Seltyiel

Toorin's page

509 posts. Organized Play character for Clebsch73.


Full Name

Tûrin Valpamiucon

Race

| HP: 32/32 | AC: 16 (12 Tch, 14 Fl) | CMB: +2, CMD: 13 | F: +1, R: +2, W: +5 | Init: +5 | Perc: +7, SM: +5

Classes/Levels

| Speed 30ft | Telekinetic fist: 7/7; Mythic Power 5/7 | Active Conditions: Endure Elements, Mage Armor6

Gender

Male LG Elf Transmuter (Spellbinder) 2 / Investigator (Empiricist) 1

About Toorin

Tûrin Valpamiucon
Elf Transmuter (Spellbinder) 2/Investigator (Empiricist) 1
#105836-8

Background:

In Kyonin, the Valpamiucon family is one of the more ancient and aristocratic families. So the first son of Barathon (father) and Daeralda (mother) was groomed for important roles in life. He got the best training in swordsmanship, archery, and magic. He showed talent as a transmuter and developed a strong mind and accumulated wisdom and social graces from his high-born family. As he reached the age of ascending into a role of importance, the Pathfinder Society faction of the Sovereign Court emerged as a potentially influential new force for peace and concord in the Inner Sea. Young Tûrin was instructed to join the Pathfinder Society and the Sovereign Court faction and work his way up to a rank of importance.

When he was still growing up, he was exploring the forests of Kyonin and found an odd magic item: a splendid star sapphire set in a delicate amulet. He did not tell anyone about it but wore it under his shirt for a long time, not sure what it did but enchanted by imagining its history. From that time on, he found he was especially able to work transmuter magic. The item was eventually discovered by an elder, who identified it as an important Elven relic. Although Tûrin was unable to keep it, the effect it had on him remained, aiding him with transmutation magic and influencing his decision to become a transmuter wizard.

The other defining event of his young life was a love affair with another elf named Val (Validhreniel). She was also young, with a fiery spirit and a talent for sword fighting. They spent many happy years as youthful lovers, but she was older than he and came of age many years before Tûrin did. She loved Tûrin but could not remain in Kyonin while there was adventure to be had. She promised to reunite with him when he too was an adult, but since then, he has been unable to locate her. He leaves his arcane mark wherever he goes in hopes she will see it and he looks everywhere for her mark.

Tûrin can be arrogant and intimidating when he wants to be. He carries himself with the pride of an aristocrat of noble bearing. While he is not condescending or rude, he does not always suffer fools well nor tolerate dense members of the non-elven races.

Tûrin came close to pursuing a career as a cleric or practitioner of divine magic. He was strongly influenced by a wise mystic cleric of Yuelral named Beriaearwen. She taught him not only the lore of her tradition but of the other elven gods and goddesses, as well as some of the major deities of Golarian. Tûrin keeps the symbol of Yuelral as a medallion and takes walks under the stars when he is troubled and talks to her as if she were standing with him. Lately, he sends her messages to convey to Val and prays they will be reunited.

Near the end of his time in Kyonin, he promised to visit the temple of Yuelral and seek Beriaearwen's counsel before leaving for his life as a Pathfinder, but he let himself get distracted by other tasks and left without fulfilling his promise. Although Beriaearwen is not the sort to take offense at this minor transgression, Tûrin feels guilty about it and wishes he had done as he had promised. He worries something bad is going to happen to him as a result of not availing himself of the wisdom of his goddess when he had the chance.

Mythic Boons for Sands of Destiny 3:

Ability Score: Increase an ability score of your choice by 2: Con.
Exceptional Deeds: you gain two special abilities from the Mythic Power 2 Chronicle Sheet: Absorb Blow, Legendary Magic
Absorb Blow (Su): As an immediate action, whenever you take hit point damage from a single source (such as a dragon’s breath, a spell, or a weapon), you can expend one use of mythic power to reduce the damage you take from that source by 5 per tier (to a minimum of 0 points of damage taken). If you have another ability or effect that reduces damage (such as protection from energy), reduce the damage with the absorb blow ability before applying any other damage-reducing effects. For every 10 points of damage that this ability prevents, for 1 minute you gain DR 1/epic and 5 points of resistance against acid, cold, electricity, fire, and sonic damage. The DR and resistances stack with any other DR and resistances that you have.

