Occultist - All Levels
Occultist - All Levels
Quick with his strange but fascinating stories, Mavaro knows much about the SPECIAL ABILITIES
world but speaks little of his past. His obsession with finding esoteric relics Implements Mavaro can access the necromancy school of magic
makes him invaluable to the Pathfinder Society. through Mother Wren’s skull and the transmutation school of
magic through his one-eyed sword. If these items are not in his
MAVARO possession, he must succeed at a DC 21 concentration (1d20+4)
Male human occultist 1 check to cast inflict light wounds (without the skull) or lead blades
N Medium humanoid (human) (without the sword), or a DC 20 concentration check to cast mage
Init +1; Senses Perception +4 hand (without the sword) or touch of fatigue (without the skull).
DEFENSE Legacy Weapon If Mavaro expends 1 point of mental focus from his
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) one-eyed sword, as a standard action he can touch a weapon and
hp 11 (1d8+3) grant it a +1 enhancement bonus. The bonus lasts for 1 minute.
Fort +4, Ref +1, Will +4; +2 vs. emotions Mental Focus Mavaro has 6 points of mental focus, which he can
OFFENSE invest into his implements at the beginning of the day to access his
Speed 30 ft. implement schools’ resonant and focus powers. He can divide the
Melee one-eyed sword +3 (1d8+3/19-20) focus in any way he desires. It takes 1 hour for Mavaro to invest his
Ranged sling +1 (1d4+3) implements with mental focus.
Implement Schools Once Mavaro invests mental focus in an implement, the
Necromancy (Mother Wren’s skull, 3 points)—Resonant necromantic implement gains its school’s resonant power, and Mavaro can
focus; Focus mind fear (DC 13) spend mental focus stored in the implement to access its focus
Transmutation (one-eyed sword, 3 points)—Resonant physical powers. The implement grants its resonant power to whoever
enhancement (+2 Str); Focus legacy weapon (+1), philosopher’s possesses it (allowing Mavaro to aid allies, but making his spells
touch (1 minute) more difficult to cast; see Implements above). Mavaro must be
Occultist Spells Known (CL 1st; concentration +4) holding his implements to expend their focus powers.
1st (2/day)—inflict light wounds (DC 14), lead blades APG Mavaro can choose to save generic mental focus inside his
0—mage hand, touch of fatigue (DC 13) own body instead of investing it. He can expend generic focus
TACTICS on any focus power he knows, but doing so costs twice as many
Base Statistics If Mavaro’s mental focus points are unassigned, his points of mental focus, and an implement into which he did
statistics are Melee one-eyed sword +2 (1d8+2/19–20); Ranged not invest mental focus grants no resonant power. If one of his
sling +1 (1d4+2); Str 15; CMD +2; CMD 13. implements is lost or destroyed, the invested mental focus is
STATISTICS lost. Mental focus refreshes once each day after Mavaro sleeps
Str 17, Dex 12, Con 14, Int 16, Wis 10, Cha 11 for at least 8 hours.
Base Atk +0; CMB +3; CMD 14 In the statistics above, Mavaro has invested 3 points of mental
Feats Extra Mental FocusOA*, Iron Will* focus in Mother Wren’s skull and 3 points in his one-eyed sword.
Skills Appraise +7, Diplomacy +4, Knowledge (history) +7, Knowledge Mind Fear As a standard action, Mavaro can expend 1 point of mental
(religion) +7, Linguistics +7, Perception +4, Spellcraft +7, Use Magic focus from Mother Wren’s skull to cause creatures within 30 feet
Device +4; Armor Check Penalty –2 with 1 Hit Die to become frightened for 1d4 rounds (DC 13 Will
Traits grief-filledUCA, *, spirit sense save negates). A frightened creature flees; if unable to flee, it may
Languages Abyssal, Celestial, Common, Infernal, Thassilonian, Varisian fight. A frightened creature takes a –2 penalty on all attack rolls, “All objects tell stories, friend. You just need to
SQ implements 2, mental focus (6) saving throws, skill checks, and ability checks. Creatures with more listen when they speak.”
Combat Gear acid (2); Other Gear chain shirt, one-eyed sword than 1 Hit Die affected by this ability are instead shaken (shaken
(longsword), sling with 10 bullets, backpack, dagger, hemp rope creatures simply take the penalties, but do not flee). This is a mind- mental focus in it. Additionally, the bearer can control an additional
(50 ft.), grappling hook, Mother Wren’s skull, torches (5), trail affecting fear effect. 2 Hit Dice of undead for every point of mental focus invested
rations (4), waterskin, 4 gp. Necromantic Focus If Mavaro invested mental focus into Mother (maximum 4). A spellcaster who uses the skull as an additional
* The effects of this ability have already been calculated into Wren’s skull, undead take a –1 penalty on saving throws against focus for a necromancy spell to create undead can create an
Mavaro’s statistics. the skull’s bearer long as Mavaro invested at least 4 points of additional 4 Hit Dice of undead.
