Sylph

Aerian's page

247 posts. Organized Play character for JAF0.


Full Name

Aeran

Race

sylph investigator (empiricist)/3 | -17 *

Classes/Levels

skills:
acro 6, bluff 6/8, crft alch 10, diplo 8/10, dd 10, fly 5, kn arc 12, kn dung 10, kn eng 10, kn geog 10, kn hist 10, kn local 11, kn nat 10, kn nob 10, kn planes 11, kn rel 10, ling 6, perc 10, sm 9, stlth 7, umd 10

Gender

HP 21/21; AC 12/12/10; f 2, r 6, w 4; bab 2, melee +2, ranged +4; cmb 2, cmd 14; init +4; wclw 47; inspiration 6/6; folio reroll 1/1 |

Alignment

N-NG (Neutral tending toward Neutral Good)

Deity

Irori

Location

pfs # 52335-17

Languages

common, auran, aquan, terran, ignan, elven, undercommon

Strength 10
Dexterity 14
Constitution 10
Intelligence 18
Wisdom 11
Charisma 14

About Aerian

Aerian
Male sylph investigator (empiricist) 2 ( Pathfinder RPG Advanced Class Guide 30, 100, Pathfinder RPG
Bestiary 2 258)
N Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 15 (2d8+2)
Fort +1, Ref +6, Will +4; +2 vs. [air] or [electricity] spells, or electricity damage
Resist electricity 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +1 (1d4/19-20) or
short sword +1 (1d6/19-20)
Ranged light crossbow +3 (1d8/19-20)
Investigator (Empiricist) Extracts Prepared (CL 2nd; concentration +6)
1st—adhesive spittle ACG (DC 15), heightened awareness ACG, shield
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Statistics
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Str 10, Dex 14, Con 10, Int 18, Wis 11, Cha 14
Base Atk +1; CMB +1; CMD 13
Feats Airy Step ARG
Traits - custom trait -, - custom trait -
Skills Acrobatics +3 (-1 to jump), Bluff +8, Craft (alchemy) +8 (+10 to create alchemical items), Diplomacy
+8 (+10 to gather information (You can use your Intelligence Modifier instead of Charisma)), Disable
Device +8, Fly +0, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8,
Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8,
Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +8, Perception +8,
Sense Motive +4 (+5 when detecting lies), Spellcraft +8, Survival +0 (+2 to avoid becoming lost), Use
Magic Device +8
Languages Aquan, Auran, Common, Elven, Ignan, Terran, Undercommon
SQ alchemy (alchemy crafting +2), ceaseless observation, inspiration (5/day), trapfinding +1, weather
savvyARG
Combat Gear cold iron crossbow bolts (50), crossbow bolts (50), potion of cure light wounds , potion of
cure light wounds , wand of cure light wounds (47 charges) , alchemist's fire (4), holy water (4), tanglefoot
bag, thunderstone; Other Gear dagger, light crossbow, short sword, cloak of resistance +1 , traveler's anytoolUE,
wayfinderISWG, animal glue UE, flint and steel, ink, inkpen (2), investigator starting formula book,
masterwork backpack APG, masterwork thieves' tools, paper (10), silk rope (50 ft.), trail rations (5), waist
pouchUW, 1,090 gp, 5 sp
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Special Abilities
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Airy Step +2 bonus vs. effects with air or electricity descriptor. Ignore first 30 feet of any fall.
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+2)
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Inspiration (+1d6, 5/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Weather Savvy You can predict the weather for the next 24 hours.

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Racial Traits:

Ability Score Racial Traits: Sylphs are quick and insightful, but slight and delicate. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Type: Sylphs are outsiders with the native subtype.
Size: Sylphs are Medium creatures and thus have no bonuses or penalties due to their size.
Speed: Sylphs have a base speed of 30 feet.
Languages: Sylphs begin play speaking Common and Auran. Sylphs with high Intelligence scores can choose from the following: Aquan, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.
Energy Resistance: Sylphs have electricity resistance 5.
SLA: Sylphs can use feather fall 1/day (caster level equals the sylph's total level).
Darkvision: Sylphs can see perfectly in the dark up to 60 feet.
Weather Savvy: Some sylphs are so in tune with the air and sky that they can sense the slightest change in atmospheric conditions. Sylphs with this trait can spend a full-round action to predict the weather in an area for the next 24 hours. The sylph's prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast.

