Baron Hannis Drelev

Will Erland's page

359 posts. Alias of Zayne Iwatani.


Classes/Levels

| Extracts: 1st 5/5 2nd 3/3

Gender

Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps)

About Will Erland

Will Erland
Male Mystic 5/Investigator 5/Gestalt 5
CG Medium humanoid (human)
Init +4; Perception +10 (+12 vs Traps)
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Defense
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AC 19, touch 12, flat-footed 15 (+5 armor, +4 dex)
hp 33 (5d8+5)
Fort +3, Ref +7, Will +8
Inspiration, poison resistance +4, Trap Sense +1, Arcane Defense +1, Withstand Spell, +1 Resistance Bonus
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Offense
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Speed 30 ft.
Melee +1 wakizashis +8 (1d6+2 18-20 x2)
Ranged [+1] MW Composite Longbow +8 (1d8+1 x3)
Maneuvers, Blade Meditation, Animus, Inspiration, Studied Combat (2 rounds, +2 atk/dam), Studied Strike (1d6)
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Statistics
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Str 13
Dex 18 (+2 Racial)
Con 12
Int 14
Wis 16 (+1 level 4)
Cha 8
Base Atk +3; CMB +4; CMD 18
Traits: Arcane Dabbler (Detect Magic/Light), Know the Land, Oath to Khepira
Feats Quick-draw (1), Weapon Finesse (Human), Point-Blank Shot (2 Bonus), Elemental Flux Style (combat, style) (3), Craft Wondrous Item (5)
Languages Common,
Mystic SQ: Animus, Blade Meditation, Elemental Attunement, Bonus Feat, Arcane Defense +1, Elemental Glyph I, Mystic Artifice, Withstand Spell
Investigator SQ: Alchemy, inspiration, trapfinding, Poison lore, Investigator talent (Infusion), keen recollection, trap sense +1, Studied combat, studied strike +1d6, swift alchemy, Investigator talent (Quick Study), poison resistance +4
Social Status: Lower Class, Base: Lower Middle Class
Housing: Modified Storefront with Apartment, North Wall District
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Skills:

(6 ranger + 2 Int + 1 Human + 1 FC)x5 = 50
ACP = 0

--Class--
(4)Acrobatics (Dex) +11
()Autohypnosis (Wis)
()Bluff (Cha)
(1)Climb (Str) +5 (+7)
()Diplomacy
(4)Disable Device (Dex) +11 (+13)
()Disguise
()Escape Artist
(1)Heal (Wis) +7 (+9)
()Intimidate (Cha)
(4)Knowledge (Arcana) (Int) +9
(4)Knowledge (Dungeoneering) (Int) +9
(4)Knowledge (Local) (Int) +9
(4)Knowledge (nature) (Int) +10
(4)Knowledge (Planes) (Int) +9
(4)Knowledge (Religion) (Int) +9
(4)Perception (Wis) +10 (+12 vs traps)
()Sense Motive (Wis)
(4)Spellcraft (Int) +9
(4)Stealth (Dex) +9
(2)Survival (Wis) +9 (+11)
(2)Use Magical Device (Cha) +4

--Background-- 2x5 = 10
(2)Appraise (Int) +8
(1)Craft (Weapons) (Int) +6 (+8)
(1)Craft (Armor) (Int) +6 (+8)
(3)Craft (Alchemy) (Int) +8 (+14)
(1)Knowledge (engineering) (Int) +6
(1)Knowledge (geography) (Int) +6
(1)Knowledge (History) (Int) +6
()Knowledge (Nobility) (Int)
()Linguistics (Int)
()Perform (Cha)
()Profession (Wis)
()Sleight of Hand

--Modifiers--
+1 trait bonus on Knowledge (nature)
+1 trait bonus on Survival
1/2 level to Perception vs Traps
1/2 level to Disable Device
Level as competence bonus to Craft(Alchemy) when creating alchemical item
+1 circumstance bonus to Craft(Alchemy) when creating alchemical item
+2 circumstance bonus to Craft(Armor)
+2 circumstance bonus to Craft(Weapons)
+2 circumstance bonus to Disable Device
+2 circumstance bonus to Climb
+2 circumstance bonus to Heal
+2 circumstance bonus to Survival


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Gear:

--Equipped--
+1 Chainshirt 1100
+1 wakizashis 2035
MW Composite Longbow [+1] 500

--Handy Haversack 2000--
Fighter's Kit 9
Small Tent 10
MW Climber's Kit 80
Healer's Kit 50
MW survival Kit 55
Portable Alchemist's Lab 75
MW Thieve's Tools 100
Potion of Cure Light 1d8+1 (2) 100
Potion of Cure Moderate 2d8+3 300
Potion of Bless Weapon (2) 100
100 in crafting components for antiplague and antitoxin

--Wounderous Items--
Slotless:
Neck: Hand of the Mage 900
Shoulders: Cloak of Resistance 1000
-Ioun Torch 75
-Traveler's Anytool 250
-Feather Token: Swan Boat 450

--Formulae--
Level 1 (1) 15
Level 2 (5) 300

Store with Apartment with modifications: 800
MW artisan tools (Armor) 55
MW artisan tools (Weapons) 55
Alchemist's Lab 200

485.8gp


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Racial Abilities, Traits, and Feats:

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.

