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@Elton, is arcane magic illegal in your version of Amn (unless, of course, you're a member of the cowled wizards)? If yes, does Alchemy count as arcane casting?


Amn overview.

Athkatla overview.


Is doing our own magical crafting allowed?


Voice of Awesomeness wrote:

...

"If you find yourself cackling madly while making a PC who can more or less do it all, and thus ruin other player's fun/stories, perhaps this game isn't for you."

...

This may be a problem - I currently have 20 levels of Legendary Medium (Spiritdancer); I pretty much can do it all... and I can do it well.


Deadline?


Deadline?

Also, no occult classes, correct? (ie no occultist, medium, etc.)


2 people marked this as a favorite.

@Slayde77,
things you might want to look at, to make your life easier/more interesting (and yes, sometimes those objectives contradict each other):

Paizo web extras for the AoW AP

THIS at least claims to have a fully PF1'ed set of statblocks for AoW...

THIS is a players guide that someone put together (although the parts aren't in order).

THIS is a how to run the AP workbook off of GITP forums.


Slayde77 wrote:
Archpaladin Zousha wrote:
Since I'm already playing in a Rise of the Runelords game, I too would enjoy an Age of Worms game! The question is, would you be setting the game in its original home of Greyhawk or shifting it to Golarion, or something else entirely?
I would be shifting it to golarion. It has been ages since I have played in greyhawk and don't remember much of it

That'll be a fair bit of work - there's a lot of classic Greyhawk references in AoW. Although to be fair, converting it to PF1 (it's 3.5) will also be a bunch of work...


Age of Worms

As Stormraven says, it comes around a lot less often than RotR.

You will inevitably have plenty of interest for either, though.


@VoA, more equipment buying question...
1) Can you buy combined magic items? Boots of Friendly Terrain cost 2400 gp. But there are 10 terrain types (not including planes; got something else for that). I can buy 10 pairs of shoes (and get real practiced at changing shoes) for 24000 gp, or can I buy a combined item Boots of All Terrains for 34800 (2400+9*1.5*2400)? How about combining a Frontovik’s Gas Mask 17000 gp, a Helm of the Mammoth Lord 12750 gp (+50% price for combined item), and a Circlet of Persuasion 6750 (+50% price for combine item), total 36500 gp?
2) WRT to crafting, with the leadership, and thus cohorts, does the PC have to do the crafting, or can it be a cohort?


@VoA
Ok, equipment buying, how does it work???

For example a PC who wants to have a
Wild, Spirit Bonded, Mithral Breastplate +5.

Normal pricing would be 74350 (+8=64000, 6000 Spirit Bonded, 4000 Mithral, 350 MW Breastplate)

In pure ABP, this would require 2 Legendary Gifts (and you could add another +1 armor ability, or have a shield as well), and 10350 gp 6000 Spirit Bonded, 4000 Mithral, 350 MW Breastplate).

Under this partial ABP system, what do you do?


Dot


@VoA
I am contemplating the
Shapemaster prestige class from legendary games.

Would the Legendary Ranger Natural Gift: Shapeshifter qualify for the entry requirement: "Wild shape* or equivalent class feature at druid level 7th"? (Note that despite the name, Shapeshifter doesn't actually change your form, nor is a polymorph effect; the ranger is only "taking on the aspect of a wild creature".)

Or would you prefer an approach through the Skin-changer spell-less ranger variant, which has the Animal Shape ability (which is actual polymorphing).


Do the templates include the alignment lock-ins? (eg. Shadow Lord requires Evil)


@Voice of Awesomeness, have you put together that list of templates (as an alternative to 2 HOPs)?


Have fun folks!


Even without considering spontaneous casters, Eidetic Spellcaster is pretty insane. Consider a druid who has access to all the good bits of the wizard spell-list...

Also, a follow on question. Consider said Druid (with Eidetic Spellcaster). He observes a bard cast Overwhelming Presence. Does he learn it as a 6th level spell (Bard 6), or as a 9th level spell (it's a 9th level spell for all 9 level casters)?


As both and Andreww and I asked about Eidetic Spellcaster, I figure we might as well pre-emptively ban it...

Also, is the only 3ed party material permitted the expanded class list, or are we considering things (with GM review, of course) like 3ed party feats and magic items?


Are there any caps or benchmark limits you want to put on PC's? These things do tend to get a little out of hand...

also,

HOP Feats, detail question:

Ok,

Voice of Awesomeness wrote:

...

Eidietc Spellcaster:
You possess a knack for being able to learn spells by watching another spellcaster cast.
Prerequisites: Caster level 5th, Spellcraft 5 ranks.
Benefit: Whenever you observe a spellcaster casting a spell, you can attempt to learn it. When attempting a Spellcraft check to identify a spell as it is cast that appears on your spellcasting class spell list, if you succeed on the Spellcraft check by 5 or more you add the spell to your list of spells known (including any familiar or spellbook required
for spell preparation). If the spell does not appear on your class spell list, you must succeed on the Spellcraft check by 10 or more. A spell learned in this manner becomes a spell of a type (arcane or divine) you can cast.
...

