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<h1>オカルティスト</h1>
<h2>オカルト1</h2>
<p><em>Quick with his strange but fascinating stories, Mavaro knows much about
the world but speaks little of his past. His obsession with finding esoteric
relics makes him invaluable to the Pathfinder Society.</em></p>
<h3 style="background-color:#000000;color:#FFFFFF;width:98%;">MAVARO</h3>
<p style="margin:0em;">男性の人間オカルティスト1</p>
<p style="margin:0em;">N中型の人型生物(人間)</p>
<p style="margin:0em;"><strong>イニシアチブ</strong>+1;<strong>感覚</strong>〈知覚〉+4</p>
<p style="border-bottom:1px solid #000000;border-top:1px solid #000000;font-size:80%;font-weight:bold;line-height:1.5em;margin:.2em 0em;">
防御</p>
<p style="margin:0em;"><strong>AC</strong>15、接触11、立ちすくみ14(+4鎧、+1【敏】)</p>
<p style="margin:0em;"><strong>hp</strong>11(1d8+3)</p>
<p style="margin:0em;">
<strong>頑健</strong>+4、<strong>反応</strong>+1、<strong>意志</strong>+4;+2対[感情]</p>
<p style="border-bottom:1px solid #000000;border-top:1px solid #000000;font-size:80%;font-weight:bold;line-height:1.5em;margin:.2em 0em;">
攻撃</p>
<p style="margin:0em;"><strong>移動速度</strong>30ft.</p>
<p style="margin:0em;"><strong>近接</strong>隻眼のソード+3(1d8+3/19~20)</p>
<p style="margin:0em;"><strong>遠隔</strong>スリング+1(1d4+3)</p>
<p style="margin:0em;"><strong>装具系統</strong></p>
<p style="margin:0em 0em 0em 1em;text-indent:1em;"><strong>死霊術</strong>(Mother
Wren’s skull, 3 points)―<em>共鳴</em>死霊熟練;<em>念</em>震わせる恐怖(DC13)</p>
<p style="margin:0em 0em 0em 1em;text-indent:1em;">
<strong>変成術</strong>(one-eyed sword, 3
points)―<em>共鳴</em>肉体強化(+2【筋】);<em>念</em>遺産の武器(+1)、哲人の接触(1分)</p>
<p style="margin:0em;"><strong>オカルティスト修得呪文</strong>(CL1;精神集中+4)</p>
<p style="margin:0em 0em 0em 1em;text-indent:1em;">
1レベル(2/日)―<em>インフリクト・ライト・ウーンズ</em>(DC14)、<em>リード・ブレーズ</em><sup>APG</sup></p>
<p style="margin:0em 0em 0em 1em;text-indent:1em;">
0レベル―<em>メイジ・ハンド</em>、<em>タッチ・オヴ・ファティーグ</em>(DC13)</p>
<p style="border-bottom:1px solid #000000;border-top:1px solid #000000;font-size:80%;font-weight:bold;line-height:1.5em;margin:.2em 0em;">
戦術</p>
<p style="margin:0em;"><strong>基本性能</strong>If Mavaro’s mental focus points are
unassigned、彼の性能は<strong>近接</strong>隻眼のソード+2(1d8+2/19~20);<strong>遠隔</strong>スリング+1(1d4+2);<strong>【筋】</strong>15;<strong>CMD</strong>+2;<strong>CMD</strong>13。</p>
<p style="border-bottom:1px solid #000000;border-top:1px solid #000000;font-size:80%;font-weight:bold;line-height:1.5em;margin:.2em 0em;">
一般データ</p>
<p style="margin:0em;">
<strong>【筋】</strong>17、<strong>【敏】</strong>12、<strong>【耐】</strong>14、<strong>【知】</strong>16、<strong>【判】</strong>10、<strong>【魅】</strong>11</p>
<p style="margin:0em;">
<strong>基本攻撃</strong>+0;<strong>CMB</strong>+3;<strong>CMD</strong>14</p>
<p style="margin:0em;"><strong>特技</strong>《Extra Mental
Focus》<sup>OA*</sup>、《鋼の意志》<sup>*</sup></p>
<p style="margin:0em;">
<strong>技能</strong>〈鑑定〉+7、〈交渉〉+4、〈知識:歴史〉+7、〈知識:宗教〉+7、〈言語学〉+7、〈知覚〉+4、〈呪文学〉+7、〈魔法装置使用〉+4;<strong>鎧判定ペナルティ</strong>-2</p>
<p style="margin:0em;"><strong>特徴</strong>〔悲嘆暮れ〕<sup>UCA*</sup>、〔精体感知〕</p>
<p style="margin:0em;"><strong>言語</strong>奈落語、天上語、共通語、地獄語、サーシロン語、ヴァリシア語</p>
<p style="margin:0em;"><strong>SQ</strong>装具2、念集積(6)</p>
<p style="margin:0em;">
<strong>戦闘用装着品</strong>酸(2);<strong>他の装着品</strong>チェイン・シャツ、隻眼のソード(ロングソード)、スリングと10ブリット、背負い袋、ダガー、麻のロープ(50ft.)、grappling
hook, Mother Wren’s skull、松明(5)、trail rations(4)、水袋、4gp。</p>
<p style="margin:0em;"><strong>*</strong>The effects of this ability have
already been calculated into Mavaro’s statistics.</p>
<p style="border-bottom:1px solid #000000;border-top:1px solid #000000;font-size:80%;font-weight:bold;line-height:1.5em;margin:.2em 0em;">
特殊能力</p>
<p style="margin:0em;"><strong>装具</strong>Mavaro can access the necromancy
school of magic through Mother Wren’s skull and the transmutation school of