Base Speed: Humans have a base speed of 30 feet.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

--Traits--

Arcane Dabbler (Detect Magic/Light): Select two non-harmful arcane cantrips. You can cast these two cantrips once per day each (caster level 1st). If you have levels in a class that can cast these cantrips, your caster level for these cantrips is equal to that class level.

Know the Land: You gain a +1 trait bonus on Knowledge (nature) and Survival checks, and one of these skills is a class skill for you.

Oath to Khepira: In payment to Khepira, you have sworn a magical oath against the use of certain spells. For one year, you cannot use any magical effect with the [darkness] descriptor, any talent from the Dark sphere, or any magical power that that specifically reduces the light level of an area. Mundane methods of darkening an area (like raising a wall in front of a light source) and indirect ways of reducing light (dispelling a light-generating spell) are unaffected.

--Feats--
Quick Draw (1): You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.

A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).

Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.

Weapon Finesse (Human): With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Point-Blank Shot(2 Bonus): You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Elemental Flux Style(3): You can change your active element once per round as a free action.

Craft Wounderous Item (5): You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price.

You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.


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Mystic Special Abilities:

Weapon and Armor Proficiency:

A ranger/mystic is proficient with all simple weapons, martial weapons, katanas and wakizashis and with light armor, medium armor, and shields (except tower shields).

Maneuvers:

A mystic begins her career with knowledge of seven martial maneuvers. The disciplines available to her are Elemental Flux, Mithral Current, Riven Hourglass, Shattered Mirror, Solar Wind, and Veiled Moon.

Once the mystic knows a maneuver, she must ready it before she can use it (see Maneuvers Readied, below). A maneuver usable by mystics is considered an extraordinary ability unless otherwise noted in it or its discipline’s description. A mystic’s maneuvers are not affected by spell resistance, and she does not provoke attacks of opportunity when she initiates one.

The mystic learns additional maneuvers at higher levels, as indicated on Table: Mystic. A mystic must meet a maneuver’s prerequisite to learn it. See the Systems and Use chapter in Path of War for more details on how maneuvers are used.

Upon reaching 4th level, and at every even numbered initiator level thereafter (6th, 8th, 10th, and so on), the mystic can choose to learn a new maneuver in place of one she already knows. In effect, she loses the old maneuver in exchange for the new one. She can choose a new maneuver of any level she likes, as long as she observes the restriction on the highest-level maneuvers she knows; the mystic need not replace the old maneuver with a maneuver of the same level. She can swap only a single maneuver at any given level. A mystic’s initiation modifier is Wisdom.

Maneuvers Readied:

A mystic can ready five of her seven maneuvers known at 1st level, and as she advances in level and learns more maneuvers, she is able to ready more, but must still choose which maneuvers to ready. A mystic must always ready her maximum number of maneuvers readied. She readies her maneuvers by meditating for ten minutes. The maneuvers she chooses remain readied until she decides to meditate again and change them. The mystic does not need to sleep or rest for any long period of time in order to ready her maneuvers; any time she spends ten minutes in meditation, she can change her readied maneuvers.

A mystic begins an encounter with all her readied maneuvers unexpended, regardless of how many times she might have already used them since she chose them. When she initiates a maneuver, she expends it for the current encounter, so each of her readied maneuvers can be used once per encounter (unless she recovers them, as described below).

Mystics are unique among martial disciples in that they rely on surging, primal arcane forces within their being to fuel their martial maneuvers. Because of this, they do not have full control over their readied maneuvers; when a mystic readies her maneuvers, she selects two of her readied maneuvers to be immediately granted to her for use at any time (when these two maneuvers are used outside of combat, they recover on their own in the following round), with the rest of her initially randomized maneuvers waiting to be granted in combat. The remainder of her readied maneuvers are withheld and currently inaccessible until combat begins. If she is able to act in a surprise round when combat begins, she is granted her maneuvers then as normal, but if she is caught unaware, she must wait until her initiative before her maneuvers are granted (beyond the initial two). At the end of each of her combat turns, one previously withheld maneuver (randomly determined) is granted to her, and thus becomes accessible for her next turn and subsequent turns. She can freely choose to initiate any maneuver that is currently granted when her turn begins, but she cannot initiate a withheld maneuver. If the mystic chooses not to employ a maneuver in a given round, her currently granted maneuvers remain available, and a previously withheld maneuver is granted, as described above. In other words, it doesn’t matter if she uses her maneuvers or not—at the end of each of her turns, one withheld maneuver from her selection of readied maneuvers is granted to her. Over the course of a few rounds, all the mystic’s maneuvers will eventually be granted.