How does this interact with a spontaneous caster like a sorceror? I mean it's adding to your spells known...


Sorry, I'm out. I got distracted from making a character.


Tielfing Special ability: 1d100 ⇒ 54

HP: 9d8 ⇒ (8, 6, 2, 3, 2, 6, 3, 6, 5) = 41


Phantom Genius wrote:
pad300 wrote:
@Rizzenmagus, deadline was the 10th, but you also only wanted 6 (and have sent 6 to the discussion thread)... Do you want another submission or are you good with what you have?
Yeah, I've been working on this angry crafter cleric. I hope there's still room for him.

I guess not getting a reply is in fact enough of a reply...


Point Buy: 15 + 1d4 ⇒ 15 + (4) = 19

I will see if I can pull something together.


@Rizzenmagus, deadline was the 10th, but you also only wanted 6 (and have sent 6 to the discussion thread)... Do you want another submission or are you good with what you have?

(I up thread rolled,
and I am thinking alchemist...If that helps. But the submission won't be ready much before the 10th.)


Rolling, Rolling, Rolling

Stat A: 4d6 ⇒ (1, 6, 2, 4) = 13

Stat B: 4d6 ⇒ (5, 1, 2, 4) = 12

Stat C: 4d6 ⇒ (5, 5, 2, 6) = 18

Stat D: 4d6 ⇒ (3, 5, 4, 3) = 15

Stat E: 4d6 ⇒ (2, 2, 5, 4) = 13

Stat F: 4d6 ⇒ (2, 4, 1, 6) = 13

Edit A
Stat A Reroll the one: 1d6 ⇒ 5

Stat B Reroll the one: 1d6 ⇒ 5

Stat F Reroll the one: 1d6 ⇒ 4

Edit B
Stat A: 15
Stat B: 14
Stat C: 16
Stat D: 12
Stat E: 11
Stat F: 14


@Rizzenmagus, what's the plot of the game? What are the PC's doing?


So this is my wizard, Fionn Caeloran

Description:

5’11” tall and 169 lbs. Pale skinned, clean shaven, with fine eyebrows and shoulder length mahogany hair. Has a prominent roman nose and high cheekbones.


Demeanour:

Stern, aggressive.

Background:

Fionn was born in the Sielwode, product of a coupling between his lady mother ( the Marchioness Fiona Caeloran, an elven noblewoman ) and a handsome human (a ranger from Aerenwe). He was raised elven fashion in the Sielwode, and believes in the superiority of elven culture, particularly as evidenced by how elven populations don’t impact the flows of mebhaigal in a province…

It was his mother who got him his apprenticeship with High Mage Aelies, his older half -brother (on their mother’s side). Fionn usually claims Aelies is his uncle (and himself Aelies’s nephew), due to the several century age difference. (It should be noted that Fionn has a lot of distant relatives out there; the Marchioness is at least 2000 years old, and usually has a kid every 50 or so...She remembers times before humans had set foot on Cerilia).

This apprenticeship became particularly welcome, as the bloodline he inherited from his father, was of Masela. Coming to the Erebannien brought him to the sea for the first time. It calls to him, and fills hole in his soul that he didn’t know he had... Now having spent a couple of decades in human lands, his attraction to the sea brought him to the faith of Nesirie.

As Aelies’s active apprentice, he inherited the High Mage’s source network, when Aelies dissappeared (what happened is up to the DM; magical accident? Assassins?

Stats:

Fionn Caeloran
NG Male Half-Elf
Wizard 2 (Air Elementalist > Smoke subschoool)
Deity: Nesirie
Init: +1 (Dex) +2 (trait) +4 Improved Initiative
Speed 30 ft
Low Light Vision

Defense
AC: 12= 10+ 1 (dex) +1 (armor)
HP: 14 = 6+ (1d6>4)+2*1Con+2 fcb
Fort +0 Wiz 2+1(Con)
Ref +0 Wiz 2+1(Dex)
Will +3 Wiz 2 +0(wis)

CMD : 12=10 +1 (bab)+0 (str) + 1(dex)

Offense

BAB : +1
Melee:
Ranged:
CMB : +1 BAB+0 str

Spells Prepared
L0 (DC 14, 4+1) Message (Air), Mage Hand, Prestigidation, Daze, Detect Magic
L1 (DC 15, 2+1+1) Windy Escape (Air), ???, ???, ???