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Occultist 1
Philosopher’s Touch If Mavaro expends 1 point of mental focus Of all the rituals he saw, the most baff ling one involved the nuns’
from his one-eyed sword, as a standard action he can touch a participation in a period of severe fasting and meditation. After
weapon and cause it to gain the properties of cold iron or silver their bodies wasted, the nuns gathered in a hushed chamber, where
for 1 minute. novices unveiled the yellowed, sigil-scripted skull of the order’s
Physical Enhancement When Mavaro invests mental focus into his founding abbess, Mother Wren. A ghostly whisper emanated from
one-eyed sword, he can select Strength, Dexterity, or Constitution. the skull, indicating a worthy candidate. The nuns then adorned
The sword grants a +2 temporary enhancement bonus to that score the chosen sister’s body with strange sigils and specially cast
for every 3 points of mental focus invested (maximum +2). Mavaro silver talismans, wrapped her in fresh linens, and carried her into
has chosen Strength in the statistics above. a hidden catacomb to place her among generations of similarly
Spells Mavaro can cast the following spells. For the full descriptions mummif ied worshipers.
of the spells listed below, see Chapter 10 of the Pathfinder RPG In Mavaro’s twenty-second year, Varisian traders arrived at the
Core Rulebook or Chapter 5 of the Pathfinder RPG Advanced abbey. The nuns took the opportunity to restock their food stores
Player’s Guide. and other essentials, but Mavaro was fascinated by the traders’ other
Inflict Light Wounds: Creature touched takes 1d8+1 points of goods—relics that represented cultures Mavaro had only read about.
damage (Will DC 14 half). This spell heals undead creatures instead He coveted these esoteric items, particularly a strange sword with a
of damaging them. carved face and red gems for eyes. Lacking any money, Mavaro stole
Lead Blades: For 1 minute, Mavaro’s sword deals 2d6+2 points of into the forbidden catacombs and took the silver talismans from the
damage. His dagger deals 1d6+2 points of damage. Mavaro must be sisters’ starved bodies. He bought his sword, but little did Mavaro
wielding the weapons for them to deal this amount of damage. know that disturbing the nuns’ bodies unraveled the binding magic
Mage Hand: Mavaro can point at one object up to 25 feet away that had long kept an evil force at bay. As the caravan trundled away
that weighs up to 5 pounds and move it as far as 15 feet in any with the convent’s traded relics, the entity’s spiritual corruption
direction. The spell ends if the object travels more than 25 feet leaked forth.
away from Mavaro. The deaths began slowly, secretly, but soon the evil being began
Touch of Fatigue: A creature touched becomes fatigued (it openly murdering the nuns. The prioress finally realized Mavaro’s
cannot run or charge and take a –2 penalty to Strength and folly, but it was too late, and the malevolent presence possessed her.
Dexterity). Anything that would cause the creature to become Wrenching back control of her body for a brief moment, the prioress
fatigued instead makes it exhausted. A successful DC 13 Reflex set fire to the convent in hopes of destroying the entity of rust and
save negates this spell. chains, which Mavaro came to call the Thorn Priest.
Spirit Sense Mavaro gains a +2 bonus on Perception checks to avoid It and Mavaro survived, though, and as it stalked toward him
being surprised and to detect invisible or incorporeal creatures. viciously, its vestments of razor wire glowing red, Mavaro tried to
Combat Gear Mavaro’s combat gear is detailed below. gather any relics he could find to defend himself. He would have
Acid: Mavaro can throw a flask of acid as a splash weapon with died, but Mavaro heard the skull of Mother Wren whisper to him
a +1 attack bonus and a range increment of 10 feet. A direct hit in the ashes; the ancient holy woman commanded him to open his
deals 1d6 points of acid damage, and every creature within 5 soul to the power of the items he had collected. Trembling, but full of
feet of where the acid hits takes 1 point of acid damage from strange power, Mavaro struck. A red gem shattered in the sword’s hilt
the splash. and the dark thing shrieked, f lailing jangling fetters as it retreated
through the ruins.