magic through his one-eyed sword. If these items are not in his possession, he
must succeed at a DC 21 concentration (1d20+4) check to cast inflict light
wounds (without the skull) or lead blades (without the sword), or a DC 20
concentration check to cast mage hand (without the sword) or touch of fatigue
(without the skull).</p>
<p style="margin:0em;"><strong>遺産の武器</strong>If Mavaro expends 1 point of
mental focus from his one-eyed sword, as a standard action he can touch a
weapon and grant it a +1 enhancement bonus. The bonus lasts for 1 minute.</p>
<p style="margin:0em;"><strong>念集積</strong>Mavaro has 6 points of mental focus,
which he can invest into his implements at the beginning of the day to access
his implement schools’ resonant and focus powers. He can divide the focus in
any way he desires. It takes 1 hour for Mavaro to invest his implements with
mental focus.</p>
<p style="margin:0em 0em 0em 1em;text-indent:1em;">Once Mavaro invests mental
focus in an implement, the implement gains its school’s resonant power, and
Mavaro can spend mental focus stored in the implement to access its focus
powers. The implement grants its resonant power to whoever possesses it
(allowing Mavaro to aid allies, but making his spells more difficult to cast;
see Implements above). Mavaro must be holding his implements to expend their
focus powers.</p>
<p style="margin:0em 0em 0em 1em;text-indent:1em;">Mavaro can choose to save
generic mental focus inside his own body instead of investing it. He can expend
generic focus on any focus power he knows, but doing so costs twice as many
points of mental focus, and an implement into which he did not invest mental
focus grants no resonant power. If one of his implements is lost or destroyed,
the invested mental focus is lost. Mental focus refreshes once each day after
Mavaro sleeps for at least 8 hours.</p>
<p style="margin:0em 0em 0em 1em;text-indent:1em;">In the statistics above,
Mavaro has invested 3 points of mental focus in Mother Wren’s skull and 3
points in his one-eyed sword.</p>
<p style="margin:0em;"><strong>震わせる恐怖</strong>As a standard action, Mavaro can
expend 1 point of mental focus from Mother Wren’s skull to cause creatures
within 30 feet with 1 Hit Die to become frightened for 1d4 rounds (DC 13 Will
save negates). A frightened creature flees; if unable to flee, it may fight. A
frightened creature takes a -2 penalty on all attack rolls, saving throws,
skill checks, and ability checks. Creatures with more than 1 Hit Die affected
by this ability are instead shaken (shaken creatures simply take the penalties,
but do not flee). This is a mindaffecting fear effect.</p>
<p style="margin:0em;"><strong>死霊熟練</strong>If Mavaro invested mental focus
into Mother Wren’s skull, undead take a -1 penalty on saving throws against the
skull’s bearer long as Mavaro invested at least 4 points of mental focus in it.
Additionally, the bearer can control an additional 2 Hit Dice of undead for
every point of mental focus invested (maximum 4). A spellcaster who uses the
skull as an additional focus for a necromancy spell to create undead can create
an additional 4 Hit Dice of undead.</p>
<p style="margin:0em;"><strong>哲人の接触</strong>If Mavaro expends 1 point of
mental focus from his one-eyed sword, as a standard action he can touch a
weapon and cause it to gain the properties of cold iron or silver for 1
minute.</p>
<p style="margin:0em;"><strong>肉体強化</strong>When Mavaro invests mental focus
into his one-eyed sword, he can select Strength, Dexterity, or Constitution.
The sword grants a +2 temporary enhancement bonus to that score for every 3
points of mental focus invested (maximum +2). Mavaro has chosen Strength in the
statistics above.</p>
<p style="margin:0em;"><strong>呪文</strong>Mavaro can cast the following spells.