Stats
Str 10 = 10 (rolled)
Dex 12 = 12 (rolled)
Con 12 = 12 (rolled)
Int 19 = 17 (rolled)+2 racial
Wis 11 = 11 (rolled)
Cha 10 = 10 (rolled)

Feats:
Skill Focus (K Arcana) (Adaptability)
Improved Initiative (Lvl 1)
Scribe Scroll (Wiz 1)

Traits: Elven Reflexes (race), Clever Wordplay (Social, Diplomacy)

Skills 2*(2+4(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
K Arcana 1 ranks +3 trained +4 int +3 skill focus
Spellcraft 2 ranks +3 trained +4 int
Perception 2 ranks +3 trained +2 keen senses
Diplomacy 2 ranks +3 trained +4 int (trait)
K Planes 1 rank +3 trained +4 int
K religion 1 rank +3 trained +4 int
K Local 1 rank +3 trained +4 int
K Nature 1 rank +3 trained +4 int

Background Skills
Professions (Administrator) 2 ranks +3 trained
Profession (Sailor) 1 ranks +3 trained
K (History) 1 ranks +3 trained +4 int

Languages: Sidhelien (elf), Anuirean, Brecht (int), Basarji (int), Kharamul (Dwarven, int), Cellwair (Halfling, int)

Class Abilities:

Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.
Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list presented in Spell Lists. A wizard must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.
A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.
Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.
Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.

Arcane School (Elemental Air > Smoke Subschool, Opposition School:Earth): A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
Air Supremacy (Su): You gain a +2 enhancement bonus on Fly skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can cast feather fall on yourself at will. At 5th level, you can cast levitate on yourself at will. At 10th level, you can cast fly on yourself at will. At 20th level, whenever you make a Fly skill check, assume the roll resulted in a natural 20.
Smokesight (Su): You can see normally through natural fog and smoke, as well as any fog and smoke that you (but not others) magically create. A number of times per day equal to 3 + your Intelligence bonus, you can touch another creature as a standard action to grant it this vision for 1 hour.
Body of Smoke (Sp): At 8th level, you can assume a gaseous form (as per the spell of that name) as a swift action for a number of minutes per day equal to your wizard level. This duration does not need to be consecutive, but it must be used in 1-minute increments.

Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below).
Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Race Abilities:

+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Multitalented: Half-elves choose two favored classes at 1st level and gain 1 additional hit point or skill point whenever they take a level in either one of those classes.
Fey Thoughts: The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. A half-elf can take this trait in place of multitalented.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

FCB: 2 HP

Bloodline:

Derivation: Masela
Bloodline Strength: Lesser
Blood Score: 22
Abilities: Animal Affinity (Minor, Dolphins), Detect Lie

Spell Book:

Cantrips: All (except Earth
1st:
2nd:

Equipment ( incomplete):

Weapons (39 gp): Light Crossbow (35 gp), Dagger (2 gp), 20 bolts (2 gp)
Armor (3 gp): Haramaki (3 gp)

Equipment (31.41 gp): Explorer’s outfit, heavy cloak (1 sp), wide brim hat (2 sp), bedroll (1sp), blanket(5sp), hammock (1sp), 50 ft hemp rope (1gp), String 50 ft (1 sp), trail rations 10 days (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), spell component pouch (X2, 10 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), spellbook

Familiar:

???

I have to build his familiar yet or pick his spells known. Also, @Elton, how much money/gear are we starting with?


EltonJ wrote:
pad300 wrote:
@Elton, I don't know if I will be able to get my s~!% together for this, but send me the link to your discord as well...

Okay, I'll send it through PM. Just tell me afterword if you can't join.

@Elton, did you send that PM? I haven't got it...


Tisha Nerifaren wrote:

I have heard they are smart. So I think we have to set up something that attracts them, not traps them.

When we wanted Bats to be near our homes, we set up a place they could live and ready access to with food and water.
I think we might have to do the same thing for the drakes. Make it just comfortable enough for us to have them next near us, and like us, but not so easy they get lazy…

Does anyone know if they can talk?

Narciso delves into the depths of his education, to answer Tisha's question, and too see what other relevant details he can bring to the discussion:

K Arcana, bun-bun, aid another, take 10: 10 + 5 - 1 = 14
5 ranks -1 int

K Arcana: 1d20 + 5 + 3 + 4 + 2 + 2 ⇒ (5) + 5 + 3 + 4 + 2 + 2 = 21
5 rank +3 trained +4 int +2 bloodline+2 aid another

I repeat, the easy option is a cat... A small cat that will know better than to muck with Bun-bun.


@Elton, I don't know if I will be able to get my s~%% together for this, but send me the link to your discord as well...


