Harrower

Stirgen Harg's page

160 posts. Alias of Mark Sweetman.


Full Name

Stirgen Harg

Race

Human (Ulfen)

Classes/Levels

Occultist

Gender

Male

Size

M

Strength 12
Dexterity 13
Constitution 9
Intelligence 15
Wisdom 12
Charisma 11

About Stirgen Harg

Current Notes: 13/13 HP, 3/3 1st level spells
Mental Focus (5 points) - 2/2 in Pouch, 1/1 in Crossbow, 1/1 in Pendant
(+1 Insight on Perception)

Male Human Occultist 2

DEFENSE
AC 15, touch 11, flat-footed 14 (10 +4 Armor +1 Dex)
CMD: 13 (10 +1 BAB +1 Str +1 Dex)
Hit Points: 13 (2d8 -1 Con +1 FC)
Fortitude: +2 (3 -1 Con)
Reflex: +1 (0 +1 Dex)
Will: +4 (3 +1 Wis)

OFFENSE
Speed: 30ft
Melee: +0 (1 -1 Str) for 1d8-1
Ranged: +3 (1 +1 Dex +1 MW) for 1d8
CMB: +0 (1 -1 Str)

Feats:
Point-Blank Shot: +1 on attack and damage if target within 30ft.
Precise Shot: no penalty for firing into melee.

Traits:
Karl: Once per day, you may re-roll a failed saving throw. You must use the second result, even if it is worse. You also gain one free skill point per level to be placed into a Craft or Profession skill.
Orphaned: +1 on Survival and consider Survival a class skill.

Racial Traits:
+2 to One Ability Score
Medium: no bonuses or penalties due to size.
Normal Speed: base speed of 30 feet.
Bonus Feat: one extra feat at 1st level.
Skilled: additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Favored Class – Occultist: +1 HP per level.

Skills: (4 +2 Int +1 Skilled) (+1 Karl)
Appraise (Int): +6 (1 +3 Class +2 Int)
Diplomacy (Cha): +5 (2 +3 Class +0 Cha)
Craft (Runestones – Int): +7 (2 +3 Class +2 Int)
Knowledge (Engineering – Int): +6 (1 +3 Class +2 Int)
Knowledge (History – Int): +7 (2 +3 Class +2 Int)
Knowledge (Religion (Int): +7 (2 +3 Class +2 Int)
Perception (Wis): +6 (2 +3 Class +1 Wis)
Sense Motive (Wis): +6 (2 +3 Class +1 Wis)
Survival (Wis): +7 (2 +3 Class +1 Wis +1 Trait)

Class Abilities:
Weapon and Armor Proficiency: simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Focus Powers (Su): base focus power from each implement school plus one at each odd level (1/3/5/7/etc). DC for any saving throw against a focus power equals 10 + 1/2 level + Int mod.

Implements (Su):
two at 1st, third at 2nd, then +1 every 4 levels thereafter. 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. 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.
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, must succeed at a concentration check (DC = 20 + the spell’s level) to do so.

Mental Focus (Su):
pool = level + Int mod. Can divide this mental focus between his implements in any way he desires. Once mental focus is invested inside an implement, the implement gains the resonant power of its implement school, and 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.

Magic Item Skill (Ex): bonus on all Use Magic Device checks equal to 1/2 his occultist level.
Object Reading (Su): 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.

Abjuration Implement: Pendant
Resonant Power – Warding Talisman: +1 resistance on saves per 2 mental focus. Max bonus is 1 +1/4 levels.
Base Focus Power – Mind Barrier (Sp): swift action, expend 1 focus to create shield that prevents 2 points damage / level. Shield lasts until start of next turn.

Divination Implement: Pouch of Runestones
Resonant Power – Third Eye (Su): +1 insight on Perception per 2 mental focus. Max bonus is = to level. @3rd with 3 focus, gain low-light vision.
Base Focus Power – Sudden Insight (Sp): swift action, expend 1 focus to gain insight to future. Can spend as free action before any ability / attack / skill check to get insight bonus of ½ level. Can use only once, and fades at end of turn if not used.
Focus Power - Future Gaze (Sp): standard action, spend 1 focus to cast augury using occultist level as the caster level.

Transmutation Implement: Crossbow
Resonant Power – Physical Enhancement (Su): +2 enhancement bonus to one physical ability score per 3 points invested. Max bonus is 2 +2 / 6 levels.
Base Focus Power – Legacy Weapon (Su): standard action, expend 1 focus to touch a weapon and grant enhancement bonus of 1 +1/6 levels. Bonuses stack with those of weapon to +5, and can grant a weapon special ability instead of bonus.

Spells Known: (Int based spontaneous) – 1 ea Abj, Div and Trans
0th: know direction, mending, resistance.
1st: gravity bow, heightened awareness, shield

Gear: 1,000 gp
Battleaxe – 1d8, x3, 6lbs = 10gp
Masterwork Light Crossbow – 1d8, 19-20/x2, 80ft, 4lbs = 385 gp

Chain Shirt - +4 AC, +4 Max Dex, -2 Armor check = 100gp