Mavaro spent his youth and young adulthood with his mother, Twenty years have passed, and Mavaro is now a man of many
in the silent seclusion of a Pharasmin convent deep in Varisia’s indulgences, making up for his modest childhood with good food
Mindspin Mountains. Quiet and reserved, Mavaro quickly learned and raucous company. He def lects questions about his youth with
that the esoteric books and scrolls in the convent’s great library inconsistent yet entertaining tales about his collection of strange
were his only friends. As he grew older, he began to secretly objects. Quietly, though, he seeks the relics he traded away long
navigate the convent’s forbidden halls, ignoring the tales of ago, and this mission has led him to join the Pathfinder Society.
horrors stalking them. There, he regularly bore witness to the Ultimately, Mavaro seeks to undo the folly of his youth and to finally “All objects tell stories, friend. You just need to
nuns’ strange ceremonies. face the Thorn Priest, which stalks him still. listen when they speak.”
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Occultist 4
Quick with his strange but fascinating stories, Mavaro knows much about the protection +1, sling with 10 bullets, backpack, dagger, hemp rope
world but speaks little of his past. His obsession with finding esoteric relics (50 ft.), grappling hook, talisman clasp, torches (5), trail rations (4),
makes him invaluable to the Pathfinder Society. waterskin, 5 gp
* This ability’s effects have been calculated into Mavaro’s statistics.
MAVARO SPECIAL ABILITIES
Male human occultist 4 Favored Class Mavaro gains 1/6 of a new focus power for each
N Medium humanoid (human) occultist level he has past 1st.
Init +1; Senses Perception +6 Implements Mavaro can access the abjuration school of magic through
DEFENSE his talisman clasp, the necromancy school of magic through Mother
AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) Wren’s skull, and the transmutation school of magic through his +1 one-
hp 32 (4d8+9) eyed sword. If these items are not in his possession, he must succeed
Fort +8, Ref +4, Will +8; +2 vs. emotions at a DC 22 concentration check (1d20+7) to cast false life (without the
OFFENSE skull), levitate (without the sword), or resist energy (without the clasp);
Speed 20 ft. a DC 21 concentration check to cast inflict light wounds (without the
Melee +1 one-eyed sword +9 (1d8+5/19-20) skull), lead blades (without the sword), or shield (without the clasp);
Ranged sling +4 (1d4+4) or a DC 20 concentration check to cast mage hand (without the sword),
Implement Schools resistance (without the clasp), or touch of fatigue (wihout the skull).
Abjuration (talisman clasp, 4 points)—Resonant warding talisman; Legacy Weapon If Mavaro expends 1 point of mental focus from his
Focus mind barrier (8 points) one-eyed sword, as a standard action he can touch a weapon and
Necromancy (Mother Wren’s skull, 2 points)—Resonant necromantic grant it a +1 enhancement bonus, or he can give it any +1 weapon
focus; Focus mind fear (DC 15) special ability (for a list, see page 469 of the Pathfinder RPG Core
Transmutation (one-eyed sword, 3 points)—Resonant physical Rulebook). The bonus lasts for 1 minute.
enhancement (+2); Focus legacy weapon (+1), philosopher’s touch Mental Focus Mavaro has 9 points of mental focus, which he can
(2 weapons, 4 minutes), sudden speed invest into his implements at the beginning of the day to access his
Occultist Spells Known (CL 4th; concentration +7) implement schools’ resonant and focus powers. He can divide the
2nd (2/day)—false life, levitate, resist energy focus in any way he desires. It takes 1 hour for Mavaro to invest his
1st (4/day)—inflict light wounds (DC 14), lead bladesAPG, shield implements with mental focus.
0—mage hand, resistance, touch of fatigue (DC 13) Once Mavaro invests mental focus in an implement, the
TACTICS implement gains its school’s resonant power, and Mavaro can spend
Base Statistics If Mavaro’s mental focus points are unassigned, his mental focus stored in the implement to access its focus powers.
statistics are Fort +6, Ref +2, Will +6; Melee +1 one-eyed sword +8 The implement grants its resonant power to whoever possesses it
(1d8+4/19-20); Ranged sling +4 (1d4+3); Str 16; CMD +6; CMD 18. (allowing Mavaro to aid allies, but making his spells more difficult
STATISTICS to cast; see Implements above). Mavaro must be holding his
Str 18, Dex 12, Con 14, Int 16, Wis 10, Cha 11 implements to expend their focus powers.
Base Atk +3; CMB +7; CMD 19 Mavaro can choose to save generic mental focus inside his own
Feats Extra Mental FocusOA*, Iron Will*, Weapon Focus (longsword)* body instead of investing it. He can expend generic focus on any
Skills Appraise +8, Diplomacy +7, Knowledge (arcana) +10, Knowledge focus power he knows, but doing so costs twice as many points
(history) +10, Knowledge (planes) +10, Knowledge (religion) +10, of mental focus, and an implement into which he did not invest “All objects tell stories, friend. You just need to
Linguistics +7, Perception +7, Spellcraft +7, Use Magic Device +9; mental focus grants no resonant power. If one of his implements listen when they speak.”