Legendary Magic: As a swift action, you can expend one use of mythic power to cast any one spell without expending a prepared spell or spell slot. The spell must be on one of your class spell lists and must be of a level that you can cast with that spellcasting class. You don't need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can't be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

Hit Points: you gain 12 hit points.

Hard to Kill (Ex): Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.

Recuperation (Ex): At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as
barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Temporary changes in character sheet for Sands of Destiny #3 marked in brackets].


LG Medium Humanoid (Elf)
Init: +2; Senses Perception +7, Low-Light Vision

Defense
AC 12, touch 12, flat-footed 10 (+2 Dex)
When Mage Armor is active: AC 16, touch 12, flat-footed 16 (+4 armor, +2 Dex)
When Shield is active: AC 16, touch 12, flat-footed 16 (+4 shield, +2 Dex)
When both Mage Armor and Shield are active: AC 20, Touch 12, Flat-footed 18 (+4 armor, +4 shield, +2 Dex)
Trait gives +1 trait bonus when adjacent to a single foe.
hp 17 [32] (2d6+1d8+2)
Fort +0 [+1] Ref +2 Will +5
SQ Brooch of Shielding (absorbs next 40 points of Magic Missile damage)
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Offense
Speed 30 ft.
Melee MWK Longsword +3 (1d8+1/19-20) or dagger +2 (1d4+1/19-20) or Light Mace +2 (1d6+1)
Ranged Longbow +3 (1d8/x3) range 100'
Special Attacks: Telekinetic Fist (Sp) (7/day, 30', ranged touch, 1d4+1)
Arcane Strike: Swift action to activate; for 1 round, weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction.

Arcane School Spell-Like Abilities (CL 2nd; concentration +6)
7/day—telekinetic fist (1d4+1 bludgeoning)
Transmuter Spells Prepared (CL 2nd; concentration +6)
1st (3/day) Shocking Grasp, Magic Missile (DC 15), Snowball
0th (at will)(4 prepared) Detect Magic, Daze (DC 14), Flare (DC 14), Dancing Lights
Spellbinder Bonded Spell
Level 1: Burning Disarm
As a full-round action, the spellbinder may replace a spell of the same or higher level as his bonded spell with his bonded spell.
Opposition Schools necromancy, illusion

Investigator Extracts Prepared (CL 1; Concentration +5)
1st--Cure Light Wounds, Shield

Statistics
Str 12 Dex 14 Con 10 [12] Int 18 Wis 12 Cha 13
Base Atk +1; CMB +2; CMD 13
Feats Arcane Strike, Skill Focus (Diplomacy), Spell Focus (Transmutation)
Traits Tenacious Shifting, Expert Dualist
Skills Bluff +5, Craft (Alchemy) +8, Diplomacy +8, Disable Device +7, Heal +5, Intimidate +5, Knowledge (Arcana) +8*, Knowledge (Dungeoneering) +8*, Knowledge (Geography) +8*, Knowledge (History) +8*, Knowledge (Local) +8*, Knowledge (Nature) +8*, Knowledge (Nobility) +8*, Knowledge (Religion) +9*, Linguistics +9*, Perception +7 (+8 vs traps), Profession (Diplomat) +5, Sense Motive +5, Spellcraft +9* (+11 to identify the properties of magic items)
*These skills gain an additional 1d6 from Investigator Inspiration pool without spending any pool points.
Languages Common, Elven, Draconic, Sylvan, Osiriani, Azlanti, Gnoll, Kelish
SQ Alchemy (Alchemy Crafting +1), Inspiration (Inspiration Pool: 5/day), Trapfinding +1
Gear Brooch of Shielding, Potion of Cure Light Wounds (3), Wand of Mage Armor (44 charges), Gem of Brightness (2 charges), Scrolls (all CL 1, SP1): Air Bubble, Mount, Comprehend Languages, Floating Disk, Ant Haul, 4 3 scrolls of Endure Elements, 10 scrolls Create Water, holy water.
Other Gear dagger, light mace, MWK longsword, longbow, arrows (20), spell component pouch, explorer's outfit, smoked goggles, backpack, 50' silk rope, 20 10 gp worth of spellbook writing materials, courtier's outfit, jewelry (50 gp worth), combat-trained riding horse, riding saddle, saddlebags, otter, Thieve's tools, 4 waterskins, Climber's Kit, Gems: 3 @ 500 gp, 2 @ 100 gp, 18 PP, 28.5 gp in coins.

