Weslen Gavirk

Yates Ashkoont's page

115 posts. Organized Play character for Sedoriku.


Full Name

Yates Ashkoont

Race

| HP: 15/15 | AC: 15 (T 12, FF 13) | CMB: +4, CMD: 16 | F: +5, R: +2, W: +3 | Init: +2 | Perc: +4, SM: +4

Classes/Levels

| Speed 30 ft | Spells 1st 3/3 | Focus 8/8 | Active conditions: none

Gender

NG Human Extemporaneous occultist 2

Strength 16
Dexterity 14
Constitution 12
Intelligence 16
Wisdom 10
Charisma 8

About Yates Ashkoont

Yates Ashkoont
Damage die and size changes

PFS info:
===================
108507-10
Faction: Liberty's Edge
Experience: 3 normal progression,
Prestige points: 6
Fame: 6
Wealth: 28.98 gp
===================
Character sheet:
===================
Male Taldan Occultist (Extemporaneous Channeler)
Init: +2; Senses: Perception +4, Sense motive +4

===================
DEFENSE
===================
AC: 18, Touch: 12, FF: 16

HP: 15 (2d8+2);

Fort: +5, Ref: +2, Will: +3

===================
OFFENSE
===================
Speed: 20 ft.

Melee: +4 (1d???+3 ????)

Ranged: +3 (1d???+3 ?????)

===================
STATISTICS
===================
Str 16, Dex 14, Con 12, Int 16, Wis 10, Cha 8

Base Attack Bonus: +1; CMB: +4, CMD: 16

Feats: Shikigami Style, Shikigami Mimicry

===================
Skills and Languages:
===================
WITH RANKS
(Total Ranks: 14; 4 base + 3 int)

*Appraise (1 Rank):+7,
*Disable Device (1 rank, mwk thieves’ tools): +8
*Knowledge (arcana) (1 rank, Comprehensive Education): +8,
*Knowledge (geography) (1 rank, Comprehensive Education): +7,
*Knowledge (history) (1 rank, Comprehensive Education): +8,
*Knowledge (local) (1 rank, Comprehensive Education): +7,
*Knowledge (planes) (1 rank, Comprehensive Education): +8,
*Knowledge (religion) (1 rank, Comprehensive Education): +8,
*Linguistics (1 rank): +7,
*Perception (1 rank): +4,
*Sense Motive (1 rank): +4,
*Sleight of Hand (1 rank): +6,
*Spellcraft (1 rank): +7,
*Use Magic Device (1 ranks, Trait, Magic Item Skill): +8

WITHOUT RANKS
All skills not listed have a modifier of 0 or cannot be done untrained
Acrobatics: +2
Bluff: -1
Climb: +3
*Diplomacy: -1
*Disguise: -1
Escape Artist: +2
Fly: +2
Handle Animal: -1
Intimidate: -1
Perform: -1
Stealth: +2
Swim: +3
*Knowledge (engineering) (Need to apply a rank)

Languages: Taldane, Tian, Ancient Ossirion, Thassalion, Ancient Azlanti

===================
Equipment:
===================
COINS
28 GP, 9 SP, and 8 CP

WEAPONS AND ARMOR
Masterwork Mountain plate, Traveling kettle, Wayfinder

CONSUMABLES
Wands
Wand of CLW 50/50

OTHER GEAR
Cheat sheath , Occultist’s kit , occultist’s implement ,
Chain 10 ft., contracting rope , Efficient tent , Heatstone , Iron holy symbol , Ice skates , Cushion inserts , Reinforced scarf , Umbrella,Explorer’s outfit, Sledge , animal glue , Bell wire trap , Calumet , Founderflame torch , glass cutter , Warka jar , Trekking pole , Thermometer , Masterwork thieves’ tools , Pickle extractor

WEIGHT LIMITS
Light = <76
Medium = 77-153
Heavy = 154<

Carrying 137 pounds of gear for a medium load, doesn’t change ACP or encumbrance values.

===================
Class Abilities:
===================
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):
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 on page 48). 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 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):
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 (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. 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.

(Extemporaneous Channeler) FLEETING FOCUS (SU):
An extemporaneous channeler’s studies of the changing nature of objects give her more mental focus, which she learns to quickly invest in her implements throughout the day, but which she struggles to maintain. When an extemporaneous channeler refreshes her mental focus, she must spend 1 hour preparing her implements for spellcasting but does not immediately invest them with her generic focus, which is equal to her occultist level + twice her Intelligence modifier. At any point during the day, she can shift any amount of her generic focus to any number of her implements by concentrating for 1 round while touching her implements. After every 10 minutes, her invested implements each lose 1 point of mental focus, as if it had been expended on a focus power. If the extemporaneous channeler uses her withdraw focus ability to remove focus before a full 10-minute increment has elapsed, each implement still loses 1 point of mental focus as if it had been invested for that entire increment.