Armor Check Penalty –3 is lost or destroyed, the invested mental focus is lost. Mental focus
Traits grief-filledUCA, *, spirit sense refreshes once each day after Mavaro sleeps for at least 8 hours. focus to create a shield of mental energy that protects him. The
Languages Abyssal, Celestial, Common, Infernal, Thassilonian, Varisian In the statistics above, Mavaro has invested 4 points of mental shield prevents a total of 8 points of damage, and lasts until the
SQ implements 3, magic item skill*, mental focus (9), object reading focus in his talisman clasp, 2 points in Mother Wren’s skull and 3 start of Mavaro’s next turn or until exhausted. Mavaro can activate
Combat Gear wand of cure light wounds (6 charges), acid (2); Other points in his one-eyed sword. this as an immediate action if he spends 2 points of mental focus.
Gear +1 breastplate, +1 one-eyed sword (longsword), ring of Mind Barrier As a swift action, Mavaro can expend 1 point of mental Mind Fear As a standard action, Mavaro can expend 1 point of mental
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Occultist 4
focus from Mother Wren’s skull to cause creatures within 30 feet object within 40 feet. As a move action, he can move the target up
with 4 Hit Die to become frightened for 1d4 rounds (Will DC 15 to 20 feet up or down each round for 7 minutes.
negates). A frightened creature flees; if unable to flee, it may fight. Mage Hand: Mavaro can point at one nonmagical object up to 35
A frightened creature takes a –2 penalty on all attack rolls, saving feet away that weighs up to 5 pounds and move it as far as 15 feet
throws, skill checks, and ability checks. Creatures with more than in any direction. The spell ends if the object travels more than 25
1 Hit Die are instead shaken (shaken creatures simply take the feet away from Mavaro.
penalties). This is a mind-affecting fear effect. Resist Energy: Mavaro or a touched creature gains resist energy
Necromantic Focus If Mavaro invested mental focus into Mother 10 against acid, cold, electricity, fire, or sonic.
Wren’s skull, undead take a –1 penalty on saving throws against the Resistance: Mavaro or a touched creature gains a +1 resistance
skull’s bearer for every 4 points of mental focus Mavaro invested bonus on saves.
in it. Additionally, the bearer can control an additional 2 Hit Dice Shield: Mavaro gains a +4 shield bonus to AC for 7 minutes and
of undead for every point of mental focus invested (maximum becomes immune to magic missile.
16). A spellcaster who uses the skull as an additional focus for a Touch of Fatigue: Creature touched becomes fatigued (it cannot
necromancy spell to create undead can create an additional 16 Hit run or charge and it takes a –2 penalty to Strength and Dexterity).
Dice of undead. Anything that would cause the creature to become fatigued instead
Object Reading Mavaro can learn about items by spending 1 minute makes it exhausted. A successful DC 13 Reflex save negates this spell.
handling them. If it’s a magic item, he learns its properties and Spirit Sense Mavaro gains a +2 bonus on Perception checks to avoid
command word as if he had used detect magic and made a successful being surprised and to detect invisible or incorporeal creatures.
Spellcraft check (Core Rulebook 267). If the item has historical Warding Talisman When Mavaro invests mental focus into his
significance, Mavaro learns one piece of information about its past. If talisman clasp, it grants its holder a +1 resistance bonus on saves for
the item was last used no longer than 4 days ago, Mavaro learns one every 2 points of mental focus invested (maximum +2).
piece of information about its previous user. Mavaro does not learn if Combat Gear Mavaro’s combat gear is detailed below.
an item is cursed unless its caster level is 3rd or lower. Acid: Mavaro can throw a flask of acid as a splash weapon with a
Philosopher’s Touch If Mavaro expends 1 point of mental focus from his +1 attack bonus and a range increment of 10 feet. A direct hit deals
one-eyed sword, as a standard action he can touch up to two weapons 1d6 points of acid damage. Every creature within 5 feet of where
to give them the properties of cold iron or silver for 4 minutes. the acid hits takes 1 point of acid damage from the splash.