For the full descriptions of the spells listed below, see Chapter 10 of the
Pathfinder RPG Core Rulebook or Chapter 5 of the Pathfinder RPG Advanced
Player’s Guide.</p>
<p style="margin:0em 0em 0em 1em;text-indent:1em;">
<em>インフリクト・ライト・ウーンズ</em>:Creature touched takes 1d8+1 points of damage (Will DC
14 half). This spell heals undead creatures instead of damaging them.</p>
<p style="margin:0em 0em 0em 1em;text-indent:1em;"><em>リード・ブレーズ</em>:For 1
minute, Mavaro’s sword deals 2d6+2 points of damage. His dagger deals 1d6+2
points of damage. Mavaro must be wielding the weapons for them to deal this
amount of damage.</p>
<p style="margin:0em 0em 0em 1em;text-indent:1em;"><em>メイジ・ハンド</em>:Mavaro can
point at one object up to 25 feet away that weighs up to 5 pounds and move it
as far as 15 feet in any direction. The spell ends if the object travels more
than 25 feet away from Mavaro.</p>
<p style="margin:0em 0em 0em 1em;text-indent:1em;"><em>タッチ・オヴ・ファティーグ</em>:A
creature touched becomes fatigued (it cannot run or charge and take a -2
penalty to Strength and Dexterity). Anything that would cause the creature to
become fatigued instead makes it exhausted. A successful DC 13 Reflex save
negates this spell.</p>
<p style="margin:0em;"><strong>〔精体感知〕</strong>Mavaro gains a +2 bonus on
Perception checks to avoid being surprised and to detect invisible or
incorporeal creatures.</p>
<p style="margin:0em;"><strong>装着品</strong>Mavaro’s combat gear is detailed
below.</p>
<p style="margin:0em 0em 0em 1em;text-indent:1em;"><em>酸</em>:Mavaro can throw
a flask of acid as a splash weapon with a +1 attack bonus and a range increment
of 10 feet. A direct hit deals 1d6 points of acid damage, and every creature
within 5 feet of where the acid hits takes 1 point of acid damage from the
splash.</p>
<br /><p>Mavaro spent his youth and young adulthood with his mother, in the silent
seclusion of a Pharasmin convent deep in Varisia’s Mindspin Mountains. Quiet
and reserved, Mavaro quickly learned that the esoteric books and scrolls in the
convent’s great library were his only friends. As he grew older, he began to
secretly navigate the convent’s forbidden halls, ignoring the tales of horrors
stalking them. There, he regularly bore witness to the nuns’ strange
ceremonies.</p>
<p>Of all the rituals he saw, the most baff ling one involved the nuns’
participation in a period of severe fasting and meditation. After their bodies
wasted, the nuns gathered in a hushed chamber, where novices unveiled the
yellowed, sigil-scripted skull of the order’s founding abbess, Mother Wren. A
ghostly whisper emanated from the skull, indicating a worthy candidate. The
nuns then adorned the chosen sister’s body with strange sigils and specially
cast silver talismans, wrapped her in fresh linens, and carried her into a
hidden catacomb to place her among generations of similarly mummified
worshipers.</p>
<p>In Mavaro’s twenty-second year, Varisian traders arrived at the abbey. The
nuns took the opportunity to restock their food stores and other essentials,
but Mavaro was fascinated by the traders’ other goods――relics that represented
cultures Mavaro had only read about. He coveted these esoteric items,
particularly a strange sword with a carved face and red gems for eyes. Lacking
any money, Mavaro stole into the forbidden catacombs and took the silver
talismans from the sisters’ starved bodies. He bought his sword, but little did
Mavaro know that disturbing the nuns’ bodies unraveled the binding magic that
had long kept an evil force at bay. As the caravan trundled away with the
convent’s traded relics, the entity’s spiritual corruption leaked forth.</p>
<p>The deaths began slowly, secretly, but soon the evil being began openly
murdering the nuns. The prioress finally realized Mavaro’s folly, but it was
too late, and the malevolent presence possessed her. Wrenching back control of
her body for a brief moment, the prioress set fire to the convent in hopes of
destroying the entity of rust and chains, which Mavaro came to call the Thorn
Priest.</p>
<p>It and Mavaro survived, though, and as it stalked toward him viciously, its
vestments of razor wire glowing red, Mavaro tried to gather any relics he could
find to defend himself. He would have died, but Mavaro heard the skull of
Mother Wren whisper to him in the ashes; the ancient holy woman commanded him
to open his soul to the power of the items he had collected. Trembling, but
full of strange power, Mavaro struck. A red gem shattered in the sword’s hilt
and the dark thing shrieked, f lailing jangling fetters as it retreated through
the ruins.</p>
<p>Twenty years have passed, and Mavaro is now a man of many indulgences,
making up for his modest childhood with good food and raucous company. He def
lects questions about his youth with inconsistent yet entertaining tales about
his collection of strange objects. Quietly, though, he seeks the relics he
traded away long ago, and this mission has led him to join the Pathfinder
Society. Ultimately, Mavaro seeks to undo the folly of his youth and to finally
face the Thorn Priest, which stalks him still.</p>
<div class="n">
<p>“All objects tell stories, friend. You just need to listen when they
speak.”</p>
</div>
<p>4</p>
<p>Quick with his strange but fascinating stories, Mavaro knows much about the
world but speaks little of his past. His obsession with finding esoteric relics
makes him invaluable to the Pathfinder Society.</p>
<p>MAVARO</p>