So that's 2 minor blood abilities

Ability A: 1d100 ⇒ 10

Ability B: 1d100 ⇒ 33

So that Animal Affinity (minor, lions) and Courage (minor)


So three Blood Ability Acquisition Rolls

0 to 10: 1d100 ⇒ 73

10 to 20: 1d100 ⇒ 89

20 to 30: 1d100 ⇒ 18


So that's a minor bloodline of Anduiras

Blood Score: 5d6 ⇒ (5, 1, 6, 5, 5) = 22


@Elton, all your links in the initial post are going to the Deluxe Heroes Handbook for mutants and masterminds...

That aside, dice:

stat A: 2d6 + 6 ⇒ (3, 2) + 6 = 11

stat B: 2d6 + 6 ⇒ (3, 1) + 6 = 10

stat C: 2d6 + 6 ⇒ (2, 4) + 6 = 12

stat D: 2d6 + 6 ⇒ (6, 5) + 6 = 17

stat E: 2d6 + 6 ⇒ (4, 2) + 6 = 12

stat F: 2d6 + 6 ⇒ (3, 1) + 6 = 10

Bloodline Strength: 1d100 ⇒ 30

Bloodline Derivation: 1d100 ⇒ 14

and let's see what we get...


Thank you


@Gearmaster, any hints for ranger favored enemies? (I am guessing that favored terrain should start with Urban, and then probably water...)


@crisischild, read the player's guide, and in particular "steamsuit pilot"...


For everyone's convenience:
The Zeitgeist Player's Extended Player's Guide (a free download)


I probably won't submit; my plate is pretty full right now, but I do like to throw dice...

Main Stats

Stat A: 2d4 + 10 ⇒ (3, 2) + 10 = 15

Stat B: 2d4 + 10 ⇒ (2, 2) + 10 = 14

Normal Stats

Stat C: 1d6 + 10 ⇒ (4) + 10 = 14

Stat D: 1d6 + 10 ⇒ (3) + 10 = 13

Sub Stats

Stat E: 14 - 1d6 ⇒ 14 - (3) = 11

Stat F: 14 - 1d6 ⇒ 14 - (6) = 8


Any restrictions on classes?
Any restrictions on races?
Traits? (yes or no? If yes, how many, and is a drawback allowed for an extra trait?)
Any variant rules in play? (For example, many people use the background skills rules. Another popular option is the Elephant in the Room revised feat set.)


Hey, wasn't expecting to get picked with a last minute submission, but here we are. I will try to get a profile up soon.

WRT to items, not sure that I fully grasp the method, but I will try to work things out.

Arronus, although being a melee character will step out of the magic weapon race, as he has the ability to enhance his weapon through his character class...

Also, I will be happy to chip in towards a healing wand.


Apologies for being slow...

Arronus Triari

Background:

Arronus Triari was born in Absalom (in 4692 AR), product of an affair between a visiting elf who claimed to be from Kyonin and a local seamstress, Alena Triari.

He has never met his father, he left before the birth (Galena does not have much good to say about him; for example she has never told Arronus his name. What she does not realize is that the visiting elf was a Drow spy in disguise (thus Blended View), who thought leaving behind a bastard a fine joke); but the appearance of her new-born child left her mystified. She did not marry afterwards; things were tight while Arronus grew up (and he assuredly doesn’t like it tight now).

His active mind and curiosity drew him to Pathfinder Society, and the old sage Ricabbede Vospiculus. He has studied occultism with Riccabede for 7 years now. His mother doesn’t really understand his studies (in fact, she somewhat fears them), but has come to recognize they have benefits – the Mending knack goes a long way in a seamstress’s shop. It has also helped him salvage much of his gear.

Riccabede has access to many of the artifacts retrieved by the Pathfinder Society, and among those was a silver coin, believed to be Azlanti in origin, so old that all the markings have worn off it… Both Arronus and Riccabede recognized the ancient coin as an occult implement (necromancy). As Riccabede already has such an implement, he let Arronus take it (this may have been a significant mistake by Riccabede…).

Urged by something he didn’t understand, later the first night it was his, at moonrise, Arronus spilled a drop of his own blood onto the coin. He values the coin greatly, and keeps it held against his skin, typically under gloves or his spiked gauntlet.

Arronus is convinced the coin holds more secrets to be unlocked. He is also convinced there are more such relics to be found in Azlanti ruins. Thus, he has struck out on his own. Apprentice no longer, he has wandered to the Mwangi searching for Azlanti antiquities. After an expedition, he found himself in Bloodcove, where he heard the rumours of newly discovered Azlanti ruins...

Motivation:

1) He’s been poor while he grew up, and he doesn’t like it. He wants to never be poor again…
2) To scratch his curiosity itch (which will never happen). Arronus wants to know things (All the things!), whether about occultism, arcana, history, devices … He’s always investigating something.

Weakness:

In a word, greed. It’s what got him here (for money, knowledge, power…), and it will probably be his downfall…

Appearance:

A youthful (27 years old) ½ elven male, 6’4”, 170 lbs. Slender but his muscles are cut from old tree roots. White hair, piercing green eyes, and oddly dusky skin. He looks more like a wandering mercenary than a scholar. He has a birthmark, a patch of darker grey skin winding from his left shoulderblade down to his elbow; he usually wears long sleeves to hide this.