A mystic can change the two readied maneuvers she has chosen to be immediately granted for use at any time by spending one minute meditating.

If, at the end of the mystic’s turn, she cannot be granted a maneuver because she has no withheld maneuvers remaining, she recovers all expended maneuvers, and a new group of readied maneuvers is granted to her, replacing her previously granted maneuvers if any remain unspent. She selects two of her choice (and gains the remainder of granted maneuvers as randomized selections, see below). At the end of her next turn, a withheld maneuver is granted to the mystic, and the process of surging power begins again.

At 3rd level and again at 6th, 9th, 12th, 18th, and 20th levels, the number of maneuvers granted to the mystic at the beginning of an encounter and when she recovers her maneuvers increases by one. Unlike the mystic’s initial granted maneuvers, these additional maneuvers are randomly determined (for example, at the beginning of an encounter, a 6th level mystic would choose two maneuvers to have access to, then randomly be granted two more).

Stances Known:

A mystic begins her career with knowledge of one stance from any discipline open to mystics. At 2nd, 5th, 9th, 11th, 15th, and 18th levels, she can select an additional stance to learn. Unlike maneuvers, stances are not expended and the mystic does not have to ready them. All the stances she knows are available to her at all times, and she can change the stance she is currently maintaining as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance or discipline description.

Unlike with maneuvers, a mystic cannot learn a new stance at higher levels in place of one she already knows.

Animus (Su):

A mystic’s martial prowess is in part fueled by a reservoir of roiling, turbulent energy within her soul, and the passion and danger of combat causes this arcane energy to overflow outwards. This power, called animus, waxes and wanes with a mystic’s use of her maneuvers in battle. Outside combat, a mystic has no animus to spend, but her inner power can still be used for more subtle arcane arts. Her levels in mystic count as arcane spellcaster levels for the purposes of qualifying for prerequisites (such as those of item creation feats or the Arcane Strike feat), and if a mystic ever develops arcane spellcasting from another class, she may add her mystic level to her levels in that class to determine her overall caster level for the purposes of item creation feats.

When a mystic enters combat, she gains an animus pool equal to 1 + her mystic initiation modifier (minimum 1) at the start of her first turn, and adds one point of animus to her animus pool at the start of each of her turns thereafter. Her animus pool persists for one minute after the last enemy combatant is defeated or the encounter otherwise ends. At the end of any round in which the mystic initiates a maneuver (a strike, boost, or counter), she adds an additional point of animus to her pool. Certain abilities, such as some class features, maneuvers, and feats, require the mystic to expend points of animus to use.

The primal power of animus can be used in several ways—the foremost of which is the augmentation of maneuvers. A mystic can spend points of animus to augment her maneuvers in the following ways, depending on her class level. If the mystic has the ability to augment her maneuvers in other ways, such as from another class feature or the maneuver itself, this cannot be combined with the augments granted by her animus class feature; she must choose which augmentation type to use when initiating the maneuver.

Starting at 1st level, a mystic can spend a single point of animus to augment a maneuver as part of that maneuver’s initiation action to apply one of the following effects to it (if applicable):

• Enhance Maneuver: For each point of animus spent, the mystic adds a cumulative +2 insight bonus to all d20 rolls made (including attack rolls, combat maneuver checks, and skill checks) when initiating that maneuver (maximum of three animus may be spent on this augmentation); if the maneuver allows the user to make multiple attacks, then this bonus only applies to the first attack.
• Increase DC: For each point of animus spent, the save DC of that maneuver increases by 1.

When the mystic reaches 4th level, she can spend up to two points of animus on maneuver augmentations, rather than one, and she gains access to the following additional augmentations:

• Anima Burn: The mystic adds 1/2 her class level to damage rolls made during that maneuver. This augment costs two points of animus, and can only be applied once to a given maneuver.
• Increase Potency: For each point of animus spent, the mystic may ignore 10 points of energy resistance or 5 points of damage reduction.

When the mystic reaches 9th level, she may now spend up to three points of animus on maneuver augmentations, and gains access to the following additional augmentation:

• Animus Rush: The mystic make move up to her base movement speed as part of the initiation action for the maneuver before initiating the strike. This is a teleportation effect and the mystic must clearly see her destination. This augmentation costs three points of animus.
• Increase Range: The mystic may target a creature within 30 feet with a strike that normally uses a melee attack. Resolve the strike normally, as if the targeted creature was within the mystic’s melee reach. This augmentation costs two points of animus.

At 13th level, a mystic can spend up to four points of animus on maneuver augmentation, and at 19th level, she can spend up to five points of animus per augmentation.