<p>Male human occultist 4</p>
<p>N Medium humanoid (human)</p>
<p>Init +1; Senses Perception +6</p>
<p>DEFENSE</p>
<p><strong>AC</strong>19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1
Dex)</p>
<p>hp 32 (4d8+9)</p>
<p>Fort +8, Ref +4, Will +8; +2 vs. emotions</p>
<p>OFFENSE</p>
<p>Speed 20 ft.</p>
<p>Melee +1 one-eyed sword +9 (1d8+5/19-20)</p>
<p>Ranged sling +4 (1d4+4)</p>
<p>Implement Schools</p>
<p>Abjuration (talisman clasp, 4 points)―Resonant warding talisman; Focus mind
barrier (8 points)</p>
<p>Necromancy (Mother Wren’s skull, 2 points)―Resonant necromantic focus; Focus
mind fear (DC 15)</p>
<p><strong>変成術</strong> (one-eyed sword, 3 points)―Resonant physical
enhancement (+2); Focus legacy weapon (+1), philosopher’s touch (2 weapons, 4
minutes), sudden speed</p>
<p>Occultist Spells Known (CL 4th; concentration +7)</p>
<p>2nd (2/day)―false life, levitate, resist energy</p>
<p>1st (4/day)―inflict light wounds (DC 14), lead bladesAPG, shield</p>
<p>0―mage hand, resistance, touch of fatigue (DC 13)</p>
<p>戦術</p>
<p>Base Statistics If Mavaro’s mental focus points are unassigned, his
statistics are Fort +6, Ref +2, Will +6; Melee +1 one-eyed sword +8
(1d8+4/19-20); Ranged sling +4 (1d4+3); Str 16; CMD +6; CMD 18.</p>
<p>性能</p>
<p>Str 18, Dex 12, Con 14, Int 16, Wis 10, Cha 11</p>
<p><strong>基本攻撃</strong>+3; CMB +7; CMD 19</p>
<p><strong>特技</strong>Extra Mental FocusOA*, Iron Will*, Weapon Focus
(longsword)*</p>
<p><strong>技能</strong>Appraise +8, Diplomacy +7, Knowledge (arcana) +10,
Knowledge (history) +10, Knowledge (planes) +10, Knowledge (religion) +10,
Linguistics +7, Perception +7, Spellcraft +7, Use Magic Device +9; Armor Check
Penalty -3</p>
<p>Traits grief-filledUCA, *, spirit sense</p>
<p>Languages Abyssal, Celestial, Common, Infernal, Thassilonian, Varisian</p>
<p>SQ implements 3, magic item skill*, mental focus (9), object reading</p>
<p>Combat Gear wand of cure light wounds (6 charges), acid (2); Other Gear +1
breastplate, +1 one-eyed sword (longsword), ring of protection +1, sling with
10 bullets, backpack, dagger, hemp rope (50 ft.), grappling hook, talisman
clasp, torches (5), trail rations (4), waterskin, 5 gp</p>
<p>* This ability’s effects have been calculated into Mavaro’s statistics.</p>
<p>SPECIAL ABILITIES</p>
<p>Favored Class Mavaro gains 1/6 of a new focus power for each occultist level
he has past 1st.</p>
<p>Implements Mavaro can access the abjuration school of magic through his
talisman clasp, the necromancy school of magic through Mother Wren’s skull, and
the transmutation school of magic through his +1 oneeyed sword. If these items
are not in his possession, he must succeed at a DC 22 concentration check
(1d20+7) to cast false life (without the skull), levitate (without the sword),
or resist energy (without the clasp); a DC 21 concentration check to cast
inflict light wounds (without the skull), lead blades (without the sword), or
shield (without the clasp); or a DC 20 concentration check to cast mage hand
(without the sword), resistance (without the clasp), or touch of fatigue
(wihout the skull).</p>
<p>Legacy Weapon If Mavaro expends 1 point of mental focus from his one-eyed
sword, as a standard action he can touch a weapon and grant it a +1 enhancement
bonus, or he can give it any +1 weapon special ability (for a list, see page
469 of the Pathfinder RPG Core Rulebook). The bonus lasts for 1 minute.</p>
<p>Mental Focus Mavaro has 9 points of mental focus, which he can invest into
his implements at the beginning of the day to access his implement schools’
resonant and focus powers. He can divide the focus in any way he desires. It
takes 1 hour for Mavaro to invest his implements with mental focus.</p>
<p>Once Mavaro invests mental focus in an implement, the implement gains its
school’s resonant power, and Mavaro can spend mental focus stored in the
implement to access its focus powers. The implement grants its resonant power
to whoever possesses it (allowing Mavaro to aid allies, but making his spells
more difficult to cast; see Implements above). Mavaro must be holding his
implements to expend their focus powers.</p>
<p>Mavaro can choose to save generic mental focus inside his own body instead
of investing it. He can expend generic focus on any focus power he knows, but
doing so costs twice as many points of mental focus, and an implement into
which he did not invest mental focus grants no resonant power. If one of his
implements is lost or destroyed, the invested mental focus is lost. Mental
focus refreshes once each day after Mavaro sleeps for at least 8 hours.</p>
<p>In the statistics above, Mavaro has invested 4 points of mental focus in his
talisman clasp, 2 points in Mother Wren’s skull and 3 points in his one-eyed
sword.</p>
<p>Mind Barrier As a swift action, Mavaro can expend 1 point of mental focus to
create a shield of mental energy that protects him. The shield prevents a total
of 8 points of damage, and lasts until the start of Mavaro’s next turn or until
exhausted. Mavaro can activate this as an immediate action if he spends 2
points of mental focus.</p>
<p>Mind Fear As a standard action, Mavaro can expend 1 point of mental focus
from Mother Wren’s skull to cause creatures within 30 feet with 4 Hit Die to
become frightened for 1d4 rounds (Will DC 15 negates). A frightened creature
flees; if unable to flee, it may fight. A frightened creature takes a -2
penalty on all attack rolls, saving throws, skill checks, and ability checks.