traits:

Wind-Carried Voices (Sylph) You are a master of seeing through falsehoods and sharing secrets—the wind itself seems to carry your voice to those you trust. Benefit(s) You gain a +1 trait bonus on Sense Motive checks to tell when someone is lying to you. Additionally, at will, as long as you are outdoors or in an area where there is noticeable air movement, you can whisper to any creature from up to 30 feet away. You can only designate one person in sight to hear your voice, and nearby creatures can hear these messages with a successful DC 20 Perception check. This is an extraordinary ability that otherwise functions as message.

Student of Philosophy You were trained in a now-defunct philosophical tradition—such as that of the now-destroyed magic universities or astrologers—and learned to use logic and reason to persuade others. Benefit(s): You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).

feats:

Airy Step (Sylph) The air responds to your innate elemental nature, protecting you from harm and cushioning your falls. Prerequisites: Sylph. Benefit: You gain a +2 bonus on saving throws against effects with the air or electricity descriptors and effects that deal electricity damage. You may ignore the first 30 feet of any fall when determining falling damage.

Dilettante What some would call dabbling you call a wide range of interests. Your breadth of knowledge offers unexpected insights in many situations. Prerequisites: 2 ranks each in 5 different Knowledge skills. Benefit: You gain a +2 bonus on Knowledge checks if you have 1–5 ranks in that skill. This bonus does not stack with Skill Focus. You can make untrained Knowledge checks with DCs up to 15. Normal: You may only make untrained Knowledge checks for common knowledge (DC 10 or lower).

investigator class abilities:

Weapon and Armor Proficiency Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

Alchemy (Su) Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.

When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.

Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator’s level as the caster level.

An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.

Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.

An investigator uses the alchemist formulae list to determine the extracts he can know. An investigator can prepare an extract of any formulae he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is equal to 10 + the extract’s level + the investigator’s Intelligence modifier.

An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator’s or an alchemist’s formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.

Inspiration (Ex) An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Investigator Talent (Ex) or (Su) At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once.
Investigator talents marked with an asterisk (*) add effects to an investigator’s studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt..

Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

Trap Sense (Ex) At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).

empiricist abilities:

Ceaseless Observation (Ex) An empiricist’s ability to notice the minutiae of almost everything that happens around him allows him to make shrewd and insightful calculations about people and even inanimate objects. At 2nd level, an empiricist uses his Intelligence modifier instead of the skill’s typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information. This ability replaces poison lore and poison resistance.

investigator talents:

Tumor Familiar (Ex) Benefit: The alchemist creates a Diminutive or Tiny tumor on his body, usually on his back or stomach. As a standard action, the alchemist can have the tumor detach itself from his body as a separate creature vaguely resembling a kind of animal suitable for a familiar (bat, cat, and so on) and move about as if it were an independent creature. The tumor can reattach itself to the alchemist as a standard action. The tumor has all the abilities of the animal it resembles (for example, a batlike tumor can fly) and familiar abilities based on the alchemist’s caster level (though some familiar abilities may be useless to an alchemist). The tumor acts as the alchemist’s familiar whether attached or separated (providing a skill bonus, the Alertness feat, and so on). When attached to the alchemist, the tumor has fast healing 5. An alchemist’s extracts and mutagens are considered spells for the purposes of familiar abilities like share spells and deliver touch spells. If a tumor familiar is lost or dies, it can be replaced 1 week later through a specialized procedure that costs 200 gp per alchemist level. The ritual takes 8 hours to complete.

extracts known:

Adhesive Spittle
Ant Haul
Endure Elements
Monkey Fish
Shield
Touch of the Sea
True Strike
Heightened Awareness
Expeditious Retreat
Negate aroma

extracts for the day:

shield
adhesive spittle
Heightened Awareness
ant haul

tumor familiar:

Skunk

Built like a small badger, this creature has black fur with white stripes running from its face to its fluffy tail, which is raised in warning.