Demeanour:

Quiet. His eyes miss very little though. He'd say he'd rather have his nose in a book than most anything else, but he might be fibbing. In combat, he reveals a certain amount of what might be repressed rage, preferring hand to hand.

Mechanics:

Arronus Triari
N Male ½ Elf
Occultist 3 (Haunt Collector)

Init +2
Speed 30 ft
Low Light Vision, Darkvision ( 60 ft )

Defense
AC: 20 = 10+5 (armor) +2 (heavy shield)+1 shield Focus+2 (dex)
HP 24 = 8 +2*5 + 3*2 (con)
Fort +6 = +3 Occultist +2 Con +1 resistance
Ref +4 = +1 Occultist +2 Dex +1 resistance
Will +4 = +3 Occultist + 0 Wis +1 resistance
+2 racial vs Enchantments

CMD 17 = 10+2 Bab+3 Str+2 dex

Offense
Melee:
Ranged:
BAB : +0
CMB : +5 = +2 Bab +3 Str
Spells Prepared
L0 (DC 12, *) : Touch of Fatigue, Mending, Resistance
L1 (DC 13, 3+1): Cause Fear, Enlarge Person, Shield

Stats
Str 18 = 14 (5 pts) +2 racial +2 enhancement
Dex 14 = 14 (5 pts)
Con 14 = 14 (5 pts)
Int 14 = 14 (5 pts)
Wis 12 = 12 (2 pts)
Cha 8 = 8 (-2 pts)

Feats: Skill Focus: Perception (adaptability),Extra Mental Focus (1st), Shield Focus (3ed)
Traits: Highlander (regional), Trapfinder (Campaign),

Skills (4+2(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Perception 3 rank +3 trained +0 wis +2 racial +4 Skill Focus
Spellcraft 3 ranks +3 trained +2 int
Disable Device 3 ranks +3 trained +2 dex+1 trait
Use Magic Device 3 ranks +3 trained -1 cha+1 Magic Item Skill
Stealth 1 ranks +3 trained +2 Dex+1 trait)
K Arcana 3 ranks +3 trained +2 int

Background Skills (2+2/lvl) (Ranks, skill roll)
K History 3 ranks +3 trained +2 int
Appraise 1 ranks +3 trained +2 int)
Linguistics 2 ranks +3 trained +2 int

Occult Skill Unlocks (Appraise, Perception, K Arcana)

Languages : Common, Elven, Azlanti(int), Abyssal(int), Draconic(ling), Undercommon (ling)
FCB: Occultist, 3* +0.5 points of mental focus /lvl

Class Abilities:

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.
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 (see Implements on page 47) 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.

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.
Possessed Possessions (Su): At 2nd level, and every 4 occultist levels thereafter, when the haunt collector chooses an implement school he doesn’t already know, instead of using implements as normal for that school, he can gain access to a haunted implement—a powerful, spirit-possessed item collected during his travels. When he selects a haunted implement, he forsakes the resonant power from the item’s implement group and instead selects a spirit from the medium’s list of spirits (Pathfinder RPG Occult Adventures 33), gaining that spirit’s seance boon in place of the resonant power. He can also call upon the implement’s haunting entity as a swift action to temporarily gain bonuses on all checks associated with the selected legendary spirit’s spirit bonus for 1 round. This spirit bonus is equal to 1/2 the amount of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels the haunt collector has. He can call upon this spirit bonus a number of times per day equal to the amount of mental focus invested in the implement, though invoking it doesn’t expend any mental focus. Once the spirit type is selected for an implement, it cannot be changed. This ability alters implements.

Mental Focus: 8 (3 lvl + 2 int + 2 feat +1.5 FCB),
Necromancy Implement – Funeral Coin (3 Invested) –Necromantic Focus Haunted Implement (Champion Spirit), Mind Fear (1), Necromantic Servant (1), Soulbound Puppet (lvl 3)
Transmutation Implement – Weapon (cestus) (3 invested) - Physical Enhancement (Str), Legacy Weapons (1),
Abjuration Implement - Shield (2 invested) – Warding Talisman, Mind Barrier (1)

Racial Abilities:

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Blended View: Prerequisite: low-light vision. Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Half-elves can take this trait in place of multitalented.