Splash (image)

Splash, pet otter:

N Tiny animal
Init +3; Senses low-light vision; Perception +1

DEFENSE
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +5, Will +1

OFFENSE
[b]Speed
20 ft., swim 30 ft.
Melee bite +5 (1d3-4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
[b]Str
3, Dex 16, Con 10, Int 2, Wis 13, Cha 5
Base Atk +0; CMB +1; CMD 7 (11 vs. trip)
Feats Weapon Finesse
Skills Escape Artist +4, Swim +10


Build Detail:

20 point build.
Str 11 (cost 1) +1 (Transmuter Physical Enhancement)
Dex 12 (cost 2) +2 (elf)
Con 12 (cost 2) -2 (elf)
Int 16 (cost 10) +2 (elf)
Wis 12 (cost 2)
Cha 13 (cost 3)
Level 1 Wizard
HP:
1 6 +1 (FC)
2 4 +1 (FC)
3 5 +1 (FC)
Skill points:
1 6
2 6
3 10

Racial Traits:

Standard Racial Traits
•Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
•Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
•Type: Elves are Humanoids with the elf subtype.
•Base Speed: Elves have a base speed of 30 feet.
•Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.

Defense Racial Traits
•Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Feat and Skill Racial Traits
•Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Magical Racial Traits
•Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Offense Racial Traits
•Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Senses Racial Traits
•Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.


Wizard Class Features:

Hit Die: d6
The wizard's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
Skill Ranks per Level: 2 + Int modifier.
Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.

Spells
A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard's spell is 10 + the spell level + the wizard's Intelligence modifier.

A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Starting Spells (See Spellbooks below): A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own (see Magic).

Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.

Arcane Bond: See Spellbinder Archetype.

Bonus Languages
A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.

Arcane School Transmutation
Opposed Schools: Necromancy, Illusion

A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.

A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.

Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.

Cantrips
Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).

Pathfinder Society: Wizards receive Spell Focus at 1st level instead of Scribe Scroll.

Arcane Spells and Armor
Armor restricts the complicated gestures required while casting any spell that has a somatic component. The armor and shield descriptions list the arcane spell failure chance for different armors and shields.

If a spell doesn't have a somatic component, an arcane spellcaster can cast it with no arcane spell failure chance while wearing armor. Such spells can also be cast even if the caster's hands are bound or he is grappling (although concentration checks still apply normally). The metamagic feat Still Spell allows a spellcaster to prepare or cast a spell without the somatic component at one spell level higher than normal. This also provides a way to cast a spell while wearing armor without risking arcane spell failure.


Transmutation Arcane School:

Transmuters use magic to change the world around them.

Physical Enhancement (Su) [Applied to Strength]
You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.

Telekinetic Fist (Sp)
As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Change Shape (Sp)
At 8th level, you can change your shape for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This ability otherwise functions like beast shape II or elemental body I. At 12th level, this ability functions like beast shape III or elemental body II.


Spellbinder Archetype:

The spellbinder is an archetype of the wizard class, available to elven wizards.
A spellbinder is an elven wizard who forges an arcane bond between himself and one or more wizard spells. These spells become so well understood by the spellbinder that he can prepare them in spell slots that already have other spells prepared in them.

Class Features
A spellbinder has the following class features:
Spell Bond (Su)
At 1st level, a spellbinder selects any one spell that he knows as a bonded spell.
Bonded Spell 1st level: Burning Disarm
As a full-round action, the spellbinder may replace a spell of the same or higher level as his bonded spell with his bonded spell. For example, a spellbinder who selects magic missile as his bonded spell could spend a full-round action to exchange any 1st-level or higher spell that he has prepared with magic missile. At 3rd level, and every two levels thereafter, a spellbinder may select another spell he knows and add it to his list of bonded spells, to a maximum of nine bonded spells at 17th level.

