Wayang

Kardess Dashō's page

131 posts. Organized Play character for Granta.


About Kardess Dashō

Male wayang investigator (empiricist) 4
N Small humanoid (wayang)
Faction Dark Archive
Init +3; Senses Perception +13 (+15 vs. traps); darkvision 60 ft.
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DEFENSE
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AC 20, touch 15, flat-footed 16 (+4 armor, +3 Dex, +1 dodge, +1 shield, +1 size); +1 dodge vs. traps
hp 39 (4d8+16)
Fort +4, Ref +7, Will +3; +1 dodge vs. traps, +2 vs. illusion and shadow
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OFFENSE
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Speed 20 ft.
Melee heavy mace +7 (1d6+2) or dagger +7 (1d3+2/19-20)
Ranged shortbow +8 (1d4+2/x3) or dagger +8 (1d3+2/19-20)
Special Attacks studied combat +2, studied strike +1d6
Spells Prepared (4th CL; Concentration +8)
1st—heightened awareness (3, 2)
2nd—alchemical allocation (2)
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STATISTICS
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Str 14, Dex 16, Con 14, Int 19, Wis 8, Cha 10
Base Atk +3; CMB +4; CMD 17
Feats Dodge*, Toughness*
Skills Acrobatics +7, Craft (alchemy) +13, Disable Device +15, Knowledge (arcana, local, planes, religion) +11, Knowledge (dungeoneering, engineering, geography, history, nature, nobility) +4, Linguistics +8, Spellcraft +8, Stealth +16, Use Magic Device +11; Racial Modifiers +2 Perception, +6 Stealth; Other Modifiers +5 Craft (alchemy) on Day Job checks
Traits accelerated drinker, life of toil*
Languages Azanti, Common, Nagaji, Samsaran, Tengu, Thassilonian, Tian, Wayang
SQ alchemy, inspiration (6/day), dissolution's child, investigator talents (extend potion), keen recollection, light and dark, trap sense +1, trapfinding +2
Gear acid (3), alchemist's fire (3), alchemist's lab, alkali flask (3), bottled lightning (3), buckler (mwk), composite shortbow (mwk, Str +2) w/ 19 arrows, dagger (mwk cold iron), darkleaf cloth lamellar, headband of vast intelligence +2, heavy mace (mwk silver), holy water (3), itching powder (3), liquid ice (3), potion of fly, potion of heroism, potion of protection from acid, shard gel (3), spring loaded wrist sheath (2), tanglefoot bag (3), thieves' tools (mwk), scroll of lesser restoration (7), wand of cure light wounds (46), 1,737 gp (4 PP)
Temporary Gear scroll of cure moderate wounds, scroll of daylight, scroll of remove blindness/deafness, scroll of remove disease, figurine of wondrous power (silver raven)
*The effects of this ability have already been calculated into Kardess' statistics.
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SPECIAL ABILITIES
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Accelerated Drinker Kardess may drink a potion as a move action instead of a standard action as long as he starts his turn with the potion in his hand.

Alchemy (Su) When using Craft (alchemy) to create an alchemical item, Kardess gains a competence bonus equal to his class level on the skill check. In addition, he 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, Kardess 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, his level as the caster level.

Kardess can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on the table above. 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 Kardess 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 his possession, then reactivates as soon as it returns to his keeping—he cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so Kardess must prepare his extracts anew 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.

Kardess uses the alchemist formula list to determine the extracts that he can know. He can prepare an extract of any formula he knows. To learn or use an extract, he must have an Intelligence score equal to at least 10 + the extract's level. The saving throw DC of his extract is equal to 10 + the extract's level + his Intelligence modifier.

Kardess 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, he 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 of any level that he can create. He can also add formulae to his book just as a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. Kardess 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. He can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). Kardess does not need to decipher arcane writing before copying formulae.

Ceaseless Observation (Ex) Kardess' 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. He uses his Intelligence modifier instead of the skill's normal key 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.