Equipment:

“DO NOT EQUIP CHARACTER. THAT WILL BE DONE IN THE DISCUSSION THREAD. “
Weapons (38 gp): Spiked Gauntlet (5gp), Longsword (17 gp), 4 Chakrams (4gp), sling (0 gp ), 20 bullets (1 gp), Do it all knife (Cold Iron Sawback Kunai ) (9 gp)

Armor (57 gp): Heavy Wooden Shield (7gp), Scale Mail (50 gp)
Gear (118.11 gp): hot weather outfit, backpack (2 gp), bedroll (1sp), blanket(5sp), hammock (1sp), 100 ft hemp rope (2gp), String 50 ft (1 sp), trail rations 10 days (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), spell component pouch (X2, 10 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), MW Thieves Tools (100 gp), psychometrist’s gloves (10 gp), Aura goggles (15 gp), Prismatic Crystal (30 gp),

Future Mechanical Development:

Trappings of the Warrior at 6th level, probably Illusion implement at 10th

Tactical Role:

Melee brute with self buffing and utility magic (and a minion w/Necromantic Servant). Has near-rogue trap and scouting capabilities. Can pull nearly any skills with soulbound Puppet games.


@GMMichael,
in previous recruitments (1, 2) of yours, you have given several free feats:
(Free feats if have prerequisites: power attack, deadly Aim, combat expertise, scribe scroll. A character with scribe scroll as a character ability gains skill focus instead.)

Are you giving those free feats in this recruitment?


Very much a dot.
Very Good to see you throwing your hat back in the ring GMMichael.


Dot


And slipping in at the last minute...

Gefirist Rivenhelm

Background:

Gefirist was born Janderhoff in 4691 AR. His parents, Jynbit and Flangna were surprised to have a tiefling child (although given both Jynbit and Flangna’s arcane experiments it was perhaps unsurprising), but raised him anyways.

He showed no talent for the arcane arts, but some promise in the field of alchemy. Unfortunately for him, he fell in with bad company and was thrown out of an apprenticeship for excessive entrepreneurship (he was dealing on the side). Through nepotism, he was still able to get a job as a delivery agent with Gabbnap’s Sundries and Incendiaries (A gnome owned alchemical supply company in Janderhoff). Gabbnap being his grand-uncle (who owed Flangna a favor). They use him for odd jobs, like long distance deliveries that no one else wants to take on.

Gefirist has come to Trunau with a visiting trade caravan. He was delivering a shipment of alchemical weapons. Having fulfilled the contract he planned on leaving with the caravan; Fate has other plans for him though...

Description:

3’7”,44 lbs. 23 years old. His hair is black and wiry (and seems almost metallic). His teeth are pointed, and he has small claws rather than fingernails. His skin is fine coat of supple blue-tinted scales (individual scales are slightly smaller than a penny). His eyes are a disturbing, cat like and yellow. He generally wears a concealing cloak and a mask when not at home.

Stats:

Gefirist Rivenhelm
CG Male Tiefling
Rogue (unchained, Underground Chemist, Scout) 1

Hero Points: 1
Deity: Torag
Init +4 Dex +2 trait
Speed 30 ft
Darkvision 60 ft

Defense
AC: 18 = 10+4 (dex) + 2 (armor) +1 NA+1 size
HP: 11 = 8 +1*2 Con +1 FCB
Fort +0 Rog 1+2 (Con)
Ref +2 Rog 1+4(Dex)
Will +0 Rog 1+1(wis)
+2 vs Charm and Compulsion
Resist Cold 5

CMD: 13 =10 +0 bab +0 str +4 dex -1 size

Offense

BAB: +0
Melee:
Ranged:
CMB: +0

Stats
Str 11 = 11 (1 pts)
Dex 18 = 16 (10 pts)+2 racial
Con 14 = 14 (5 pts
Int 14 = 12 (2 pts)+2 racial
Wis 12 = 12 (2 pts)
Cha 8 = 10( 0 points) -2 racial

Feats:

(1st) Point Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

(Rog 1) Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Traits:
Dwarf Trained (campaign): You gain a +2 dodge bonus to AC against creatures with the giant subtype and a +1 trait bonus on attack rolls against creatures with the orc subtype
Defensive Strategist (Religion): You aren’t flat-footed during a surprise round that you don’t get to act in or before you get to act at the start of a battle.
Birthmark (faith): This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.

Skills 10=1*(8+2(int) /lvl) ( skill roll. NOT INCLUDING ACP)
Perception 1 rank +3 trained +1 wis (+1 vs traps)
Stealth 1 rank +3 trained +4 Dex +2 racial +4 size
Disable Device 1 rank +3 trained +4 Dex (+1 vs Traps)
Bluff 1 rank + 3 trained-1 Cha +2 racial
Sense Motive 1 rank + 3 trained +1 wis
Escape Artist 1 rank +3 trained +4 Dex
Climb 1 rank +3 trained
K Dungeoneering 1 rank +3 trained +2 Int
Use Magic Device 1 rank + 3 trained -1 Cha
Acrobatics 1 rank +3 trained +4 dex

