large, but it otherwise functions as mount. The horse lasts for 10 minutes per occultist level you possess. If you are at least 5th level, the mount’s base land speed increases by 20 feet. If you are at least 9th level and you expend 1 additional point of mental focus, the mount can fly at a speed of 60 feet with good maneuverability, but doing so reduces the mount’s duration to 1 minute per occultist level you possess.
Augment Jin (Sp, Su): Starting at 2nd level, a sha’ir’s jin uses its master’s base saving throws if they are better than its own, and it uses either its own hit point total or 1/2 its master’s hit points, whichever is higher. At 4th level, a sha’ir can concentrate for 1 full round and expend 1 point of mental focus stored in a jin to grant that jin all the statistics of a Small elemental of its type for 1 round per occultist level (this includes gaining any of the following abilities, if applicable: air mastery, burn, drench, earth glide, earth mastery, vortex, water mastery, and whirlwind). At 8th level, she can instead expend 2 points of mental focus to give one of her jin all the statistics of a Medium elemental. At 10th level, the cost of giving a jin the statistics of a Medium elemental decreases to 1 point of mental focus, and the sha’ir can give a jin all the statistics of a Large elemental for 2 points of mental focus. At 12th level, the cost of giving a jin the statistics of a Large elemental decreases to 1 point of mental focus and the sha’ir can give a jin the statistics of a Huge elemental for 2 points of mental focus. At 14th level, the cost of giving a jin the statistics of a Huge elemental decreases to 1 point of mental focus and the sha’ir can give a jin the statistics of a greater elemental for 2 points of mental focus. At 16th level, the sha’ir can give a jin the statistics of an elder elemental for 3 points of mental focus.
This ability replaces magic item skill and object reading.
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Backstory
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Description: With her long red-brown hair and stern demeanor, Yasmin looks like someone who is not to be trifled with. As a sha'ir, she has mysterious supernatural powers, and is always accompanied by minor elementals, which reinforces this appearance.
When she lets her guard down, though, Yasmin can be convivial. Her normally cautious demeanor changes to a bright one.
Yasmin is a slim woman of average height with almond-shaped eyes, a long, narrow nose, and a slightly olivine complexion. She has thin eyebrows and favors a variety of earrings when available, and also wears small brass ring nipple piercings.
While traveling, Yasmin wears a padded cross-halter, cowl, and skirt, metal bracers on her upper arms, and a metal-lined girdle. She carries a powerfully curved composite bow and a hip-quiver of alchemically-treated arrows.
Hair: Red, long
Eyes: Light brown
Height: 5' 7"
Weight: 121 lbs.
Background: Yasmin comes from a faraway desert country, where her kind of magic is relatively commonplace. As the daughter of a powerful binder, she was brought up with some amount of privilege and training in the occult arts.
As is often the case, palace intrigue led to the downfall of her family, and her parents were killed while she fled into exile. Traveling far abroad, she stayed a few steps ahead of her enemies, but found herself in foreign lands, where she was considered a dangerous outsider. Eventually she crossed the wrong person (a clergyman who considered her a heretical foreigner) and found herself sentenced to further exile on Bastarache.
Personality Traits: Yasmin is generally suspicious of strangers. She has learned to project a "mysterious and forbidding" appearance at a glance so that people will not meddle with her if she does not wish it, though anyone who decides to bypass her demeanor will quickly find that she is not especially intimidating.
Yasmin has an affinity for elemental magic and relishes opportunities to broaden her knowledge, which is otherwise rather limited.
She loves dates and is used to eating the delicacies of her homeland, such as camel meat, goat cheese, and olives. She dislikes children and is indifferent about animal pets. She is fascinated with magic and goes out of her way to collect magical trinkets, even if they are merely cosmetic or for entertainment purposes.
Yasmin has had a small variety of lovers of both sexes, but recent experiences have stolen her heart away to the marid Sani, whom she met in a strange extradimensional traveling inn. Though she and Sani were separated, she is determined to find the marid, no matter how far they have been separated.