Upon reaching 4th level, and every two levels thereafter, a spellbinder can choose to select a new spell as a bonded spell in place of one with which he is already bonded. In effect, the spellbinder loses the bond with the old spell (though it is still one of his spells known) in exchange for forging a spell bond with a new spell. The new spell's level must be the same as that of the spell being exchanged. A spellbinder may swap only one spell bond at any given level, and must choose whether or not to swap the spell bond at the same time that he gains two new spells known for the level.

This ability replaces arcane bond.


Spellbook:

Contents of Spellbook
0th Level
Resistance (Abjuration)
Acid Splash (Conjuration)
Detect Magic (Divination)
Detect Poison (Divination)
Read Magic (Divination) (Can be prepared from memory)
Daze (Enchantment)
Dancing Lights (Evocation)
Flare (Evocation)
Light (Evocation)
Ray of Frost (Evocation)
Spark (Evocation)
Mage Hand (Transmutation)
Mending (Transmutation)
Message (Transmutation)
Open/Close (Transmutation)
Arcane Mark (Universal)
Prestidigitation (Universal)

Level 1 (7 at 1st level)
Endure Elements (Abjuration) Duration 24 hours, Range Touch, Target Creature Touched, Can endure -50 F to 140 F extremes.
Shield (Abjuration) Duration 2 min.
Burning Hands (Conjuration [fire]) 2d4 fire damage, DC 15 Ref for 1/2
Mage Armor (Conjuration) Duration 2 hr.
Snowball (Conjuration (creation [Cold, Water])) 2d6 cold dam. + Staggered 1 rnd., DC 15 Fort Save negates staggered
Summon Monster I (conjuration (summoning)) Casting time: 1 round, Duration: 2 rounds, range 30 ft.
Ear-Piercing Scream (evocation [sonic]) 30 ft., 1 target, 1d6 sonic damage, Dazed 1 round, Fort Save for half damage and no daze, DC 15
Shocking Grasp (Evocation [Electricity]) 2d6 electricity dam.
Thunderstomp (Evocation) Trip 1 creature within 30', CMB = 6
Animate Rope (Transmutation) Duration 2 rnd.,
Burning Disarm (Transmutation) 2d4 fire damage, DC 15 Ref save negates (drops weapon)
Expeditious Excavation (Transmutation)
Magic Missile (Evocation) 1 missle 1d4+1 to target within 110 feet.
Stone Fist (Transmutation) Duration 2 min. + 2 rounds
Magic Weapon (Transmutation) Duration 2 min. (+ 2 rounds, self only)

Investigator Features:

Hit Die: d8.
Skill Ranks per Level: 6 + Int modifier.
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 1 at 1st level. 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. So 1st level extracts per day = 1.

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 formula list to determine the extracts he can know. An investigator can prepare an extract of any formula 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.


Formula Book:

Starts with 6 first level formulas
Copied formulae from book in Destiny of the Sands III.
3rd Level:
Gaseous Form
Haste
Nondetection

2nd Level:
Bull's Strength
Delay Poison
Detect Thoughts

1st Level:
Ant Haul
Blend
Comprehend Languages
Cure Light Wounds
Detect Secret Doors
Endure Elements
Heightened Awareness
Shield (copied from spell book)
Stone Fist (copied from spell book)
True Strike


Feats:

Feats:
Level 1: Arcane Strike (Combat)
You draw upon your arcane power to enhance your weapons with magical energy.
Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

Level 1 Wizard Class bonus feat: Spell Focus (Transmutation)
Choose a school of magic. Any spells you cast of that school are more difficult to resist.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

Level 3: Skill Focus (Diplomacy)
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.


Traits:

Tenacious Shifting (Magic)
You've discovered the secret of stable transmutations
Benefit: Any transmutation spell you cast upon yourself has its duration increased by 2 rounds. Transmutation spells with an instantaneous duration are not affected by this trait.

Expert Duelist (Faction)
In your youth, you spent countless hours perfecting the art of the duel, focusing your efforts on defeating a single foe. You gain a +1 trait bonus to your Armor Class so long as you are adjacent to a single foe. This trait bonus is not applied to your Armor Class for touch attacks or when you are denied your Dexterity bonus.


