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About Yates AshkoontYates Ashkoont
PFS info: ===================
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108507-10 Faction: Liberty's Edge Experience: 3 normal progression, Prestige points: 6 Fame: 6 Wealth: 28.98 gp Character sheet: ===================
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Male Taldan Occultist (Extemporaneous Channeler) Init: +2; Senses: Perception +4, Sense motive +4 ===================
HP: 15 (2d8+2); Fort: +5, Ref: +2, Will: +3 ===================
Melee: +4 (1d???+3 ????) Ranged: +3 (1d???+3 ?????) ===================
Base Attack Bonus: +1; CMB: +4, CMD: 16 Feats: Shikigami Style, Shikigami Mimicry Skills and Languages: ===================
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WITH RANKS (Total Ranks: 14; 4 base + 3 int) *Appraise (1 Rank):+7,
WITHOUT RANKS
Languages: Taldane, Tian, Ancient Ossirion, Thassalion, Ancient Azlanti Equipment: ===================
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COINS 28 GP, 9 SP, and 8 CP WEAPONS AND ARMOR
CONSUMABLES
OTHER GEAR
WEIGHT LIMITS
Carrying 137 pounds of gear for a medium load, doesn’t change ACP or encumbrance values.
Class Abilities: ===================
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SPELLS: 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 on page 47). 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. 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. FOCUS POWERS (Su):
IMPLEMENTS (Su):
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. (Extemporaneous Channeler) IMPROVATIONAL COMBATANT (EX): An extemporaneous channeler does not incur any penalties for using an improvised weapon. She is considered to have the Catch Off-Guard and Throw Anything feats for the purpose of meeting prerequisites. MENTAL FOCUS (SU):
Once mental focus is invested inside an implement, the implement gains the resonant power of its implement school (see page 50), 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 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. 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, (Extemporaneous Channeler) FLEETING FOCUS (SU):
This alters mental focus. TRANSFORMATIVE RESONANCE (SU):
MAGIC ITEM SKILL (EX):
OBJECT READING (SU):
Implements and powers: ===================
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TRANSMUTATION IMPLEMENT Implement: Vest in vibrant colors, supposedly from the first world. RESONANT POWER:
BASE FOCUS POWER:
FOCUS POWER:
CONJURATION IMPLEMENT
RESONANT POWER:
BASE FOCUS POWER:
DIVINATION IMPLEMENT
RESONANT POWER:
BASE FOCUS POWER:
Racial Abilities: ===================
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BONUS FEAT Humans select one extra feat at 1st level. COMPREHENSIVE EDUCATION
Feats and traits: ===================
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TRAITS: SURPRISE WEAPON
PRAGMATIC ACTIVATOR
RESILIENT (Muckrucker bonus, see Chronicle #1)
FEATS: SHIKIGAMI STYLE (Human Bonus)
Benefit: While in this style, you deal damage with improvised weapons as if they were one size category larger. For every style feat you have that lists Shikigami Style as a prerequisite, treat the improvised weapon as an additional size category larger, to a maximum of three sizes larger than its actual size. SHIKIGAMI MIMICRY (Level 1)
Benefit: While in Shikigami Style, you can take a –2 penalty on attack rolls to treat an improvised weapon as if it had one of the following weapon special qualities until the start of your next turn: blocking, brace, disarm, distracting, nonlethal, performance, or trip. If the weapon has the fragile special quality or broken condition, you can treat it as if it had the jagged special quality.
Spells: ===================
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Knacks
1ST LEVEL
Consumables & other tracking: ===================
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WANDS
Bot Me!: ===================
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Yates always looks around and takes a moment to arm himself once he realizes combat has started. He grabs anything near or his sledge hammer if nothing else presents itself. [dice=Bah! Where did you come from? (Improvised weapon)]1d20+6[/dice]
[dice=STAY AWAY! (Improvised thrown weapon)] 1d20+6[/dice]
Background: ===================
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Yates was raised as a slave. |