Physical Enhancement When Mavaro invests mental focus into his Wand of Cure Light Wounds: Mavaro’s wand heals 1d8+1 points
one-eyed sword, he can select Strength, Dexterity, or Constitution. of damage by touch. He must succeed at a DC 20 Use Magic Device
The sword grants a +2 temporary enhancement bonus to that check to use the wand himself.
score if he invests at least 3 points in it (maximum +2). Mavaro has
chosen Strength in the statistics above. Mavaro spent his youth in a Pharasmin convent deep in Varisia’s
Sudden Speed As a swift action, Mavaro can expend 1 point of mental Mindspin Mountains, where esoteric books were his only friends.
focus to increase his land speed by 30 feet for 1 minute. This ability When he was 22, knowing that the nuns kept a collection of specially
does not stack with itself. cast silver talismans on bodies interred in a hidden catacomb, Mavaro
Spells Mavaro can cast the following spells. For the full descriptions of stole the relics to pay for a strange sword with a carved face and red
the spells below, see Chapter 10 of the Core Rulebook or Chapter 5 gems for eyes. Little did he know, however, that his pilfering had
of the Pathfinder RPG Advanced Player’s Guide. broken the bonds of an ancient evil held captive under the convent
False Life: Mavaro gains 1d10+4 temporary hit points for 4 hours. for thousands of years. Called the Thorn Priest, the entity murdered “All objects tell stories, friend. You just need to
Inflict Light Wounds: Creature touched takes 1d8+4 point of the nuns and possessed the prioress, who in a brief moment of clarity
listen when they speak.”
damage (Will DC 14 save half). This spell heals undead creatures set fire to the convent. The evil entity and Mavaro survived, though,
instead of damaging them. and as it stalked toward him, Mavaro heard the skull of Mother Wren indulgences. He def lects questions about his youth with inconsistent
Lead Blade: For 4 minutes, Mavaro’s sword deals 2d6+4 points of whisper from the ashes; the ancient holy woman commanded him to yet entertaining tales about his collection of strange objects, yet quietly
damage. His dagger deals 1d6+3 points of damage. Mavaro must be open his soul to the power of the items he had collected. He struck seeks the relics he traded away long ago. This mission has led him to
wielding the weapons for them to deal this amount of damage. the entity with his ruby-eyed blade, and the dark thing shrieked and join the Pathfinder Society, where he seeks to undo the folly of his
Levitate: Mavaro can choose himself or a willing creature or f led. Twenty years have passed, and Mavaro is now a man of many youth and to finally face the Thorn Priest.
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Occultist 7
Quick with his strange but fascinating stories, Mavaro knows much about the Feats Extra Focus Power OA*, Extra Mental FocusOA* (2), Iron Will*,
world but speaks little of his past. His obsession with finding esoteric relics Weapon Focus (longsword)*
makes him invaluable to the Pathfinder Society. Skills Appraise +9, Diplomacy +7, Disable Device +5, Fly +7, Knowledge
(arcana) +14, Knowledge (dungeoneering) +6, Knowledge
MAVARO (engineering) +8, Knowledge (history) +11, Knowledge (local) +7,
Male human occultist 7 Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +10,
N Medium humanoid (human) Perception +14, Spellcraft +11, Use Magic Device +13; Armor Check
Init +1; Senses aura sight, darkvision 60 ft., low-light vision, see Penalty –0
invisibility, Perception +14 Traits grief-filledUCA, *, spirit sense
DEFENSE Languages Abyssal, Aklo, Azlanti, Celestial, Common, Infernal,
AC 19, touch 12, flat-footed 18 (+7 armor, +1 deflection, +1 Dex) Thassilonian, Varisian
hp 53 (7d8+15) SQ implements 4, magic item skill*, mental focus (15), object reading
Fort +8, Ref +4, Will +8; +2 vs. emotions Combat Gear oil of daylight, potions of cure serious wounds (2), scroll
OFFENSE of align weapon, wand of cure moderate wounds (4 charges),
Speed 30 ft. acid (2); Other Gear +1 mithral breastplate, +2 one-eyed sword
Melee +2 one-eyed sword +11 (1d8+6/19–20) (longsword), masterwork composite longbow (+4), headband
Ranged masterwork composite longbow +7 (1d8+4/×3) of vast intelligence +2, ring of protection +1, backpack, dagger,
Implement Schools headband, hemp rope (50 ft.), grappling hook, talisman clasp,
Abjuration (talisman clasp, 2 points)—Resonant warding talisman; torches (5), trail rations (4), waterskin, 60 gp
Focus mind barrier (14 points) * This ability’s effects have been calculated into Mavaro’s statistics.