This alters mental focus.

TRANSFORMATIVE RESONANCE (SU):
An extemporaneous channeler can expend 1 point of generic focus as a swift action to allow her generic focus to resonate in her improvised weapons. For 1 minute, the extemporaneous channeler grants any item she uses as an improvised weapon a +1 enhancement bonus on attack and damage rolls for every 3 points of generic focus she has in her body. She can give it a maximum bonus of +1 at 1st level; the maximum bonus increases by 1 for every 4 levels after 1st, to a maximum of +5 at 17th level. The extemporaneous channeler can imbue the item with any one weapon special ability with an equivalent enhancement bonus less than or equal to her maximum bonus by reducing the granted enhancement bonus by the appropriate amount, such as reducing a +2 bonus to a +1 flaming enchantment. She chooses the special ability when she activates this power, but she can spend 1 point of generic focus as a swift action to change it, which also resets the duration of the power. The item must have an enhancement bonus of at least +1 (either on its own or from her imbuing it) to gain a weapon special ability. This ability stacks with any other effect that grants an enhancement bonus to an improvised weapon, such as gloves of improvised might, to a maximum of +5.

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.

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 (see page 196), but doesn’t require a skill check and can be used at will.

===================
Implements and powers:
===================
TRANSMUTATION IMPLEMENT
Implement: Vest in vibrant colors, supposedly from the first world.

RESONANT POWER:
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).

BASE FOCUS POWER:
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.

FOCUS POWER:
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.

CONJURATION IMPLEMENT
Implement:
compass with a clock face

RESONANT POWER:
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:
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.

DIVINATION IMPLEMENT
Implement: Book on the relationship of time and perception

RESONANT POWER:
Third Eye (Su):
The implement allows its bearer to notice that which can’t easily be seen. The implement grants a +1 insight bonus on Perception checks per 2 points of mental focus stored in it, to a maximum bonus equal to the occultist’s level. If the occultist is 3rd level or higher and stores at least 3 points of mental focus in it, the implement also grants lowlight vision. If the occultist is 5th level or higher and stores at least 6 points of mental focus in it, the implement also grants darkvision 60 feet. (If the bearer already has darkvision, the implement increases the range of the darkvision by 30 feet.) If the occultist is 7th level or higher and stores at least 9 points of mental focus in it, the implement also grants the effects of see invisibility. If the occultist is 13th level or higher and stores at least 12 points of mental focus in it, the implement also grants blindsense 60 feet. If the occultist is 19th level or higher and stores at least 15 points of mental focus in it, the implement also grants blindsight 30 feet.

BASE FOCUS POWER:
Sudden Insight (Sp):
As a swift action, you can expend 1 point of mental focus to gain an insight into your immediate future. You can use this foreknowledge as a free action before you roll any ability check, attack roll, or skill check to gain an insight bonus on that roll equal to 1/2 your occultist level (minimum +1). You can use your foreknowledge only once per turn, and if it’s not used by the end of your turn, the insight fades and you gain no benefit.

===================
Racial Abilities:
===================
BONUS FEAT
Humans select one extra feat at 1st level.

COMPREHENSIVE EDUCATION
Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels. This racial trait replaces skilled.

===================
Feats and traits:
===================
TRAITS:

SURPRISE WEAPON
Category: Basic (Combat)
You are skilled at fighting with objects not traditionally considered weapons. You gain a +2 trait bonus on attack rolls with improvised weapons.

PRAGMATIC ACTIVATOR
Category: Basic (Magic)
While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

RESILIENT (Muckrucker bonus, see Chronicle #1)
Category Basic (Combat)
Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your constitution as a result, and gain a +1 trait bonus on Fortitude saves.

FEATS:

SHIKIGAMI STYLE (Human Bonus)
Prerequisites: Catch Off-Guard or Throw Anything (Fulfilled by Improvational Combatant)

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)
Prerequisites: Catch Off- Guard or Throw Anything, Shikigami Style.

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:
===================
Consumables & other tracking:
===================

WANDS
CLW, 50/50
Yates flicks what looks like an ornate clock hand over the open wound. Time seems so slow around it and then rapidly reverse as the damage starts to knit back together. [dice="!dnuow siht dnem, emiT" CLW wand Charge ??/50]1d8+1[/dice]

===================
Bot Me!:
===================
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=? Damage, Shikigami Style and Mimicry]1d???+3[/dice]

[dice=STAY AWAY! (Improvised thrown weapon)] 1d20+6[/dice]
[dice=? Damage, Shikigami Style and Mimicry]1d???+3[/dice]

===================
Background:
===================
Yates was raised as a slave.
===================