Creatures with more than 1 Hit Die are instead shaken (shaken creatures simply
take the penalties). This is a mind-affecting fear effect.</p>
<p>Necromantic Focus If Mavaro invested mental focus into Mother Wren’s skull,
undead take a -1 penalty on saving throws against the skull’s bearer for every
4 points of mental focus Mavaro invested in it. Additionally, the bearer can
control an additional 2 Hit Dice of undead for every point of mental focus
invested (maximum 16). A spellcaster who uses the skull as an additional focus
for a necromancy spell to create undead can create an additional 16 Hit Dice of
undead.</p>
<p>Object Reading Mavaro can learn about items by spending 1 minute handling
them. If it’s a magic item, he learns its properties and command word as if he
had used detect magic and made a successful Spellcraft check (Core Rulebook
267). If the item has historical significance, Mavaro learns one piece of
information about its past. If the item was last used no longer than 4 days
ago, Mavaro learns one piece of information about its previous user. Mavaro
does not learn if an item is cursed unless its caster level is 3rd or
lower.</p>
<p>Philosopher’s Touch If Mavaro expends 1 point of mental focus from his
one-eyed sword, as a standard action he can touch up to two weapons to give
them the properties of cold iron or silver for 4 minutes.</p>
<p>Physical Enhancement When Mavaro invests mental focus into his one-eyed
sword, he can select Strength, Dexterity, or Constitution. The sword grants a
+2 temporary enhancement bonus to that score if he invests at least 3 points in
it (maximum +2). Mavaro has chosen Strength in the statistics above.</p>
<p>Sudden Speed As a swift action, Mavaro can expend 1 point of mental focus to
increase his land speed by 30 feet for 1 minute. This ability does not stack
with itself.</p>
<p>Spells Mavaro can cast the following spells. For the full descriptions of
the spells below, see Chapter 10 of the Core Rulebook or Chapter 5 of the
Pathfinder RPG Advanced Player’s Guide.</p>
<p>False Life: Mavaro gains 1d10+4 temporary hit points for 4 hours.</p>
<p>Inflict Light Wounds: Creature touched takes 1d8+4 point of damage (Will DC
14 save half). This spell heals undead creatures instead of damaging them.</p>
<p>Lead Blade: For 4 minutes, Mavaro’s sword deals 2d6+4 points of damage. His
dagger deals 1d6+3 points of damage. Mavaro must be wielding the weapons for
them to deal this amount of damage.</p>
<p>Levitate: Mavaro can choose himself or a willing creature or object within
40 feet. As a move action, he can move the target up to 20 feet up or down each
round for 7 minutes.</p>
<p>Mage Hand: Mavaro can point at one nonmagical object up to 35 feet away that
weighs up to 5 pounds and move it as far as 15 feet in any direction. The spell
ends if the object travels more than 25 feet away from Mavaro.</p>
<p>Resist Energy: Mavaro or a touched creature gains resist energy 10 against
acid, cold, electricity, fire, or sonic. Resistance: Mavaro or a touched
creature gains a +1 resistance bonus on saves.</p>
<p>Shield: Mavaro gains a +4 shield bonus to AC for 7 minutes and becomes
immune to magic missile.</p>
<p>Touch of Fatigue: Creature touched becomes fatigued (it cannot run or charge
and it takes a -2 penalty to Strength and Dexterity). Anything that would cause
the creature to become fatigued instead makes it exhausted. A successful DC 13
Reflex save negates this spell.</p>
<p>Spirit Sense Mavaro gains a +2 bonus on Perception checks to avoid being
surprised and to detect invisible or incorporeal creatures.</p>
<p>Warding Talisman When Mavaro invests mental focus into his talisman clasp,
it grants its holder a +1 resistance bonus on saves for every 2 points of
mental focus invested (maximum +2).</p>
<p>Combat Gear Mavaro’s combat gear is detailed below.</p>
<p>Acid: Mavaro can throw a flask of acid as a splash weapon with a +1 attack
bonus and a range increment of 10 feet. A direct hit deals 1d6 points of acid
damage. Every creature within 5 feet of where the acid hits takes 1 point of
acid damage from the splash.</p>
<p>Wand of Cure Light Wounds: Mavaro’s wand heals 1d8+1 points of damage by
touch. He must succeed at a DC 20 Use Magic Device check to use the wand
himself.</p>
<br /><p>Mavaro spent his youth in a Pharasmin convent deep in Varisia’s Mindspin
Mountains, where esoteric books were his only friends. When he was 22, knowing
that the nuns kept a collection of specially cast silver talismans on bodies
interred in a hidden catacomb, Mavaro stole the relics to pay for a strange
sword with a carved face and red gems for eyes. Little did he know, however,
that his pilfering had broken the bonds of an ancient evil held captive under
the convent for thousands of years. Called the Thorn Priest, the entity
murdered the nuns and possessed the prioress, who in a brief moment of clarity
set fire to the convent. The evil entity and Mavaro survived, though, and as it
stalked toward him, Mavaro heard the skull of Mother Wren whisper from the
ashes; the ancient holy woman commanded him to open his soul to the power of
the items he had collected. He struck the entity with his ruby-eyed blade, and
the dark thing shrieked and fled. Twenty years have passed, and Mavaro is now a
man of many indulgences. He def lects questions about his youth with
inconsistent yet entertaining tales about his collection of strange objects,
yet quietly seeks the relics he traded away long ago. This mission has led him
to join the Pathfinder Society, where he seeks to undo the folly of his youth
and to finally face the Thorn Priest.</p>
<p>“All objects tell stories, friend. You just need to listen when they
speak.”</p>
<p>7<br /></p>