Divination (headband, 9 points)—Resonant third eye; Focus mind SPECIAL ABILITIES
eye (7 minutes), sudden insight (+3) Aura Sight As a standard action, Mavaro can read the alignment auras
Necromancy (Mother Wren’s skull, 1 point)—Resonant necromantic of creatures around him as the aura sight spell (Pathfinder RPG
focus; Focus mind fear (DC 17), pain wave (DC 17), spirit shroud Advanced Class Guide 174). When he does so, he knows the location
(7 minutes) and power of all chaotic, evil, good, and lawful auras within his sight.
Transmutation (one-eyed sword, 3 points)—Resonant physical Favored Class Mavaro gains a new focus power from his favored class.
enhancement (+2 Str); Focus legacy weapon (+2), mind over Implements Mavaro can access the abjuration school of magic through
gravity (7 minutes), philosopher’s touch (2 weapons, 7 minutes), his talisman clasp, the divination school of magic through his headband
sudden speed of vast intelligence +2, the necromancy school of magic through Mother
Occultist Spells Known (CL 7th; concentration +11) Wren’s skull, and the transmutation school of magic through his +2
3rd (2/day)—dispel magic, haste, retrocognitionOA , riding one-eyed sword. If these items are not in his possession, he must
possessionOA (DC 17) succeed at a DC 23 concentration check (1d20+11) to cast dispel magic
2nd (4/day)—false life, find traps, levitate, resist energy (without the talisman clasp), gaseous form (without the sword),
1st (6/day)—inflict light wounds (DC 15), lead bladesAPG, psychic retrocognition (without the headband), or riding possession (without
readingOA , shield the skull); a DC 22 concentration check to cast false life (without the
0—detect magic, mage hand, resistance, touch of fatigue (DC 14) skull), find traps (wihout the headband), levitate (without the sword),
TACTICS or resist energy (without the clasp); a DC 21 concentration check to
Base Statistics If Mavaro’s mental focus points are unassigned, his cast inflict light wounds (without the skull), lead blades (without the “All objects tell stories, friend. You just need to
statistics are Senses aura sight; Fort +7, Ref +3, Will +7; Melee sword), psychic reading (without the headband), or shield (without the listen when they speak.”
+2 one-eyed sword +10 (1d8+5/19–20); Ranged masterwork clasp); or a DC 20 concentration check to cast detect magic (without
composite longbow +7 (1d8+3/×3); Str 16; CMD +8; CMD 20; the headband), mage hand (without the sword), resistance (without +2 weapon special ability (for a list, see page 469 of the Pathfinder
Skills Perception +10. the clasp), or touch of fatigue (without the skull). RPG Core Rulebook). The bonus lasts for 1 minute.
STATISTICS Legacy Weapon If Mavaro expends 1 point of mental focus from his Mental Focus Mavaro has 15 points of mental focus, which he can
Str 18, Dex 12, Con 14, Int 18, Wis 10, Cha 11 +2 one-eyed sword, as a standard action he can touch a weapon invest into his implements at the beginning of the day to access his
Base Atk +5; CMB +9; CMD 21 and grant it a +2 enhancement bonus, or he can give it any +1 or implement schools’ resonant and focus powers. He can divide the
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Occultist 7
mental focus in any way he desires. It takes 1 hour for Mavaro to Necromantic Focus If Mavaro invested mental focus into Mother Wren’s
invest his implements with mental focus. skull, undead take a –1 penalty on saving throws against the skull’s
Once Mavaro invests mental focus in an implement, the bearer for every 4 points of mental focus Mavaro invested in it.
implement gains its school’s resonant power, and Mavaro can spend Additionally, the bearer can control an additional 2 Hit Dice of undead
mental focus stored in the implement to access its focus powers. for every point of mental focus invested (maximum 28). A spellcaster
The implement grants its resonant power to whoever possesses it who uses the skull as an additional focus for a necromancy spell to
(allowing Mavaro to aid allies, but making his spells more difficult create undead can create an additional 28 Hit Dice of undead.
to cast; see Implements above). Mavaro must be holding his Object Reading Mavaro can learn about items by spending 1 minute
implements to expend their focus powers. handling them. If it’s a magic item, he learns its properties and
Mavaro can choose to save generic mental focus inside his own command word as if he had used detect magic and made a
body instead of investing it. He can expend generic focus on any successful Spellcraft check. If the item has historical significance,
focus power he knows, but doing so costs twice as many points Mavaro learns one piece of information about its past. If the item
of mental focus, and an implement into which he did not invest was last used no longer than 4 days ago, Mavaro learns one piece
mental focus grants no resonant power. If one of his implements of information about its previous user. Mavaro does not learn if an
is lost or destroyed, the invested mental focus is lost. Mental focus item is cursed unless its caster level is 3rd or lower.