Dissolution's Child (Su) Once per day, Kardess may change his appearance to look as if he were little more than a 4-foot-tall area of shadow. His physical form still exists and he is not incorporeal —only his appearance changes. This works like invisibility, except it only lasts 1 round per level (maximum 5 rounds).

Extend Potion A number of times per day equal to his Intelligence modifier, Kardess can cause any potion he drinks that does not have an instantaneous duration to function at twice its normal duration. This does not apply to extracts.

Inspiration (Ex) Kardess has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). His 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 (his inspiration die) to the result of that check, including any on which he takes 10 or takes 20. This choice is made after the check is rolled and before the result is revealed. Kardess can use inspiration once only per check or roll. He can use inspiration on any Knowledge, Linguistics, or Spellcraft 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 two uses of inspiration each time. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Keen Recollection Kardess can attempt all Knowledge checks untrained.

Light and Dark (Su) Once per day as an immediate action, Kardess can treat positive and negative energy effects as if he were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute once activated.

Studied Combat (Ex) Kardess 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. 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.

Kardess can have only one target of studied combat at a time, and once a creature has become the target of a studied combat, he cannot become the target again for 24 hours unless Kardess expends one use of inspiration when taking the move action to use this ability.

Studied Strike (Ex) Upon successfully hitting his studied target with a melee attack, Kardess can make a studied strike as a free action against that target to deal additional damage. The additional 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. He cannot use studied strike against a creature with concealment.

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

Trap Sense (Ex) Kardess gains 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).

Unfailing Logic (Ex) Kardess gains a +2 insight bonus on all Will saving throws against illusion spells or spell-like abilities that allow a save to disbelieve their effects. In addition, he can expend one use of inspiration as an immediate action to use his Intelligence bonus instead of his Wisdom bonus on all such saves for 1 round.

At 8th level, Kardess' insight bonus increases to +4. At 16th level, he gains immunity to all illusion spells and spell-like abilities that allow a save to disbelieve their effects.
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BOONS
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Alchemical Versatility Kardess can apply an alchemical weapon to one manufactured weapon or 10 projectiles as a move action.

  • Acid: Grant a weapon the corrosive property for 2 rounds.
  • Alchemist Fire: Grant a weapon the flaming property for 3 rounds.
  • Bottled Lightning: Grant a weapon the shock property for 3 rounds.
  • Liquid Ice: Grant a weapon the frost property for 3 rounds.
  • Holy Water: The weapon deals 1d6 extra damage to undead and evil outsiders for 3 rounds. This bonus damage is untyped and bypasses any DR.
  • Itching Powder: This coats the weapon in itching powder for 3 rounds.
  • Shard Gel: The weapon counts as a piercing weapon for 3 rounds.
  • Tanglefoot Bag: Grant a melee weapon the grappling property for 1 minute.

    Antidotes and Remedies Kardess may chew a bundle of plants as a standard action to produce one of the following effects:

  • Heal 1d4+1 points of damage.
  • Gain a +2 alchemical bonus on Fortitude saves against disease for 1 hour.
  • Gain a +2 alchemical bonus on Fortitude saves against poison for 1 hour.
  • Gain a +2 alchemical bonus on Fortitude saves against effects that would nauseate or sicken him for 1 hour.

    Bringing the Truth to Light At the beginning of Kardess' turn, he can treat the DR of devils as if it were 5 lower and the SR of devils as if it were 2 lower until the beginning of his next turn.

    Eliza's Insight Kardess may roll twice and take the higher result on a skill check to notice or decipher a clue as part of an investigation.

    Explore, Report, Cooperate As a one-time, free or immediate action, Kardess may consider whether a particular action he names would affect the secondary success condition.

    Inside Connection Kardess gains a +2 bonus on all Charisma-based checks against the faithful of Razmir.