<p>Quick with his strange but fascinating stories, Mavaro knows much about the
world but speaks little of his past. His obsession with finding esoteric relics
makes him invaluable to the Pathfinder Society.</p>
<p>MAVARO</p>
<p>Male human occultist 7</p>
<p>N Medium humanoid (human)</p>
<p>Init +1; Senses aura sight, darkvision 60 ft., low-light vision, see
invisibility, Perception +14</p>
<p>DEFENSE</p>
<p><strong>AC</strong>19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1
Dex)</p>
<p>hp 53 (7d8+15)</p>
<p>Fort +8, Ref +4, Will +8; +2 vs. emotions</p>
<p>OFFENSE</p>
<p>Speed 30 ft.</p>
<p>Melee +2 one-eyed sword +11 (1d8+6/19~20)</p>
<p>Ranged masterwork composite longbow +7 (1d8+4/×3)</p>
<p>Implement Schools</p>
<p>Abjuration (talisman clasp, 2 points)―Resonant warding talisman; Focus mind
barrier (14 points)</p>
<p>Divination (headband, 9 points)―Resonant third eye; Focus mind eye (7
minutes), sudden insight (+3)</p>
<p>Necromancy (Mother Wren’s skull, 1 point)―Resonant necromantic focus; Focus
mind fear (DC 17), pain wave (DC 17), spirit shroud (7 minutes)</p>
<p><strong>変成術</strong> (one-eyed sword, 3 points)―Resonant physical
enhancement (+2 Str); Focus legacy weapon (+2), mind over gravity (7 minutes),
philosopher’s touch (2 weapons, 7 minutes), sudden speed</p>
<p>Occultist Spells Known (CL 7th; concentration +11)</p>
<p>3rd (2/day)―dispel magic, haste, retrocognitionOA, riding possessionOA (DC
17)</p>
<p>2nd (4/day)―false life, find traps, levitate, resist energy</p>
<p>1st (6/day)―inflict light wounds (DC 15), lead bladesAPG, psychic readingOA,
shield</p>
<p>0―detect magic, mage hand, resistance, touch of fatigue (DC 14)</p>
<p>戦術</p>
<p>Base Statistics If Mavaro’s mental focus points are unassigned, his
statistics are Senses aura sight; Fort +7, Ref +3, Will +7; Melee +2 one-eyed
sword +10 (1d8+5/19~20); Ranged masterwork composite longbow +7 (1d8+3/×3); Str
16; CMD +8; CMD 20; Skills Perception +10.</p>
<p>性能</p>
<p>Str 18, Dex 12, Con 14, Int 18, Wis 10, Cha 11</p>
<p><strong>基本攻撃</strong>+5; CMB +9; CMD 21</p>
<p><strong>特技</strong>Extra Focus Power OA*, Extra Mental FocusOA* (2), Iron
Will*, Weapon Focus (longsword)*</p>
<p><strong>技能</strong>Appraise +9, Diplomacy +7, Disable Device +5, Fly +7,
Knowledge (arcana) +14, Knowledge (dungeoneering) +6, Knowledge (engineering)
+8, Knowledge (history) +11, Knowledge (local) +7, Knowledge (planes) +11,
Knowledge (religion) +11, Linguistics +10, Perception +14, Spellcraft +11, Use
Magic Device +13; Armor Check Penalty -0</p>
<p>Traits grief-filledUCA, *, spirit sense</p>
<p>Languages Abyssal, Aklo, Azlanti, Celestial, Common, Infernal, Thassilonian,
Varisian</p>
<p>SQ implements 4, magic item skill*, mental focus (15), object reading Combat
Gear oil of daylight, potions of cure serious wounds (2), scroll of align
weapon, wand of cure moderate wounds (4 charges), acid (2); Other Gear +1
mithral breastplate, +2 one-eyed sword (longsword), masterwork composite
longbow (+4), headband of vast intelligence +2, ring of protection +1,
backpack, dagger, headband, hemp rope (50 ft.), grappling hook, talisman clasp,
torches (5), trail rations (4), waterskin, 60 gp</p>
<p>* This ability’s effects have been calculated into Mavaro’s statistics.</p>
<p>SPECIAL ABILITIES</p>
<p>Aura Sight As a standard action, Mavaro can read the alignment auras of
creatures around him as the aura sight spell (Pathfinder RPG Advanced Class
Guide 174). When he does so, he knows the location and power of all chaotic,
evil, good, and lawful auras within his sight.</p>
<p>Favored Class Mavaro gains a new focus power from his favored class.</p>
<p>Implements Mavaro can access the abjuration school of magic through his
talisman clasp, the divination school of magic through his headband of vast
intelligence +2, the necromancy school of magic through Mother Wren’s skull,
and the transmutation school of magic through his +2 one-eyed sword. If these
items are not in his possession, he must succeed at a DC 23 concentration check
(1d20+11) to cast dispel magic (without the talisman clasp), gaseous form
(without the sword), retrocognition (without the headband), or riding
possession (without the skull); a DC 22 concentration check to cast false life
(without the skull), find traps (wihout the headband), levitate (without the
sword), or resist energy (without the clasp); a DC 21 concentration check to
cast inflict light wounds (without the skull), lead blades (without the sword),
psychic reading (without the headband), or shield (without the clasp); or a DC
20 concentration check to cast detect magic (without the headband), mage hand
(without the sword), resistance (without the clasp), or touch of fatigue
(without the skull).</p>
<p>Legacy Weapon If Mavaro expends 1 point of mental focus from his +2 one-eyed
sword, as a standard action he can touch a weapon and grant it a +2 enhancement
bonus, or he can give it any +1 or +2 weapon special ability (for a list, see
page 469 of the Pathfinder RPG Core Rulebook). The bonus lasts for 1
minute.</p>
<p>Mental Focus Mavaro has 15 points of mental focus, which he can invest into
his implements at the beginning of the day to access his implement schools’
resonant and focus powers. He can divide the mental focus in any way he
desires. It takes 1 hour for Mavaro to invest his implements with mental
focus.</p>
<p>Once Mavaro invests mental focus in an implement, the implement gains its
school’s resonant power, and Mavaro can spend mental focus stored in the
implement to access its focus powers. The implement grants its resonant power
to whoever possesses it (allowing Mavaro to aid allies, but making his spells
more difficult to cast; see Implements above). Mavaro must be holding his