refreshes once each day after Mavaro sleeps for at least 8 hours. Pain Wave If Mavaro expends 1 point of mental focus from his
In the statistics above, Mavaro has invested 2 points of mental headband, as a standard action he can release a wave of pain in
focus in his talisman clasp, 9 points in his headband, 1 point in a 20-foot-radius burst centered on a designated point within 100
Mother Wren’s skull, and 3 points in his +2 one-eyed sword. feet. All living creatures in the area are sickened for 7 rounds. A
Mind Barrier As a swift action, Mavaro can expend 1 point of mental successful DC 17 Will save reduces the duration to 1 round. This is a
focus to create a shield of mental energy that protects him. The mind-affecting pain effect.
shield prevents a total of 14 points of damage, and lasts until the Philosopher’s Touch If Mavaro expends 1 point of mental focus from
start of Mavaro’s next turn or until exhausted. Mavaro can activate his +2 one-eyed sword, as a standard action he can touch up to two
this as an immediate action if he spends 2 points of mental focus. weapons and cause them to gain the properties of cold iron or silver
Mind Eye If Mavaro expends 1 point of mental focus from his for 7 minutes.
headband, as a standard action he can create a magical sensor Physical Enhancement When Mavaro invests mental focus into his
through which he can see and hear. The mind eye is invisible and +2 one-eyed sword, he can select Strength, Dexterity, or Constitution.
Fine in size, with AC 18, and any amount of damage destroys it. The sword grants a +2 temporary enhancement bonus to that score
Only magic weapons or spells can harm it. It has a fly speed of for every 3 points of mental focus invested (maximum +4). Mavaro
60 feet with perfect maneuverability and can travel up to 1 mile has chosen Strength for his +2 bonus in the statistics above.
away from Mavaro. Mavaro must concentrate as a standard action Spirit Shroud If Mavaro expends 1 point of mental focus from Mother
to direct the eye and see sensory images through it, but it sees as Wren’s skull, as a standard action he can gain 1d6+7 temporary hit
his eye sees, including any additional senses he has. The mind eye points. This stacks with other temporary hit points, but not from
lasts for 7 minutes. multiple uses of this ability. He also gains a +2 resistance bonus
Mind Fear As a standard action, Mavaro can expend 1 point of mental against death effects, fear effects, and any effects that bestow
focus from Mother Wren’s skull to cause creatures within 30 feet negative levels or deal negative energy damage (as long as the
with 7 Hit Die to become frightened for 1d4 rounds (Will DC 17 spells or effects allow a save). These effects last for 7 minutes.
negates). A frightened creature flees; if unable to flee, it may fight. Sudden Insight As a swift action, Mavaro can expend 1 point of “All objects tell stories, friend. You just need to
A frightened creature takes a –2 penalty on all attack rolls, saving mental focus to gain a +3 insight bonus to any ability check, attack
listen when they speak.”
throws, skill checks, and ability checks. Creatures with more than roll, or skill check.
1 Hit Die are instead shaken (shaken creatures simply take the Sudden Speed As a swift action, Mavaro can expend 1 point of mental Chapter 5 of the Pathfinder RPG Advanced Player’s Guide.
penalties). This is a mind-affecting fear effect. focus to increase his land speed by 30 feet for 1 minute. This ability Detect Magic: Mavaro can notice magic in a 60-foot cone. If he
Mind Over Gravity If Mavaro expends 1 point of mental focus from does not stack with itself. concentrates, he can find how many magic auras there are on the
his sword, as a standard action he can give himself a fly speed of 60 Spells Mavaro can cast the following spells. For full descriptions of the next round. On the round after that, he can try to find out more
feet with perfect maneuverability for 7 minutes. spells below, see Chapter 10 of the Pathfinder RPG Core Rulebook or about one aura.
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Occultist 7
Dispel Magic: This spell ends one ongoing spell cast on a creature Shield: Mavaro gains a +4 shield bonus to AC for 7 minutes and
or object, suppresses a magic item, or counters another spellcaster’s becomes immune to magic missile.
spell. If a spell is affecting a target or area, dispelling it requires Touch of Fatigue: Creature touched becomes fatigued (cannot
Mavaro to succeed at a dispel check (1d20+7) that’s higher than 11 + run or charge and takes a –2 penalty to Strength and Dexterity;
the spell’s or item’s caster level, or higher than the spell’s DC. Reflex DC 14 negates). Anything that would cause the creature to
False Life: Mavaro gains 1d10+7 temporary hit points for 7 hours. become fatigued instead makes it exhausted.
Find Traps: Mavaro gains a +3 bonus on Perception checks to Spirit Sense Mavaro gains a +2 bonus on Perception checks to avoid
find traps for 7 minutes. He receives a check to notice traps within being surprised and to detect invisible or incorporeal creatures.
