Elvish Fighter

Eristinian the Younger's page

104 posts. Alias of Misroi.


Race

Investigator 1 HP 9/10 | AC 15 T 13 FF 12 | F +1 R +4 W +1 (+2 v ench) | CMB +1 CMD 14 | Speed 30' Init +2 Perc +5 Low-light vision 60'

About Eristinian the Younger

XP: 0
Male Elf Investigator (empiricst) 1
NG Medium Humanoid (elf)
Init +2; Senses Perception +5 (low-light)
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DEFENSE
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AC 15, touch 13, flat-footed 12. (+3 armor, +2 Dex)
hp 10 (1d8+2)
Fort +1, Ref +4, Will +1 (+2 vs enchantments)
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OFFENSE
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Spd 30 ft.
Melee +2 rapier (1d6+1, 18-20/x2)
Ranged +2 shortbow (1d6, RI 60', 20/x3)
Prepared Extracts:
1: comprehend languages, shield
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STATISTICS
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Str 12 (+1), Dex 15 (+2), Con 12 (+1), Int 18 (+4), Wis 8 (-1), Cha 12 (+1)
Base Atk +0; CMB +1; CMD 14

Feats Weapon Finesse

Traits Alchemical Adept (gain a +2 trait bonus on all Craft (alchemy) checks made to craft alchemical items. When you fail a Craft (alchemy) check by 5 or more but don't roll a natural 1, you don't ruin any raw materials or have to pay that cost again), Bruising Intellect (Intimidate is a class skill, may use Intelligence modifier when making Intimidate checks instead of Charisma modifier)

Skills Acrobatics (1) +6, Appraise (1) +8, Diplomacy (1) +5, Disable Device (1) +7, Intimidate (1) +8, Knowledge (dungeoneering) (1) +8, Knowledge (local) (1) +8, Perception (1) +5, Sense Motive (1) +3, Stealth (1) +6.

Languages Common, Draconic, Elven, Gnome, Goblin, Orc.
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SPECIAL ABILITIES
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Favored Class: Investigator (Extra HP: 1, Extra SP: 0)

Racial Stuff:

Elven Immunities: immune to magical sleep effects, and gain a +2 bonus against enchantment spells and effects.

Keen Senses: +2 to Perception checks.

Elven Magic: +2 racial bonus on caster level checks made to overcome spell resistance and +2 racial bonus on Spellcraft checks made to identify the properties of magic items.

Weapon Familiarity: proficient with longbows, composite longbows, longswords, rapiers, shortbows, and composite shortbows. May treat any weapon with "elven" in its name as a martial weapon.

Alchemy:

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.

Formula Book:

1: blend, comprehend languages, endure elements, expeditious retreat, monkey fish, shield

Inspiration:

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: +(lvl/2) to Perception checks to find traps and to all Disable Device checks (min 1, current 1).

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EQUIPMENT
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Studded leather armor, rapier, shortbow, 20 arrows, silver light mace, cold iron dagger, investigator's kit (alchemy crafting kit, backpack, bedroll, belt pouch, flint & steel, ink, inkpen, iron pot, mess kit, soap, torches x 10, trail rations (5 days),waterskin), alchemist's fire, 5 gp.

Background:

Eristinian grew up in the shadow of his father, a shrewd Kyonin diplomat for whom he was named. He spent his youth intrigued by mental pursuits, but showed little aptitude for actual arcane studies. He preferred the natural world and the processes that revealed themselves with experimentation, and understandably excelled in the alchemical sciences. As he was preparing to give his dissertation on the chemical compounds found within Darklands crystals and how to use them to make alchemical fire burn longer, he began to notice supplies missing from the storerooms. By themselves, they would not have any real power, but combined they would create a massive explosion. He began looking into the disappearing reagents, and discovered that a fellow alchemist was plotting to blow up a meeting between Kyonin officials and some Razmiran priests to incite a war between the two. He was able to confront the saboteur and warn the delegation, but was unable to prevent the explosion. His father was able to get the Razmirans to safety, but he was badly injured in the blast, putting an end to his days of diplomacy.

While Eristinian realizes he did everything he could to stop the plot, he left Kyonin after he learned his father was stable. He felt embarrassed that Eristinian the Elder was languishing in the capital, and wanted to use his abilities elsewhere without being a reminder of his father's invalidity. Having heard of tales of treasure and an abandoned stronghold on the Andoran/Chelaxian border, he has headed to the small town of Saltmarsh, ignorant of the sinister secret therein...