implements to expend their focus powers.</p>
<p>Mavaro can choose to save generic mental focus inside his own body instead
of investing it. He can expend generic focus on any focus power he knows, but
doing so costs twice as many points of mental focus, and an implement into
which he did not invest mental focus grants no resonant power. If one of his
implements is lost or destroyed, the invested mental focus is lost. Mental
focus refreshes once each day after Mavaro sleeps for at least 8 hours.</p>
<p>In the statistics above, Mavaro has invested 2 points of mental focus in his
talisman clasp, 9 points in his headband, 1 point in Mother Wren’s skull, and 3
points in his +2 one-eyed sword.</p>
<p>Mind Barrier As a swift action, Mavaro can expend 1 point of mental focus to
create a shield of mental energy that protects him. The shield prevents a total
of 14 points of damage, and lasts until the start of Mavaro’s next turn or
until exhausted. Mavaro can activate this as an immediate action if he spends 2
points of mental focus.</p>
<p>Mind Eye If Mavaro expends 1 point of mental focus from his headband, as a
standard action he can create a magical sensor through which he can see and
hear. The mind eye is invisible and Fine in size, with AC 18, and any amount of
damage destroys it. Only magic weapons or spells can harm it. It has a fly
speed of 60 feet with perfect maneuverability and can travel up to 1 mile away
from Mavaro. Mavaro must concentrate as a standard action to direct the eye and
see sensory images through it, but it sees as his eye sees, including any
additional senses he has. The mind eye lasts for 7 minutes.</p>
<p>Mind Fear As a standard action, Mavaro can expend 1 point of mental focus
from Mother Wren’s skull to cause creatures within 30 feet with 7 Hit Die to
become frightened for 1d4 rounds (Will DC 17 negates). A frightened creature
flees; if unable to flee, it may fight. A frightened creature takes a -2
penalty on all attack rolls, saving throws, skill checks, and ability checks.
Creatures with more than 1 Hit Die are instead shaken (shaken creatures simply
take the penalties). This is a mind-affecting fear effect.</p>
<p>Mind Over Gravity If Mavaro expends 1 point of mental focus from his sword,
as a standard action he can give himself a fly speed of 60 feet with perfect
maneuverability for 7 minutes.</p>
<p>Necromantic Focus If Mavaro invested mental focus into Mother Wren’s skull,
undead take a -1 penalty on saving throws against the skull’s bearer for every
4 points of mental focus Mavaro invested in it. Additionally, the bearer can
control an additional 2 Hit Dice of undead for every point of mental focus
invested (maximum 28). A spellcaster who uses the skull as an additional focus
for a necromancy spell to create undead can create an additional 28 Hit Dice of
undead.</p>
<p>Object Reading Mavaro can learn about items by spending 1 minute handling
them. If it’s a magic item, he learns its properties and command word as if he
had used detect magic and made a successful Spellcraft check. If the item has
historical significance, Mavaro learns one piece of information about its past.
If the item was last used no longer than 4 days ago, Mavaro learns one piece of
information about its previous user. Mavaro does not learn if an item is cursed
unless its caster level is 3rd or lower.</p>
<p>Pain Wave If Mavaro expends 1 point of mental focus from his headband, as a
standard action he can release a wave of pain in a 20-foot-radius burst
centered on a designated point within 100 feet. All living creatures in the
area are sickened for 7 rounds. A successful DC 17 Will save reduces the
duration to 1 round. This is a mind-affecting pain effect.</p>
<p>Philosopher’s Touch If Mavaro expends 1 point of mental focus from his +2
one-eyed sword, as a standard action he can touch up to two weapons and cause
them to gain the properties of cold iron or silver for 7 minutes.</p>
<p>Physical Enhancement When Mavaro invests mental focus into his +2 one-eyed
sword, he can select Strength, Dexterity, or Constitution. The sword grants a
+2 temporary enhancement bonus to that score for every 3 points of mental focus
invested (maximum +4). Mavaro has chosen Strength for his +2 bonus in the
statistics above.</p>
<p>Spirit Shroud If Mavaro expends 1 point of mental focus from Mother Wren’s
skull, as a standard action he can gain 1d6+7 temporary hit points. This stacks
with other temporary hit points, but not from multiple uses of this ability. He
also gains a +2 resistance bonus against death effects, fear effects, and any
effects that bestow negative levels or deal negative energy damage (as long as
the spells or effects allow a save). These effects last for 7 minutes.</p>
<p>Sudden Insight As a swift action, Mavaro can expend 1 point of mental focus
to gain a +3 insight bonus to any ability check, attack roll, or skill
check.</p>
<p>Sudden Speed As a swift action, Mavaro can expend 1 point of mental focus to
increase his land speed by 30 feet for 1 minute. This ability does not stack
with itself.</p>
<p>Spells Mavaro can cast the following spells. For full descriptions of the
spells below, see Chapter 10 of the Pathfinder RPG Core Rulebook or Chapter 5
of the Pathfinder RPG Advanced Player’s Guide.</p>
<p>Detect Magic: Mavaro can notice magic in a 60-foot cone. If he concentrates,
he can find how many magic auras there are on the next round. On the round
after that, he can try to find out more about one aura.</p>
<p>Dispel Magic: This spell ends one ongoing spell cast on a creature or
object, suppresses a magic item, or counters another spellcaster’s spell. If a
spell is affecting a target or area, dispelling it requires Mavaro to succeed