10 feet, even if he is not looking for them. Third Eye If Mavaro invests mental focus into his headband, it
Haste: Mavaro can grant to up to 7 targets within 40 feet of grants the bearer a +1 insight bonus to Perception for every 2
him (and all within 30 feet of each other) a +30-foot enhancement points invested (maximum +7). If Mavaro invests at least 3 points
bonus to movement speed, +1 on attack rolls, +1 on Reflex saves, in it, it grants low-light vision. If he invests at least 6 points,
a +1 dodge bonus to AC, and an extra attack at the highest bonus it grants darkvision 60 feet (or increases existing darkvision’s
during any full attack. These benefits lasts for 7 rounds. range by 30 feet). If he invests at least 9 points, it grants the
Inflict Light Wounds: A creature touched takes 1d8+5 point of effects of see invisibility.
damage (Will DC 15 half). This spell heals undead creatures instead Warding Talisman When Mavaro invests mental focus into his
of damaging them. talisman clasp, it grants its holder a +1 resistance bonus on saves
Lead Blades: For 7 minutes, Mavaro’s sword deals 2d6+5 points of for every 2 points of mental focus invested (maximum +2).
damage. His dagger deals 1d6+3 points of damage. Mavaro must be Combat Gear: Mavaro’s combat gear is detailed below.
wielding the weapons for them to deal this amount of damage. Acid: Mavaro can throw a flask of acid as a splash weapon with a
Levitate: Mavaro can choose himself or a willing creature or +1 attack bonus and a range increment of 10 feet. A direct hit deals
object within 40 feet. As a move action, he can move the target up 1d6 points of acid damage. Every creature within 5 feet of where
to 20 feet up or down each round for 7 minutes. the acid hits takes 1 point of acid damage from the splash.
Mage Hand: Mavaro can point at one nonmagical object up to 40 Align Weapon: Makes a weapon chaotic, evil, good, or lawful for
feet away that weighs up to 5 pounds and move it as far as 15 feet the purposes of bypassing damage reduction.
in any direction. Oil of Daylight: When smeared on an object, Mavaro’s oil creates
Psychic Reading: Mavaro can read a person’s surface thoughts bright light for 60 feet and increases the light level by one step for
and learn about him or her. the next 60 feet for 50 minutes. If there is magical darkness in that
Resist Energy: Mavaro or a touched creature gains resist energy area, the overlapping area is instead unaffected by either spell.
20 against acid, cold, electricity, fire, or sonic. Potion of Cure Serious Wounds: This potion heals 3d8+5 points
Resistance: Mavaro or a touched creature gains a +1 resistance of damage.
bonus on saves for 1 minute. Wand of Cure Moderate Wounds: Mavaro’s wand heals 2d8+2
Retrocognition: While he concentrates or up to 7 minutes, Mavaro points of damage by touch. He must succeed at a DC 20 Use Magic
gains psychic impressions from past events in his current location. Device check to use the wand himself.
He receives impressions of the previous hour for the first minute he
concentrates, of the hour before that for the second minute, and so Mavaro is a man of many indulgences, making up for a modest
on. If a psychically turbulent event happened, he must succeed at a childhood and young adulthood spent deep in Varisia’s Mindspin
DC 20, 30, or 40 concentration check (1d20+11), depending on the Mountains, where he lived in a Pharasmin convent. When he was 22, “All objects tell stories, friend. You just need to
event’s severity, or the spell ends. Mavaro pilfered and sold the convent’s specially cast silver talismans
listen when they speak.”
Riding Possession: Mavaro projects his soul into a creature’s body to pay for a strange sword with a carved face and red gems for eyes.
as an observer for up to 7 hours unless it succeeds at a DC 17 Will Little did he know, however, that the talismans had been keeping an him harness the power of the convent’s remaining relics and expel
save. Mavaro can’t communicate with the creature directly, but he ancient evil entity at bay. Newly loosed, the entity called the Thorn the Thorn Priest. For the past 20 years, Mavaro has quietly sought the
can cast mind-affecting spells on the host as long as casting is a Priest murdered the nuns and possessed the prioress. Mavaro himself relics he traded away long ago, and this mission has led him to join
purely mental action. If the spell would normally affect multiple only survived by listening to the ghostly whispers that emanated from the Pathfinder Society. Ultimately, Mavaro seeks to undo the folly of
creatures, it only affects the host. the skull of Mother Wren, the convent’s founding abbess, who helped his youth and to finally face the Thorn Priest, which stalks him still.
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