Elemental Attunement (Su):

A mystic contains incredible elemental power within her body, surging energies that constantly flow through her blood and muscle. Bringing these energies to bear is as easy as breathing for a mystic, shifting the flow of power with the subtle movements of her martial stances. When a mystic readies her maneuvers, she may select one of the following elements (and associated energy type) to be her active element: air (electricity), earth (acid), fire (fire), and water (cold).

After readying maneuvers, a mystic can change her active element by taking a standard action to focus inwards, or by expending one point of animus as a free action while assuming a new stance. Whenever she initiates a maneuver that deals damage, she may spend one point of animus as part of its initiation action to change all damage the maneuver deals to her active element’s associated energy type. For example, if a mystic whose active element is currently Air initiated the Cursed Fate Veiled Moon strike, she could spend one point of animus to change her attack’s damage (including the strike’s bonus damage) to from her weapon’s normal damage type to electricity damage.

If the mystic has access to the Elemental Flux discipline, then her active element from this class feature is the same as her active element for Elemental Flux maneuvers. If she is psionic, she can change her active energy type whenever she changes her active element, and vice versa. Her active energy type need not match her active element.

Blade Meditation (Su):

When a mystic finds that her martial power is beginning to wane or that few options remain available for use, she can pause in battle, drawing on her inner well of animus to reinvigorate her body and mind. As a full-round action, a mystic can spend one point of animus to grant herself all her remaining withheld maneuvers, then immediately expend them in a raging cadence of arcane power. As there are no remaining maneuvers to be granted, a new set of maneuvers is granted to the mystic at the end of her turn, as normal.

In addition, until the start of her next turn, creatures that target the mystic with melee attacks are engulfed in the explosion of energy, taking 1d6 points of damage of her active element’s associated energy type, plus an additional 1d6 points of damage for every two points of animus remaining in the mystic’s animus pool.

Bonus Feat:

At 2nd level and every five levels thereafter, a mystic gain a bonus combat or item creation feat. She must meet the prerequisites for these feats as normal.

Arcane Defense (Ex):

Starting at 2nd level, the sorcerous power within her body makes her resilient to the supernatural. These energies defend her from magical and psionic powers, granting her a +1 insight bonus to her AC and saving throws against psionic powers, psi-like abilities, spells, and spell-like abilities. This bonus increases by +1 at 6th level, and again at 11th level, 16th level, and 20th level.

Elemental Glyph (Su):

Starting at 3rd level, a mystic learns to aid her friends with the arcane power of the elements. Although at first this surging energy was raw and unformed, she has begun to master this ability, and can use it to empower her allies, granting them benefits in combat. As a move action, the mystic can spend one point of animus to apply an elemental glyph to a number of allies equal to her mystic initiation modifier modifier within her sight. The effect of this glyph depends on the element it is associated with, but all glyphs last for a number of rounds equal to 1 + the mystic’s initiation modifier. A mystic is not limited to casting glyphs of her active element (as darkness, illumination, and metal have no elemental type). Allies may only be affected by one of her glyphs at a time, with new glyphs ending the current glyph in effect and replacing it on the affected ally. The benefits of these glyphs are cumulative (for example, an 8th level mystic grants both the 3rd level and 8th level benefits to her allies). Different glyphs from different mystics may apply to the same target. Glyphs are supernatural abilities and not subject to spells or effects like dispel magic but do not function within an antimagic field or similar effect.

Air: The glyph of air fills the mystic’s allies with energy and speed.

• At 3rd level, all movement speeds possessed by each ally under the effect of the glyph gain a +10-foot enhancement bonus to speed. In addition allies may choose to make one turn of up to 90 degrees while making charge attacks.
• At 8th level, this enhancement bonus to movement speed increases to 30 feet, and they may make Acrobatics checks to jump as if they had a running start.
• At 13th level, allies affected by the glyph of air gain the ability to move up to 30 feet as a swift action. This movement provokes attacks of opportunity as normal.
• At 19th level, whenever one of the mystic’s allies uses the glyph of air’s swift action movement ability, they can make a single attack with a weapon they are wielding at their highest base attack bonus at any point during this movement.

Darkness: Though darkness often connotates evil, for the mystic its shroud offers both protection and insight, allowing the mystic’s allies tactical avenues that they would otherwise be unable to access.

• At 3rd level, allies affected by the glyph of darkness gain concealment (20% miss chance).
• At 8th level, affected allies gain darkvision and the effects of a see invisibility spell out to a range of 60 feet.
• At 13th level, affected allies are shrouded in a pitch- black veil, gaining total concealment (50% miss chance).
• At 19th level, affected allies gain the blindsight trait with a range of 30 feet.

Earth: The dour, steadfast nature of earth allows the mystic’s allies to better stand their ground and weather assaults.