Background Skills (1*2 = 2 ranks)
Craft (Alchemy) 1 ranks + 3 trained + 2 int
Sleight of Hand 1 ranks +3 trained + 4 dex

Languages: Common, Infernal, Dwarven (In), Draconic (Int)

FCB +1 HP

Class Abilities:

Weapon and Armor Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.
Sneak Attack (1d6): If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Race Abilities:

Tiefling (Gnome descent)
+2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently unnerving. Tieflings of specific bloodlines (see below) gain different ability score modifiers as indicated.
Native Outsider: Tieflings are outsiders with the native subtype.
Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.
Gnome descendent: In game terms, the difference between non-human tieflings and human tieflings is purely a matter of size. Unless they have specific tiefling-related size modifiers, the tieflings of each of these races are the same size as their non-fiendish ancestors. They gain any of the bonuses or penalties related to that size, but gain no racial bonuses except those of the tiefling; beyond size, their humanoid ancestry is purely cosmetic.
Small: Gnomes are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Small
Normal Speed: Tieflings have a base speed of 30 feet.
Darkvision: Tieflings see in the dark for up to 60 feet.
Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability (with a caster level equal to the tiefling’s character level). Tieflings of specific bloodlines (see below) gain different spell-like abilities.
Maw or Claw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Scaled Skin: The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.
Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma scores as 2 points higher for the purposes of all sorcerer class abilities.
Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following languages: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.

Equipment (200 gp):

Weapons: (34 gp)
Sap (1 gp), Dagger (2 gp), Shortbow (30 gp), 20 arrows (1 gp)

Armor (10 gp):
Leather Armor (10 gp)

Equipment 52.41 gp
Explorer’s outfit, heavy cloak (1 sp), wide brim hat (2 sp), backpack (2 gp), bedroll (1sp), blanket(5sp), hammock (1sp), 50 ft hemp rope (1gp), String 50 ft (1 sp), trail rations 10 days (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), Thieves tools (30 gp),

Alchemy
2 vials of Acid (20 gp)
Holy Weapon Balm (25 gp)
2 Shard Gel (50 gp)
Sunrod (2 gp)
Vemin Repellent (5gp)

1 gp, 5 sp, 9 cp


Mythic Spell Perfection.


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Arronus Triari

Background:

Arronus Triari was born in Absalom (in 4692 AR), product of an affair between a visiting elf who claimed to be from Kyonin and a local seamstress, Alena Triari.

He has never met his father, he left before the birth. (Alena does not have much good to say about him; for example she has never told Arronus his name. What she does not realize is that the visiting elf was a Drow spy in disguise (thus Blended View), who thought leaving behind a bastard a fine joke). The appearance of her new-born child left her mystified. She did not marry afterwards; things were tight while Arronus grew up (and he assuredly doesn’t like it tight now).

His active mind and curiosity drew him to the fringes of the pathfinder society, and the old sage Ricabbede Vospiculus. He has studied occultism with Riccabede for 7 years now. His mother doesn’t really understand his studies (in fact, she somewhat fears them), but has come to recognize they have benefits – the Mending knack goes a long way in a seamstress’s shop. It has also helped him salvage much of his gear.

Riccabede has access to many of the artifacts retrieved by the pathfinder society, and among those was a silver coin, retrieved in Osirion, so old that all the markings have worn off it… Both Arronus and Riccabede recognized the ancient coin as an occult implement (necromancy). As Riccabede already has such an implement, he let Arronus take it (this may have been a significant mistake by Riccabede…).

Urged by something he didn’t understand, later the first night it was his, at moonrise, Arronus spilled a drop of his own blood onto the coin (Occult Bargain drawback). He values the coin greatly, and keeps it held against his skin, typically under gloves or his spiked gauntlet.

Arronus is convinced the coin holds more secrets to be unlocked. He is also convinced there are more such relics to be found in the ruins of Osirion. Thus (with a letter of introduction from Riccabede) has struck out on his own. Apprentice no longer, he has ventured to Wati and signed up to enter the tombs...

Motivation:

Arronus has come to Wati on the theory that treasure hunting in the tombs will make him rich. It also promises a limitless field for his curiosity…

Goals
1) He’s been poor while he grew up, and he doesn’t like it. He wants to never be poor again…
2) To scratch his curiosity itch (which will never happen). Mauro wants to know things (all the things!), whether about occultism, arcana, history, devices … He’s always investigating something.

Weakness:

In a word, greed. It’s what got him here (for money, knowledge, power…), and it will probably be his downfall…

Appearance:

A youthful (27 years old) ½ elven male, 6’4”, 170 lbs. Slender but his muscles are cut from old tree roots. White hair, piercing green eyes, and oddly dusky skin. He looks more like a wandering mercenary than a scholar. He has a birthmark, a patch of darker grey skin winding from his left shoulderblade down to his elbow; he usually wears long sleeves to hide this.

