About Arcadia ThornePre-Shiv:
Like many half-elves, Arcadia found herself stuck between a rock and a hard place. Elves looked down on her, humans expected too much of her. Spending so much of her time on the outside looking in sated a strong, natural curiosity and desire to know everything going on around her, even when (and especially when) people wouldn't tell her directly.
So she climbed gutters, hid under open windows, and learned how to read people so she could get whatever information she could, or wanted, out of them. As she aged, she turned these skills away from selfish pursuits and into slightly more noble aspirations. It's a lot easier to make a living on the outside of a jail cell or noose, after all. Along the way, she picked up an interest in throwing together potions with fun, and hopefully useful, side effects. If you're around her long enough, you'll hear the "did I tell you about the time I drank what I call a 'bouncy body' potion I made and couldn't sleep for a week?" story more times than you care to. Arcadia seems warm and approachable. It's only after a couple of hours of talking to her that you realize you've told her your life story and aren't even sure you know her last name. She'll wink, tip her hat, and make a comment about the time. And you probably won't even mind. After the Shiv:
Stuck on an island with a fairly small group of people changes a woman, and Arcadia is no exception. She still mostly plays her cards close to her chest, but she finds opening up to her companions on the Shiv made it easier to hold slightly more balanced conversations with strangers once they reach Eleder.
She seems to hold Faith in especially high regard. Appearance:
Arcadia so often wears her distinctive hat that it's easy to forget she's got hair tucked away underneath it. But when it's visible, it's long, surprisingly well kept, the color of warm mahogany. Her eyes are honeyed brown with a glint of yellow in them in the right light. Anyone looking closely enough might see the edges of a strange scar that nearly touches her collarbone on the right side of her body, but they'll only see it for a moment before she'll conveniently shift and hide it away once more. CG Female Half-Elf Investigator 5 (Favored Class)
Initiative +3; Perception +8 -------------------
HP: 31 (5d8+5)
Saves: Fort +2, Ref +6, Will +5
Special Defenses: None -------------------
Melee: +2 Sword cane, AB +6 (1d6+2, Crit 20)
Ranged: Shortbow, AB +5 (1d6)
Special Attacks: -------------------
BAB: +3; CMB: +4, CMD: 16, Modifiers: None Inspiration: 6 a day Extracts: 5 first level, 3 second level / day Feats: Quick draw, Extra Investigator Talent (1 rank) Racial Traits: Low-Light Vision, Elf Blood, Elven Immunities, Integrated, Keen Senses, Multitalented Traits: Boarded in Cheliax, Surprise Weapon, Tireless Logic Skills:
Acrobatics +7 (2)
Modifiers: Languages: Elvish, Taldane, Infernal, Dwarven, Celestial, Orc, Abyssal, Polyglot -------------------
Class Abilities:
Proficiencies: Proficient with simple weapons + hand crossbow, rapier, sap, shortbow, short sword, and sword cane. Proficient in light armors, but not shields. Inspiration: Inspiration pool equal to 1/2 my level + intelligence modifier. As a free action, I can expend one use of inspiration from my pool and add 1d6 to the result of that check. The choice is made after the check is rolled and before the results are revealed. This can only be used once per roll. I can use this on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, as long as I'm trained in the skill. Trapfinding - I add 1/2 my level to Perception skill checks made to locate traps and to Disable Device checks. I can use Disable Device to disarm magical traps. Poison Lore - I cannot accidentally poison myself when applying poison to a weapon. I can attempt a Knowledge (Nature) check to identify any natural poison or Knowledge (arcana) to identify any magical poison. Once the poison is identified, I can spend 1 minute and attempt a Craft (alchemy) check to neutralize one dose of the poison. Poison Resistance + 4 - Saving throws against poison. Quick Study - Use Studied Combat as a Swift Action instead of a Move Action Trap Sense - +1 bonus on Reflex saves to avoid traps and +1 dodge bonus to AC against attack by traps. Studied Combat - Use a move action to study a single enemy, add 1/2 my investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against that creature. The effect lasts as many rounds as my Int modifier, or until studied strike. Studied Strike - Free action when a target is studied. Upon successfully hitting the target with melee, I deal 1d6 additional damage. Swift Alchemy - Create items in half the normal amount of time, apply poison to weapons as a move action instead of standard. Expanded Inspiration (via Extra Investigator Talent feat) - Use inspiration on trained Diplomacy, Heal, Perception, Profession, and Sense Motive without expanding inspiration Infusion - When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects. Abilities from Feats
Abilities from Traits:
Surprise Weapon: You are skilled at fighting with objects not traditionally considered weapons. You gain a +2 trait bonus on attack rolls with improvised weapons. Tireless Logic: Your curious mind figures out even the most complex problems. Once per day when you make an Intelligence-based skill check or ability check, you can roll twice and take the better result. Integrated: Members of this race gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks. Extracts (Available per day): 8 (5/first lvl, 3/second lvl)
Known Formulae:
Level 1: Adhesive Spittle - Spit a tanglefoot bag at a creature. Comprehend Languages - You understand all spoken/written languages for 10 minutes/level Cure Light Wounds - Cures 1d8 damage + 1/level (max +5) Detect Undead - Reveals undead within 60 feet Disguise Self - Changes appearance Firebelly - A magical fire warms your belly, granting you fire resistance 5 and as a standard action, you can breathe a 15-foot cone of flame that deals 1d4 fire damage (Ref half, SR applies). Polypurpose Panacea - Gain a relaxing or entertaining effect. Shield - Invisible disc gives +4 to AC, blocks magic missiles. Tears to Wine - This spell turns nonmagic liquids—including spoiled, rotten, diseased, poisonous, or otherwise contaminated drinks, tears, seawater, and similar fluids—into mead or wine of average quality. Level 2: Cat's Grace - Subject gains +4 to Dex for 1 min./level Cure Moderate Wounds - Cures 2d8 damage + 1/level (max +10) Lesser Restoration - Dispels magical ability penalty or repairs 1d4 ability damage Spiderclimb - Grants ability to walk on walls and ceilings. Level 3: Remove Disease - Remove disease can cure all diseases from which the subject is suffering. You must make a caster level check (1d20 + caster level) against the DC of each disease affecting the target. Success means that the disease is cured. The spell also kills some hazards and parasites, including green slime and others. Water Breathing - Subjects can breathe underwater for 2 hours Gear to Aid Alchemy: Boro Bead - Once per day on command, a boro bead enables the bearer to recharge any one extract that he had mixed and then consumed that day Scrolls To Transcribe: -------------------
Weapons: +2 Sword Cane
Mundane Gear:
In the backpack: Bedroll (5), 10 candles, crowbar (5), 5 fishhooks, 1 empty flask (1), flint and steel, ink (1oz vial), inkpen, lantern (hooded) (2), mirror (small steel) (.5), 10 sheets of paper, rope (silk, 50ft) (5), sewing needle, soap (.5), waterskin (4), sunrod (1), pint of oil (1), trail rations (5), Spellbook, Spell Ink(100gp worth), Poisons: Bloodroot x1, Blue whinnis x1, Greenblood oil x5, Drow poison x2
Money: 1479 GP, 14 SP Claimed Loot Value: 16,677 gp Claimed Loot:
|