• At 3rd level, this glyph makes allies more difficult to move against their will. Affected allies gain a bonus to their CMD equal to the mystic’s Wisdom modifier.
• At 8th level, affected allies gain DR/adamantine equal to the mystic’s Wisdom modifier.
• At 13th level, affected allies gain resistance to all energy types equal to the mystic’s class level.
• At 19th level, the first time during the encounter that an affected ally is reduced to 0 or fewer hit points, they are instead reduced to 0 hit points and automatically stabilize. Their hit points cannot be reduced below 0 for the rest of the round. Once this effect triggers on an ally, that ally cannot gain its effect again until the end of the encounter. In addition, affected are allies are immune to bleed damage.

Fire: The unquenchable flames of passion drive the mystic’s allies to feats of glory.

• At 3rd level, affected allies gain a circumstance bonus to attack rolls equal to 1/4 the mystic’s class level (minimum +1).
• At 8th level, affected allies add 1/2 the mystic’s class level as fire damage to attacks they make.
• At 13th level, affected allies’ attacks ignore a number of points of energy resistance equal to the mystic’s class level.
• At 19th level, whenever an affected ally is targeted by a melee attack, the attacker takes fire damage equal to the mystic’s class level, regardless of whether or not the attack hits.

Illumination: The light of the universe reveals truth wherever it hides.

• At 3rd level, affected allies’ attacks ignore the miss chance from concealment granted to targets by anything less than total concealment.
• At 8th level, affected allies gain a circumstance bonus to Will saving throws against illusion spells and effects equal to the mystic’s Wisdom modifier.
• At 13th level, affected allies gain the effects of a true seeing spell out to a range of 30 feet.
• At 19th level, affected allies are protected from any falsehood, gaining the effects of a mind blank spell.
Metal: Sturdy and unyielding like the forged iron from which it takes its name, the glyph of metal imparts resolute strength to the mystic’s allies.

• At 3rd level, affected allies increase their natural armor bonus to AC equal to ¼ the mystic’s class level (minimum +1).
• At 8th level, affected allies gain a circumstance bonus to Fortitude saves equal to ¼ the mystic’s class level (minimum +1).
• At 13th level, affected allies’ attacks ignore a number of points of damage reduction and hardness equal to the mystic’s Wisdom modifier.
• At 19th level, affected allies gain damage reduction/– equal to the mystic’s Wisdom modifier and gain spell resistance equal to 15 + the mystic’s class level.

Water: Fluid and changeable, the glyph of water grants allies flexibility in both their movement and their thinking.

• At 3rd level, affected allies gain a circumstance bonus to their CMB and to Swim checks equal to the mystic’s Wisdom modifier.
• At 8th level, affected allies ignore difficult terrain when they move.
• At 13th level, affected allies gain the effects of a freedom of movement spell.
• At 19th level, affected allies gain fast healing of 10 while under the effects of this glyph.

Mystic Artifice (Su):

Starting at 4th level, a mystic is able to channel her animus into her craft, substituting primal arcane energies in place of more ordinary spells. When crafting an item, the mystic uses her initiator level as her caster level to determine how potent a creation she can make. If her initiator level does not equal the minimum caster level to make the item, then she cannot create the item. When attempting to create a magical item for which she does not possess a prerequisite spell, the mystic can attempt to replicate the spell through her innate power with a Spellcraft check (DC 15 + the level of the spell being replicated). If successful, she can create the item as if she had cast the prerequisite spell. The mystic must possess any material components necessary for casting the spell that she is replicating. If the item being created requires multiple spells, she must make this check for each spell she intends to replicate. If she fails the skill check, she may not try again for that spell while creating that item—the item creation DC increases as normal for the creation of an item without a prerequisite spell in such a case.

Withstand Spell (Su):

Starting at 5th level, the mystic’s natural instincts with magic work to protect her, guiding her reactions against offensive spells cast by her enemies and allowing her to siphon off a small amount of that energy for her own use. If the mystic is targeted by a spell, spell-like ability, or psionic power that normally would have a lesser effect (such as a partial effect) on a successful Fortitude or Reflex saving throw, she may make a Will saving throw instead of the effect’s normal save. If that Will saving throw is successful, she is completely unaffected by the spell or power, taking no damage and suffering no ill-effects. If she fails the saving throw, she suffers the effect as normal, and adds one point of animus to her animus pool.

The mystic must be unencumbered and wearing light or no armor to use this ability. This ability does not protect the mystic from traps, extraordinary or supernatural abilities, or any other effects that require a Fortitude or Reflex save. A helpless mystic does not gain the benefit of withstand spell.


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Maneuvers:

Mystic Initiator Level: (5 Mystic) 5th

Maneuvers Known 11:
--Level 1 -- (7) DC 14
Eldritch Shield - Counter (A) - You gain energy resistance 10 against a single attack or effect.

Fluctuation Movement - Boost - You gain a movement method or bonus based on your active element.
• Air You can make a single jump this round as a free action, with a +10 bonus to your Acrobatics check.