Faction: Sovereign Court:

The aristocracy of the Inner Sea region is strongly divided by national ties, competing beliefs, and treatment of the commoners that they represent. Petty differences and ancient feuds have worn down the elite until many—particularly those of Taldor—have forgotten the virtues of nobility. Instead they hide behind pompous displays and grand parties that further drain the land’s wealth. Frustrated by Taldor’s malaise, Lady Gloriana Morilla has created the Sovereign Court faction to unite lesser nobles of many nations behind a common philosophy of excellence, progress, and ambition. In doing so, she and her agents must engage both in subtle espionage and inspiring action.

Goal: Nobility United for a Common Cause
Unite the nobility of the Inner Sea to serve as the powers behind their respective thrones and direct the nations toward prosperity, peace, and perhaps the creation of a new empire spanning Avistan and beyond. Avoid advertising the existence of the faction except to likely recruits, for many nations would see this organization as a threat.

Gear:

Brooch of Shielding
Aura faint abjuration; CL 1st
Slot neck; Price 1,500 gp; Weight —
This appears to be a piece of silver or gold jewelry used to fasten a cloak or cape. In addition to this mundane task, it can absorb magic missiles of the sort generated by the spell or spell-like ability. A brooch can absorb up to 101 points of damage from magic missiles before it melts and becomes useless.
Currently: absorbed 0/40.

Wand of Mage Armor: 44/50 charges.

Pathfinder Chronicles:

GP After initial gear purchase: 16

Chronicle Sheet
Prince of Augustana Scenario 13
GP: 462, XP 1, PA 1
purchased Brooch of Shielding: 450 gp.
GP: 28

Chronicle Sheet
Slave Pits of Absalom Scenario 8
GP: 457, XP 1, PA 2
Purchases: 100 gp worth of spellbook writing materials, 5 potions of cure light wounds (250 gp), Courtier's Outfit (30 gp), jewelry (50 gp)
GP: 55

Chronicle Sheet
Among the Living Scenario 7
GP: 430, XP 1, PA 1
Purchases: MWK Longsword 315 gp, 4 scrolls (1st level caster, 1st level wizard spells: Ear-piercing Scream, Magic Missile, Shocking Grasp, Magic Weapon, @ 25 gp each) 100 gp
Sold: regular longsword 7.5 gp
Magic: Magic Weapon and Shocking Grasp scrolls were used up copying spell to spell book. Used up 20 gp worth of magic writing materials.
GP: 77.5

Chronicle Sheet
Scenario #2-23: Shadow's Last Stand—Part I: At Shadow's Door
GP: 501 XP 1, PA 2
Spent: He used up another 20 gp worth of magic writing materials and used up his scroll of Magic Missile. Purchased 3 potions of Mage Armor @ 50 gp each.
GP: 428.5

Chronicle Sheet
Scenario #2-24, Shadow's Last Stand Part II: Web of Corruption
GP :+543 (533 + 10 job), XP: +1, PA: +1
Spent: 3 Potions of Mage Armor (CL1) @50 each (150), 6 scrolls of Spell level 1, Caster level 1, @25 each (150): Air BubbleMount, Summon Monster, Comprehend Languages, Floating Disk, Ant Haul. Total Spent: 300. Attempts to copy Ear-Piercing Scream and Summon Monster I into spellbook. Combat-trained riding horse (110), riding saddle (10), saddlebags (4), Otter (20).
GP: 527.5

Chronicle Sheet
Scenario #43: The Pallid Plague
GP: +627, XP: +1, PA: +1
Purchased: Wand of Mage Armor (750), 4 scrolls of Endure Elements (100), thieve's tools (30), 4 waterskins (4), 10 scrolls of create water (125), holy water (25).
GP: 120.5

Chronicle Sheet
Scenario #5-12: Destiny of the Sands, Part 1: A Bitter Bargain
GP: 1188, XP: 1, PA: 2
Purchased:
GP: 1308.5

Scenario #5-15: Destiny of the Sands, Part 2: Race to Seeker's Folly
GP: 1200, XP: 1, PA: 2
Purchased:Climber's Kit (80 gp), Gem of Brightness w/ 2 charges (520 gp)
GP: 1908.5

Totals
Prestige: 12
Fame: 12
XP: 8
GP: 1908.5