Demeanour:

Quiet. His eyes miss very little though. He'd say he'd rather have his nose in a book than most anything else, but he might be fibbing. In combat, he reveals a certain amount of what might be repressed rage, preferring hand to hand.

Mechanics:

Arronus Triari
N Male ½ Elf
Occultist 1 (Haunt Collector)

Init +2
Speed 30 ft
Low Light Vision, Darkvision ( 60 ft )
Hero Points: 1

Defense
AC: 19 = 10+5 (armor) +2 (shield)+2 (dex)
HP 10= 8 + 2 (con)
Fort +4 = +2 Occultist +2 Con
Ref +2 = +0 Occultist +2 Dex
Will +2 = +2 Occultist + 0 Wis
+2 racial vs Enchantments

CMD 16 = 10+0 Bab+4 Str+2 dex

Offense
Melee: Longsword +4 1d8+4, Cestus +4 1d4+4
Ranged: Chakram +2 1d8+4, Sling +2, 1d4+4
BAB : +0
CMB : +4 = +0 Bab +4 Str
Spells Prepared
L0 (DC 12, *) : Touch of Fatigue, Mending,
L1 (DC 13, 2): Cause Fear, Enlarge Person
Stats
Str 18 = 18
Dex 14 = 14 (Rolled)
Con 14 = 12 (Rolled) +2 racial
Int 14 = 14 (Rolled)
Wis 12 = 11 (Rolled)
Cha 8 = 8

Feats: Skill Focus: Perception (adaptability),Extra Mental Focus (1st)
Traits: Occult Bargain (drawback, -1 to concentration checks) (drawback), Pragmatic Activator (Magic), Trapfinder (Campaign), Freedom Fighter (PFS) (Faction)
Skills (4+2(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Perception (+10 = 1 rank +3 trained +0 wis +2 racial +4 Skill Focus)
Spellcraft (+6 = 1 ranks +3 trained +2 int)
Disable Device (+6 = 1 ranks +3 trained +2 dex)
Use Magic Device(+6 = 1 ranks +3 trained +2 int (pragmatic Activator))
Stealth (+7 = 1 ranks +3 trained +2 Dex+1 trait)
K Arcana (+6 = 1 ranks +3 trained +2 int)

Background Skills (2+2/lvl) (Ranks, skill roll)
K History (+6 = 1 ranks +3 trained +2 int)
Appraise (+6 = 1 ranks +3 trained +2 int)

Occult Skill Unlocks (Appraise, Perception, K Arcana)

Languages : Common, Elven, Osiriani, Ancient Osirian
FCB: Occultist, +0.5 points of mental focus /lvl

Class Abilities:

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.
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 (see Implements on page 47) 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.
Mental Focus : 5 (1 lvl + 2 int + 2 feat +0.5 FCB),
Necromancy Implement – Funeral Coin (2 Invested) - Necromantic Focus, Mind Fear (1), Necromantic Servant (1)
Transmutation Implement – Weapon (spiked gauntlet) (3 invested) - Physical Enhancement (Str), Legacy Weapons (1)

Racial Abilities:

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Blended View: Prerequisite: low-light vision. Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Half-elves can take this trait in place of multitalented.

Equipment (240 gp):

Weapons (38 gp): Spiked Gauntlet (5gp), Longsword (17 gp), 4 Chakrams (4gp), sling (0 gp ), 20 bullets (1 gp), Do it all knife (Cold Iron Sawback Kunai ) (9 gp)

Armor (57 gp): Heavy Wooden Shield (7gp), Scale Mail (50 gp)
Gear (118.11 gp): hot weather outfit, backpack (2 gp), bedroll (1sp), blanket(5sp), hammock (1sp), 100 ft hemp rope (2gp), String 50 ft (1 sp), trail rations 10 days (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), spell component pouch (X2, 10 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), Thieves Tools (30 gp), psychometrist’s gloves (10 gp), Aura goggles (15 gp), Prismatic Crystal (30 gp), 4 gp, 9 sp

26 GP, 8 SP, 9 CP

Future Mechanical Development:

Abjuration implement at 2nd level, and Trappings of the Warrior at 6th level, probably Illusion implement at 10th

Tactical Role:

Melee brute with self buffing and utility magic. Has near-rogue trap and scouting capabilities.


Stat A: 1d4 + 10 ⇒ (1) + 10 = 11

Stat B: 1d4 + 10 ⇒ (4) + 10 = 14

Stat C: 1d4 + 10 ⇒ (4) + 10 = 14

Stat D: 1d4 + 10 ⇒ (2) + 10 = 12


@Colin Mercer, 1) damn you for beating me to the punch with a half-orc Menhir Savant druid; I have him 3/4 written up, and now I have to think of something different... 2) Boon Companion feat was originally introduced in Seekers of Secrets (Oct 2009), so you can take it...

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