• Earth Your movement ignores difficult terrain for one round.

• Fire Your base land speed increases by 10 feet for one round.

• Water You can make one turn of up to 90 degrees as part of the move when charging this round.

Spark Strike - Strike Melee or Ranged (A) - Your attack deals +2d4 energy damage.

Ghost Hunting Blow - Boost Melee or Ranged - Momentarily grants the disciple’s attacks the ghost touch property.

Tidal Blade - Strike - Your melee attack targets two creatures within your reach. If you drew your weapon as part of this strike, you gain a +2 bonus on your attack roll.

Clockwatcher - Counter - You can act during a surprise round in which you would not normally be able to act.

Solar Sting - Strike Ranged - Turn a piece of ammunition or a ranged weapon into a field of caltrops.

--Level 2 -- (3) DC 15
Elemental Strike - Strike Melee or Ranged (A) - Your attack has an additional effect based on your active element, and can be augmented for extra damage.
• Air If your attack hits, the target must succeed at a Reflex save or be knocked prone from the force of the blow.

• Earth If your attack hits, the target must succeed at a Reflex save or take an additional 2d6 points of acid damage at the start of your next turn.

• Fire If your attack hits, the target must succeed at a Reflex save or be blinded by the smoke and flames for one round.

• Water If your attack hits, the target must succeed at a Fortitude save or become nauseated for one round from the chilling cold.

Animus augmentation: You may spend up to three points of animus to increase the initial additional damage of this strike by 1d6 per point of animus spent and increase the save DC of this strike by +1 per point of animus spent.

Iron Wave - Strike - Your melee attack deals +2d6 damage. If you drew your weapon as part of this strike, you can make this attack against a creature within close range, and your target must make a Will save or become vulnerable to silver.

Arcane Shield - Counter (A) - You make a Spellcraft check to generate a small shield of force to defend against an attack.

--Level 3 -- (1) DC 16
Lance of Power - Strike Ranged 30 (A) - You create a 30-foot line that deals 5d6 points of energy damage, plus an additional effect based on your active element.
• Air The crack of thunder accompanying the lightning deafens creatures for a number of rounds equal to your initiation modifier.

• Earth The acid spray also creates a greasy, oily slick, causing creatures who fail their Reflex saves to drop items they are holding as if affected by the grease spell.

• Fire The intensity of the flaming blast adds an additional +1 point of damage per die and dazzles each target for a number of rounds equal to your initiation modifier.

• Water The icy blast makes surfaces very slippery, and creatures who fail their Reflex saves slip on the ice and fall prone.

Creatures caught in the line can make a Reflex save (DC 13 + your initiation modifier) to take half damage and negate the added effect.

Animus augmentation: You may spend up to five points of animus to increase the damage of this strike by 2d6 per point of animus spent and increase the save DC of this strike by +1 per point of animus spent. The number of points of animus you may spend augmenting this maneuver is not limited by your level; you may always spend up to five points, although the total damage dice for this maneuver may not exceed your initiator level (up to a maximum of 15d6). For example, a 7th-level initiator could spend five points of animus augmenting this maneuver, adding a +5 bonus to his save DC, but he would still only deal 7d6 points of damage.

Maneuvers Readied 6(3):
Fluctuation Movement, Arcane Shield, Clockwatcher, Iron Wave (1), Elemental Strike (2), Lance of Power (3)

Stances Known 3:
Elemental Flux Stance - Stance - Your attacks deal +2d6 energy damage. In addition, you gain energy resistance 15 and an additional effect based on your active element.
Air Your speed and perception are heightened, granting you a +4 bonus on initiative checks and a +4 dodge bonus to your AC.

Earth The strength and durability of the earth suffuses your bones, granting you DR 5/adamantine.

Fire Your body is filled with warmth and healing light, granting you fast healing 1. In addition, you glow like a torch as if under the effect of a light spell.

Water Your body is inured against debilitating effects, granting you a +2 bonus on all saving throws.

Embrace the Elements - Stance - You gain variable defensive effects based on your active element.
• Air You gain a +2 dodge bonus to your AC and the benefit of the Deflect Arrows feat, even if you do not meet the normal prerequisites. This dodge bonus increases by +1 for every six initiator levels you possess.

• Earth You gain a +2 natural armor bonus on AC and a +4 resistance bonus on CMD to resist bull rush, grapple, and trip attempts. These bonuses increase by +1 for every six initiator levels you possess.

• Fire You gain a +4 bonus on initiative checks and you gain the benefits of the endure elements spell. The bonus on initiative checks increases by +1 for every six initiator levels you possess.

• Water You gain a +2 bonus on Reflex saving throws and a +4 competence bonus on Acrobatics checks. These bonuses increase by +1 for every six initiator levels you possess.