Skunk CR 1/4

XP 100
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +5

DEFENSE

AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 10 (3d8-3)
Fort +1, Ref +4, Will +1

OFFENSE

Speed 30 ft.
Melee bite +4 (1d3-4), 2 claws +4 (1d2-4)
Ranged spray +4 touch (musk)
Space 2-1/2 ft.; Reach 2-1/2 ft.
Special Attacks musk

STATISTICS

Str 3, Dex 15, Con 9, Int 2, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 6
Feats Weapon Finesse
Skills Perception +5

SPECIAL ABILITIES
Musk (Ex)

Up to twice per day, a skunk can spray a stream of noxious musk at a single target within 10 feet as a standard action. With a successful ranged touch attack, the creature struck by this spray must make a DC 11 Fortitude save or be nauseated for 1d4 rounds and then sickened for 1d4 minutes by the horrific stench. A successful save reduces the effect to only 1d4 rounds of being sickened. A creature cannot use the scent ability as long as it is affected by this musk. The save DC is Constitution-based, and includes a +2 racial bonus.

Protector (Familiar Archetype)

Note: Familiar archetypes modify familiars’ standard abilities, similar to how class archetypes modify player characters’ class features. These archetypes function by swapping out certain abilities that are standard to common familiars for new abilities tailored to particular themes. Unless otherwise stated, levels referenced in this section refer to the familiar’s effective level, which is the master’s combined levels in the classes that grant that familiar.

Protector familiars are so devoted that they would gladly give their lives for their masters.
Loyal Bodyguard (Ex)

A protector gains Bodyguard* and Combat Reflexes as bonus feats. If the familiar is occupying its master’s square, it can use Bodyguard to aid another to improve its master’s AC even if it doesn’t threaten the attacking foe.

This ability replaces alertness and improved evasion.

Bodyguard (Combat) Your swift strikes ward off enemies attacking nearby allies. Prerequisite: Combat reflexes. Benefit: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack. Normal: Aid another is a standard action.

Shield Master (Su)

At 5th level, whenever a protector or its master takes hit point damage, as long as the protector and its master are touching, its master can choose to split the damage evenly between them as if using shield other.

This ability replaces deliver touch spells and speak with animals of its kind.
In Harm’s Way

At 11th level, a protector gains In Harm’s Way as a bonus feat.

This ability replaces spell resistance.

equipment:

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clothing
belt pouch
flint and steel/tinderbox
dagger [dice=to hit dagger]1d2+10[/dice] [dice=dmg if hits]1d4[/dice]
short sword [dice=to hit short sword]1d20+1[/dice] [dice=dmg if hits]1d6[/dice]
mess kit
silk rope 50'
soap
trail rations 5 days
paper
ink
pens
glue
waterskin
light crossbow [dice=to hit lite xbow]1d20+3[/dice] [dice=dmg if hits]1d8[/dice]
17 normal bolts
20 cold iron bolts
thunderstone
mw thieves tools
alchemist fire x4
holy water x4
potion clw x2
tanglefoot bag
wayfinder
wand clw
traveler's anytool
cloak of resistance +1

introduction and backstory:

"Hi, I'm Aerian.. I am from the town of Piren's Bluff in Andoran... It is deep in the pass between Andoran and Cheliax. The Lord of Piren's Bluff seems intent on turning Piren's Bluff toward Cheliax. When he had a temple to Asmodeus build in the town, my family left in disgust and never looked back... I was sad to lose the only home I ever knew... and we moved from our beloved mountains to the lowlands. We settled in Almas, where my father, Jior, became known as a renowned scholar of history and geography. My mother, no less noted for her own skills as a physician, was not terribly happy with the move to the lowlands and passed shortly after our arrival in Almas. My father's remarriage a year later to a local socialite and heiress did not go over well with most of us kids. My siblings and I all moved out except my youngest sister, who was too young at the time."

"I traveled around a bit, but felt aimless and lost, until a friend recommended that I try the University of Lepidstadt for a formal education. With my father's blessing and financial help, I was able to apply and attend, majoring in history and science. Ustalav was quite different from Andoran, but I loved the university and felt very much at home there. It was almost like being cloistered in a cocoon of higher learning. When I was done with my studies, I truly just wanted to stay on, but Father wouldn't pay any further, and I had no money of my own other than a small salary I earned by working part time in the University library, so I joined the Pathfinder Society so I could travel and continue to learn all I could about the world and put my education to good use."

"And so, here I am, ready to travel on behalf of the Society."