    Prized Find If Kardess would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, he may cross this boon off his Chronicle sheet to remind his superiors of his past breakthroughs and earn the 1 Prestige Point as if he had successfully fulfilled the condition.

    Stolen Deeds Purchasing any property in Absalom costs 1 less PP than normal (minimum 1).

    The Real Lofton's Aid If Kardess is sent to jail or otherwise imprisoned, he can negate the typical cost in Prestige Points or gold of securing his release.

    Worthy Foe As a swift action, Kardess can gain a +2 bonus on attack and weapon damage rolls against magical beasts and orcs, as well as a +2 dodge bonus to AC against their attacks.
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    SPELLBOOK
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  • alchemical allocation
  • ant haul
  • comprehend languages
  • crafter's fortune
  • endure elements
  • heightened awareness
  • monkey fish
  • touch of the sea
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    MACROS
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    Tactics Kardess uses Studied Combat whenever possible, but will only use Studied Strike if he has reason to believe he's delivering the killing blow.

    If he thinks combat is coming in the next hour or two, Kardess will cast alchemical allocation and then drink his potion of heroism, using the extend potion ability.

    Basic:
    +2 Attack w/ heroism.

    [dice=Heavy Mace]1d20+7[/dice] [dice=Bludgeoning, Silver]1d6+2[/dice]
    [dice=Dagger]1d20+7[/dice] [dice=Piercing, Cold Iron]1d3+2[/dice]
    [dice=Dagger]1d20+7[/dice] [dice=Slashing, Cold Iron]1d3+2[/dice]
    [dice=Shortbow]1d20+8[/dice] [dice=Piercing]1d4+2[/dice]
    [dice=Dagger (ranged)]1d20+8[/dice] [dice=Piercing, Cold Iron]1d3+2[/dice]
    [dice=Dagger (ranged)]1d20+8[/dice] [dice=Slashing, Cold Iron]1d3+2[/dice]


    Studied Combat:
    +2 Attack w/ heroism.

    [dice=Heavy Mace]1d20+9[/dice] [dice=Bludgeoning, Silver]1d6+2[/dice]+[dice=Precision]2[/dice]
    [dice=Dagger]1d20+9[/dice] [dice=Piercing, Cold Iron]1d3+2[/dice]+[dice=Precision]2[/dice]
    [dice=Dagger]1d20+9[/dice] [dice=Slashing, Cold Iron]1d3+2[/dice]+[dice=Precision]2[/dice]
    [dice=Shortbow]1d20+10[/dice] [dice=Piercing]1d4+2[/dice]+[dice=Precision]2[/dice]
    [dice=Dagger (ranged)]1d20+10[/dice] [dice=Piercing, Cold Iron]1d3+2[/dice]+[dice=Precision]2[/dice]
    [dice=Dagger (ranged)]1d20+10[/dice] [dice=Slashing, Cold Iron]1d3+2[/dice]+[dice=Precision]2[/dice]


    Studied Strike:
    +2 Attack w/ heroism.

    [dice=Heavy Mace]1d20+9[/dice] [dice=Bludgeoning, Silver]1d6+2[/dice]+[dice=Precision]1d6+2[/dice]
    [dice=Dagger]1d20+9[/dice] [dice=Piercing, Cold Iron]1d3+2[/dice]+[dice=Precision]1d6+2[/dice]
    [dice=Dagger]1d20+9[/dice] [dice=Slashing, Cold Iron]1d3+2[/dice]+[dice=Precision]1d6+2[/dice]
    [dice=Shortbow]1d20+10[/dice] [dice=Piercing]1d4+2[/dice]+[dice=Precision]1d6+2[/dice]
    [dice=Dagger (ranged)]1d20+10[/dice] [dice=Piercing, Cold Iron]1d3+2[/dice]+[dice=Precision]1d6+2[/dice]
    [dice=Dagger (ranged)]1d20+10[/dice] [dice=Slashing, Cold Iron]1d3+2[/dice]+[dice=Precision]1d6+2[/dice]