Spirit Sensing Stance - Stance - The disciple in this stance gains the scent special ability and can use it to sense incorporeal creatures that are hiding on the Ethereal plane nearby.


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Investigator Special Abilities:

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 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 re-prepare 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 (4/day) (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.

Poison Lore (Ex):

An 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 (Ex):

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.

Investigator Talent (Ex) or (Su):

At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once.

Investigator talents marked with an asterisk (*) add effects to an investigator’s studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt.

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.

Quick Study: An investigator can use his studied combat ability as swift action instead of a move action.

Keen Recollection:

At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

Trap Sense (Ex):

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).

Studied Combat (Ex):

With 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. 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 (Ex):

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.

Swift Alchemy (Ex):

At 4th level, an investigator can create alchemical items with astounding speed. It takes an investigator half the normal amount of time to create alchemical items. He can also apply poison to a weapon as a move action instead of a standard action.


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Formulae:

Formula's Known
--1st Level--
-Cure Light Wounds (free)
-Expeditious Retreat (free)
-Heightened Awareness (free)
-Identify (free)
-Shield (free)
-Touch of the Sea (free)
-Comprehend Languages

--2nd Level--
-See Invisibility (free)
-Spider Climb (free)
-Darkvision
-Resist Energy
-Owl's Wisdom
-Cat's Grace
-Invisibility

Extracts Prepared
1st Level (5/Day)
-Cure Light Wounds
-Expeditious Retreat
-Heightened Awareness
-Shield
(open)
2nd Level (3/Day)
-Spider Climb
-Owl's Wisdom
-Cat's Grace


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Personality and description:

Will is a handsome lad in a rugged sort of way with dark unkempt hair and dark blue eyes. But his demeanor is off putting to most. He speaks with little inflection and a little too fast. He rarely laughs but does smile from time to time. It seems like he isn't paying attention as he is often on the move, fidgeting, or mumbling. The truth is he can focus on multiple things at once or one thing with incredible concentration. During these latter moments, it is hard to distract him. He has many acquaintances but few true friends as his wandering usually makes it difficult to keep track of him. Few have put in the effort to do so. But for those short time frames that he is with a new group, all persons involved found him very amicable and friendly.

His biggest issue seems to be a lack of vision. More than once he's gotten in trouble with the guard for pulling steel on ruffians. He acts rather thinking of the consequences of his actions. He is surprisingly self aware of his flaws though as he warns most people he meets about them. He also tends to leave major decisions to anyone else. He is content to playing the supporting role. It allows him more freedom to pursue his interests.


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Backstory:
Rodzin Silverbeard walked down the steps of his two story shop at the same time he did every morning. That is to say, with just a little light in the sky. He licked to get things organized and get the forge warmed up early. His bones creaked about as loudly as the boards beneath his feet so the heat helped ease the pain. As a dwarf of his advanced age, his beard was almost completely in line with his name. He almost got to the bottom of the steps when he saw movement out of the corner of his eye. He turned and saw a figure sitting in a chair with its back to him.

They finally came for me. After all these years. They finally found me. This is it. I hope they take just me. Be a shame to kill the lad and destroy the shop. Rodzin thought he'd handle his death with grace and calm but his heart sped up so fast he could hear it in his throat. His palms moistened. He began to perspire. A shiver ran up his spin. He didn't want to die yet. The only thing that prevented him from having a heart attack right then and there was the fact that an armor stand stood right in the middle of the room. And that was odd. It wasn't an empty armor stand either. It had the studded leather armor his apprentice had been working on. Wait a minute.

"Damn it Will. Have ye been sittin there all night ponderin that thing?" The figure jumped at his name and turned to face him. It was certainly his apprentice and he seemed to have fallen asleep there in the chair. It took a moment for Will to focus and then process the question. When he did, he looked away.

"Maybe," came and embarrassed reply. Rodzin slumped on the rails, breathing deeply as if he'd run the circumference of the wall around Bard's Gate.

"Blast and damnation. Ye nearly gave me a heart attack." Will said nothing. Rodzin calmed his nerves and took a few deep breaths. He went down the last few steps and stood next to the chair. The two stared at the armor for a few moments before Rodzin finally broke the silence.

"Figured it out yet?"

"Rock blood. Mixed with the dye. Light but tough. And...snake scales. Powdered. Added to the smelting process. Also light but rigid." A silence followed as Rodzin processed the answer. Will waited, the quiet weighing down on him and stifling like plate armor.

"A bird and a snake huh?" He paused for effect. "Damned close."

"Ugh," Will groaned in dismay. "What? Was it a Griffon? A Wyrm?"

"Nah. Both. Couatl. Snake with wings the Temple of Vanitthu sometimes summon. Those would probably work but if its from the same creature then it takes less as the effect is amplified. Especially if the temple gives ye a discount cause you do all their repairs. This ain't just a piece o armor. This is a business. It ain't bad yer looking far away but sometimes ye miss what's right in front o ye." Will sulks and sinks into the chair. Rodzin just laughs at him.