at a dispel check (1d20+7) that’s higher than 11 + the spell’s or item’s caster
level, or higher than the spell’s DC.</p>
<p>False Life: Mavaro gains 1d10+7 temporary hit points for 7 hours.</p>
<p>Find Traps: Mavaro gains a +3 bonus on Perception checks to find traps for 7
minutes. He receives a check to notice traps within 10 feet, even if he is not
looking for them.</p>
<p>Haste: Mavaro can grant to up to 7 targets within 40 feet of him (and all
within 30 feet of each other) a +30-foot enhancement bonus to movement speed,
+1 on attack rolls, +1 on Reflex saves, a +1 dodge bonus to AC, and an extra
attack at the highest bonus during any full attack. These benefits lasts for 7
rounds.</p>
<p>Inflict Light Wounds: A creature touched takes 1d8+5 point of damage (Will
DC 15 half). This spell heals undead creatures instead of damaging them.</p>
<p>Lead Blades: For 7 minutes, Mavaro’s sword deals 2d6+5 points of damage. His
dagger deals 1d6+3 points of damage. Mavaro must be wielding the weapons for
them to deal this amount of damage.</p>
<p>Levitate: Mavaro can choose himself or a willing creature or object within
40 feet. As a move action, he can move the target up to 20 feet up or down each
round for 7 minutes.</p>
<p>Mage Hand: Mavaro can point at one nonmagical object up to 40 feet away that
weighs up to 5 pounds and move it as far as 15 feet in any direction.</p>
<p>Psychic Reading: Mavaro can read a person’s surface thoughts and learn about
him or her.</p>
<p>Resist Energy: Mavaro or a touched creature gains resist energy 20 against
acid, cold, electricity, fire, or sonic.</p>
<p>Resistance: Mavaro or a touched creature gains a +1 resistance bonus on
saves for 1 minute.</p>
<p>Retrocognition: While he concentrates or up to 7 minutes, Mavaro gains
psychic impressions from past events in his current location. He receives
impressions of the previous hour for the first minute he concentrates, of the
hour before that for the second minute, and so on. If a psychically turbulent
event happened, he must succeed at a DC 20, 30, or 40 concentration check
(1d20+11), depending on the event’s severity, or the spell ends.</p>
<p>Riding Possession: Mavaro projects his soul into a creature’s body as an
observer for up to 7 hours unless it succeeds at a DC 17 Will save. Mavaro
can’t communicate with the creature directly, but he can cast mind-affecting
spells on the host as long as casting is a purely mental action. If the spell
would normally affect multiple creatures, it only affects the host.</p>
<p>Shield: Mavaro gains a +4 shield bonus to AC for 7 minutes and becomes
immune to magic missile.</p>
<p>Touch of Fatigue: Creature touched becomes fatigued (cannot run or charge
and takes a -2 penalty to Strength and Dexterity; Reflex DC 14 negates).
Anything that would cause the creature to become fatigued instead makes it
exhausted.</p>
<p>Spirit Sense Mavaro gains a +2 bonus on Perception checks to avoid being
surprised and to detect invisible or incorporeal creatures.</p>
<p>Third Eye If Mavaro invests mental focus into his headband, it grants the
bearer a +1 insight bonus to Perception for every 2 points invested (maximum
+7). If Mavaro invests at least 3 points in it, it grants low-light vision. If
he invests at least 6 points, it grants darkvision 60 feet (or increases
existing darkvision’s range by 30 feet). If he invests at least 9 points, it
grants the effects of see invisibility.</p>
<p>Warding Talisman When Mavaro invests mental focus into his talisman clasp,
it grants its holder a +1 resistance bonus on saves for every 2 points of
mental focus invested (maximum +2).</p>
<p>Combat Gear: Mavaro’s combat gear is detailed below.</p>
<p>Acid: Mavaro can throw a flask of acid as a splash weapon with a +1 attack
bonus and a range increment of 10 feet. A direct hit deals 1d6 points of acid
damage. Every creature within 5 feet of where the acid hits takes 1 point of
acid damage from the splash.</p>
<p>Align Weapon: Makes a weapon chaotic, evil, good, or lawful for the purposes
of bypassing damage reduction.</p>
<p>Oil of Daylight: When smeared on an object, Mavaro’s oil creates bright
light for 60 feet and increases the light level by one step for the next 60
feet for 50 minutes. If there is magical darkness in that area, the overlapping
area is instead unaffected by either spell.</p>
<p>Potion of Cure Serious Wounds: This potion heals 3d8+5 points of damage.</p>
<p>Wand of Cure Moderate Wounds: Mavaro’s wand heals 2d8+2 points of damage by
touch. He must succeed at a DC 20 Use Magic Device check to use the wand
himself.</p>
<p>Mavaro is a man of many indulgences, making up for a modest childhood and
young adulthood spent deep in Varisia’s Mindspin Mountains, where he lived in a
Pharasmin convent. When he was 22, Mavaro pilfered and sold the convent’s
specially cast silver talismans to pay for a strange sword with a carved face
and red gems for eyes. Little did he know, however, that the talismans had been
keeping an ancient evil entity at bay. Newly loosed, the entity called the
Thorn Priest murdered the nuns and possessed the prioress. Mavaro himself only
survived by listening to the ghostly whispers that emanated from the skull of
Mother Wren, the convent’s founding abbess, who helped him harness the power of
the convent’s remaining relics and expel the Thorn Priest. For the past 20
years, Mavaro has quietly sought the relics he traded away long ago, and this
mission has led him to join the Pathfinder Society. Ultimately, Mavaro seeks to
undo the folly of his youth and to finally face the Thorn Priest, which stalks
him still.</p>
<p>“All objects tell stories, friend. You just need to listen when they
speak.”</p>