Ebenezer Jefferson

Description:

Ebenezer Jefferson
Male human occultist 1 (Pathfinder RPG Occult Adventures 46)
Medium humanoid (human)
Init 1;
Senses Perception +2
—————
Defense
—————
AC11, touch 11, flat-footed 10 (
1 Dex)
hp9 (1d8+1)
Fort 2, Ref +1, Will +2
—————
Offense
—————
Speed30 ft.
Meleesword cane +0 (1d6)
Implement Schools (5 generic focus)
Abjuration(Brooch, 0 points) Resonant—warding talisman; Focus—mind barrier
Divination(Goggles, 0 points) Resonant—third eye; Focus—sudden insight Occultist Spells Known
(CL 1st; concentration +5)
1st (2/day)—object reading, peacebond (DC 15)
0 (at will)—detect psychic significance, guidance
—————
Statistics
—————
Str 10, Dex12, Con10, Int 18, Wis 11, Cha12
Base Atk +0; CMB
0; CMD11
Feats Alertness, Extra Focus Power
Traits dangerously curious, ordinary, scholar of ruins
Skills Appraise 8, Bluff +2, Craft (bookbinding) +6, Craft (carpentry) +6, Craft (clockwork) +6, Diplomacy +5, Intimidate +2, Knowledge (arcana) +8, Knowledge (dungeoneering) +9, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +8, Perception +2, Sense Motive +2, Spellcraft +8, Stealth +1 (5 when hiding in a crowd), Use Magic Device +6
Languages Common (= need to pick x4 more)
SQ automatic writing (linguistics), family ties, gatekeeper (knowledge [planes]), hypnotism (diplomacy), implements 2, manifestation points, ability scores, mental focus (5/day), phrenology (knowledge [arcana]), psychometry (appraise)
Other Gear sword cane, backpack, bedroll, belt pouch, chalk (10), flint and steel, ink, inkpen, journal, occultist’s implement, occultist’s implement, pot, torch (10), trail rations (5), waterskin,
Money: 50 gp
—————
Special Abilities
—————
Abjuration (Brooch) Abjuration implements are objects associated with protection and wards. Implements: Amulet, armor, bell, bracers, brooch, cloak, holy symbol, shield.
Automatic Writing (Linguistics, 1/week) You can produce mysterious writing that pertains to the immediate future.
Divination (Goggles) Implements of the divination school grant powers related to foresight and remote viewing. Implements: Book, crystal ball, goggles, harrow deck, headband, lenses, planchette.
Family Ties Not fulfilling family requests: -2 penalty on all Wis and Cha based ability & skill checks (DC 20 Will negates).
Future Gaze (Sp) 1 focus: Gain insight into the future, as augury.
Gatekeeper (Knowledge [Planes]) Once you are aware of a soulgate, DC 30 Knowledge (planes) check to open it.
Hypnotism (Diplomacy, 1/day) Use power of suggestion to alter subject’s mind or recover memories.
Implements (Su) Gain a series of items which grant access to schools and powers.
Manifestation Points, Ability Scores ([none], 14/psychic duel) Every combatant begins a psychic duel with a pool of MP equal to the combatant’s HD + the average of her Intelligence, Wisdom, and Charisma scores. As a free action, a combatant can draw from this pool to generate MP. A combatant who draws any numb
Mental Focus (5/day) (Su) You have a pool of points that activate your focus powers.
Phrenology (Knowledge [Arcana], 1/day) Examine a creature’s skull to learn it’s psychological attributes.
Planar Ward (Sp) 2 focus: Non-native creatures are -4 to atk. you, you have +4 vs. their spells & su abilities.
Psychometry (Appraise, 1/day) Read the psychic impressions left on objects or in places.

Ebenezer Jefferson, Occultist 1 – Spells

Detect Psychic Significance (occultist 0)
School: divination;
Components: T, E;
Casting Time: 1 standard action;
Range: 40 ft.;
Area: 40-ft.-radius burst, centered on you;
Duration: instantaneous;
Save: none; Resistance: no

You detect the presence of psychically significant items in your vicinity. Such items are those that might have significant psychic imprints or histories that can be read by the psychometry occult skill unlock (see page 196), or items under the effects of the charge object or implant false reading spells. Items within range that contain significant psychic energy spark a recognition in your mind’s eye, but no other information is imparted. This spell doesn’t automatically detect magic items or strongly aligned items, though such items often have storied histories and might have had previous owners who possessed psychic abilities.

Guidance (Occultist 0)
School: divination / void elemental;
Components: T, E;
Casting Time: 1 standard action;
Range: touch;
Target: creature touched;
Duration: 1 minute or until discharged; Save: Will negates (harmless); Resistance: yes

+1 on one attack roll, saving throw, or skill check

Object Reading (Occultist 1)
School: divination;
Components: T, E;
Casting Time: 1 standard action;
Range: touch;
Target: one touched object;
Duration: concentration, up to 1 round per level (D); Save: none; Resistance: no

You read the psychic impressions left upon an object by emotionally or psychically charged events in the item’s history, or the information imprinted by the charge object or implant false reading spells. This spell returns the same information as the psychometry occult skill unlock (see page 196), but gives 1 piece of information when cast and requires 1 round of concentration per additional piece of information instead of 1 minute. You must still attempt an Appraise check to see how much information you gain. You gain a +10 competence bonus on the check.

Peacebond (Occultist 1)
School: abjuration;
Components: E;
Casting Time: 1 standard action;
Range: close (25 + 5 ft./2 levels);
Target: one sheathed or slung weapon;
Duration: 1 minute/level; Save: DC 15 Will negates (object);
Resistance: yes (object)

Locks a weapon in place on the target’s body.

Bio:

Ebenezer Jefferson

The Whitechapel Circle LW79 LW79