"Ye can sit there and sulk or ye can git workin on your quota. Git it done and ye can come see em summon one. Gotta make the greaves too." Wills eyes nearly popped out of his head. He leapt out of the chair and started working the bellows double time to get it hot enough for the first item on his list that day. He had a couple mundane swords and a replacement pauldron for the guard as well as something that required his unique talents.

Now a simple magic sword wouldn't normally be a big deal but the fact that Rodzin and Will, neither of whom were wizards, were capable of making them certainly was. Rodzin had studied and experimented with many different techniques before finally discovering a way to craft magic weapons and armor without the infusion of magic. He had found that certain ingredients from inherently magical beasts could mirror the effect of just about any spell infused into the material. It was tough and required a lot of experience but it was much cheaper as didn't have to find or purchase the spell himself.

Will, on the other hand, had found his own means of magical alteration. He'd discovered a means of controlling his rather chaotic inner power through the use of arcane runes. Originally he'd used them for combat, merely directing an explosion of power. Over time he refined the runes into something more and wholly unique. Using them, he could essentially forge the elemental magic into something similar to the spell he wanted and bind it to the metal. His weapons had much the same effect as any other Rodzin made with added aesthetic of glowing runes when drawn.

It was going to be tough getting all that done by the end of the day. Especially with Rodzin looking over his shoulder to make sure the quality didn't drop. But when Will wanted something, he could focus his attention to razors edge. That attention liked to shift haphazardly but it lead to a very interesting life. And have it no other way.
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Will is the bastard son of a noble's daughter and a fling she had with a handsome wanderer. Though the family head wasn't happy Rebecca wanted to keep the child to remind her of the man she loved and their short time together. So without much fuss that would normally surround such a scandal Will was raised happy and proper. Despite the loving mother and accepting family, Will turned out to be very strange. His attention span seemed short until he found something to focus on. Then, hardly anything could distract him. At first it was bugs. He'd collect them, stare at them, draw them. The Erland's thought little of it since most boys were fine with insects. But then he moved on to plants (he released all his bugs and that caused some minor headaches). He'd grow them, prune them, sketch them. He even figured out how to cross pollinate, creating some odd varieties (that discovery was continued by an outside party). Again, this was fine. But he got weirder. Things...happened around him. One day, everything he touched caused a minor shock. Another, wind would rise up in every room he visited despite the windows and doors being closed. Another, he grew so warm to the touch his family was concerned for his well being, despite him appearing perfectly fine.

A specialist was called in and it was determined he might have latent magical power. This obviously came as a great and happy surprise. A caster in the family? That could be promising. And finding a wizard proved very easy. One came to them. He had been informed by the specialist of Will's unique talent and took to training him to control it. Will learned the language of magic rather fast but instead of spending hours studying, reciting, and memorizing, he merely wrote the words in the air and suffused them with his own power. The first test run of this destroyed a table. After that, Will grew bored of the wizard training and focused on this new ability he had and what it could do. With his internal elemental power and the structure provided by the arcane runes, the options were limitless. He learned he could produce many different elements and change them almost at will. The wizard was mystified but also perturbed when his apprentice no longer payed attention.

Over the next few years, Will bounced around all throughout Bard's Gate, absorbing whatever caught his eye. He joined the Society of Arms for two years to learn about how to where armor, how to use different weapons, and how to work in a group. Then he quit and joined the Longhunters for a few more years, wandering the forests and plains around Bard's Gate and helping to deal the monsters, bandits and even mercenaries that might threaten it. Though he was introverted and quietly contemplative most of the time, he worked surprisingly well with any group. In his free time, he picked up a number of useful skills. He read up on the strange creatures he met while as a Longhunter and those he'd never seen before. He studied up on the basics of healing, the art of moving quietly and even the workings of traps both magical and mundane. He continued to experiment with his innate power, finding it extremely useful in combat. He learned to combine runes for different effects, including binding the energy to his weapon for powerful strikes, or to himself for amplified abilities. He even learned to some alchemy, finding that specific concoctions or catalysts could hold his magical power almost indefinitely. He learned also how to share this power, becoming an asset to any team.

But soon his interest carried him elsewhere yet again. This time, into the shop of the dwarven blacksmith Rodzin Silverbeard. The smith used ingredients from magical beasts and secret smithing methods to duplicate a wizard's binding magic. He was one of few master craftsman with the knowledge. And since Will hunted magical beasts he became a supplier and eventually, an apprentice. Will had been able to bind an element to his weapon or himself for a while now but with Rodzin's methods, he could bind them more permanently. This is Will's current obsession and has been for the last 3 years. It shows no signs of diminishing. Maybe he'd finally found his calling. Or maybe tomorrow he'd disappear to find something else to occupy his active mind. Only time will tell.