Cleric of Pharasma

Icabhod Tilneros's page

228 posts. Alias of Andrea1.


Full Name

Icabhod Tilneros

Race

Human

Classes/Levels

NG Human Investigator 4|HP 33/33|AC16T12FF14|F3R6W4|Per7 Insp5/5

Gender

M

Size

M

Age

25

Strength 10
Dexterity 15
Constitution 14
Intelligence 16
Wisdom 10
Charisma 10

About Icabhod Tilneros

Full Name : Icabhod Tilneros

Race: Human

Classes/Levels: Investigator 4

Gender M

Size M

Age 25

Special Abilities :

Alignment: NG

Deity : Nethys

Location :

Languages :

Occupation : Security

Strength 10
Dexterity 15 (+2)
Constitution 14 (+2)
Intelligence 16 (+3)
Wisdom 10
Charisma 10
Height: 5'8" Weight: Hair : Bald Eyes: Brown
Favored Class: Investigator (Skill/HP/Race)
EXP:
Hit Points: 33
Spd: 30
Init: +6
AC: 16 (+6 armor shield +2 Dex)/Touch 12/FF 14)
BAB: +3
CMB: +3
CMD: 15
Saves: Fort +3 Ref +6 Will +4 +5 Saves vs. Poison

Weapons:
Club +3 1d6
+1 Rapier +7 1d6+1 18-20/x2
+1 Rapier Studied Combat +9 1d6+3 18-20/x2
Dart +5 1d4 20 feet

Skills: 10/level
Perception (4+3) 7 8 vs. traps
Disable Device (4+2+3) 9
Heal (4+3) 7
Sense Motive (4+3+1 trait) 8
Stealth (4+2+3) 9
Know-Nobility (4+3+3) 10
Know-Local (4+3+3) 10
Craft-Alchemy (4+3+3+4) 14
Acrobatics (4+2+3) 9
Know-History (4+3+3) 10

Background skills 2/level
Linguistics (4+3) 7 (Elven,Dwarven)
Know-Engineering (4+3) 7

Feats: Improved Initiative(+4),Weapon Finesse,Weapon Focus-Rapier
Traits: Taldon Patriot (+1 Sense Motive),Iron Liver(+2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol)
Special Abilities:

Alchemy:

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.+3 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:
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).5 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.
[spoiler=Trapfinding]]An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1)+2. An investigator can use Disable Device to disarm magical traps.


Poison LoreAn investigator has a deep understanding and appreciation for poisons. At 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator spends 1 minute physically examining the poison, he can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison’s saving throw DC). Lastly, once a poison is identified, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison’s saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.
Poison Resistance
At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the investigator becomes completely immune to poison.
Keen RecollectionAt 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Trap Sense 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) +1
Investigator Talent-Quick Study An investigator can use his studied combat ability as swift action instead of a move action.
Studied CombatWith a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. +2 This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.

An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, he cannot become the target of the same investigator’s studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.
Studied strike
At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.

If the investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.

The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.
Extracts per day 4/2/////
1.Cure Light Wounds,Anticipate Peril,Shield,Long Arm,Tears to Wine,Disguise Self,Keen Senses
2.Barkskin
3.
4.
5.
6.

Extracts Prepared.
1.Long Arm,Shield,Keen Senses,Tears to Wine
2.Barkskin,Empty
3.
4.
5.
6.

Equipment
Investigator's Kit (40)
alchemy crafting kit
backpack
bedroll
belt pouch
flint and steel
ink
inkpen
iron pot
mess kit
soap
torches (10)
trail rations (5 days)
waterskin.
Thieves' tools
Club (0)
Rapier (20)
+1 rapier
Leather armor (10)
Mithril Chain Shirt (+4 Armor +6 Dex bonus no ACP)
courtier’s outfit
2 Potions Delay Poison
1 Anti Toxin
1 Dose Black Adder venom
1 dose medium spider venom
1 Dose oil of taggit

5 Darts
94 gp
700 gp
1079 gp
100 gp of jewelry.

Description:
Icabhod stands at a slim 5'9' and his skin is deeply tanned due to his time in the southern lands. He is naturally bald and keeps clean shaven. When not out in potentially hostile
situations, Icabhod favors loose trousers and a knee length robe designed to help conceal his tools.

Background
Icabhod never knew his parents, having been dropped off at a temple of Pharesma as an infant, no doubt due to him being an extra mouth that they could not afford to feed. His stay there was short, since an unscrupulous acolyte had discovered a way to fill their purse by pawning off extra foundlings to those who would buy them. He was bought as a slave to some noble's house and given a eunuch procedure before being trained to ensure the safety and health of the master's household. Icabhod learned how to make sure the premises were secure, how to tend to wounds and be invisible until needed.
Icabhod's fortunes changed when a higher ranked noble that he cured of a nasty infection bought his contract and gave him his freedom, as well as employing him with a full salary.

Facets: Genius 1 Subterfuge 1 Agents 4/4

Three good quality locks (DC 30) for the front and back doors (240 gp)
10 Daggers (20 gp)
10 Shuriken (2 gp)
20 Crossbow bolts (2 gp)
20 Repeating Crossbow bolts (2 gp)