Zarskia as an investigator


Skull & Shackles


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stats:
Zarskia Galembar
Female Human Investigator 11
LE Medium Humanoid (Human)
Init +3 (+3 Dex); Senses Perception +16
DEFENSE
AC 22, touch 13, flat-footed 19 (+5 armor, +4 shield, +3 Dex) (+3 additional vs traps)
hp 90 (11d8 + 37)
Fort +8 (3 base, +1 Con, +2 resistance, +2 morale)
Ref +14 (7 base, + 3 Dex, +2 resistance, +2 morale) (+3 additional vs traps)
Will +13 (7 base, +2 Wis, + 2 resistance, +2 morale)
DR 10/adamantine; Immune poison [/b]
OFFENSE
Spd 30 ft
Melee mwk dagger +13/+8 (1d4/19-20 plus poison) and mwk dagger +13/+8 (1d4/19-20 plus poison)
Ranged mwk dagger +13/+8 (1d4/19-20 plus poison) and mwk dagger +13/+8 (1d4/19-20 plus poison)
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 10 (0)
Dex 17 (+3)
Con 12 (+2)
Int 17 (+3)
Wis 14 (+3)
Cha 8 (-1)
Base Atk +8
CMB +8 (+8 BAB, +0 Str)
CMD 21 (10 +8 BAB, +3 Dex, +0 Str)
Feats
Extra Talent (Empathy), Extra Talent (Poison Conversion), Improved Two-Weapon Fighting, Quick Draw, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Dagger)
Skills
Acrobatics +17 (11 ranks, +3 class, +3 Dex) (ranks from Headband of Intellect)
*Bluff +13 (11 ranks, +3 class, -1 Cha)(can roll inspiration twice and take higher when passing secret messages)
Craft (Alchemy) +17 (11 ranks, +3 class, +3 Int) (+11 additional competence when creating alchemical item)
Craft (Traps) +17 (11 ranks, +3 class, +3 Int)
*Disable Device +19 (6 ranks, +3 class, +3 Dex, +2 masterwork tools, +5 trapfinding)
*Disguise +3 (1 rank, +3 class, -1 Cha)
Fly +8 (5 ranks, +3 Dex)
Heal +7 (2 ranks, +3 class, +2 Wis)
*Intimidate -1 (0 ranks, -1 Cha)
*Knowledge (Arcana) +12 (6 ranks, +3 class, +3 Int)
*Knowledge (Local) +12 (6 ranks, +3 class, +3 Int)
*Knowledge (Nature) +11 (5 ranks, +3 class, +3 Int)
*Linguistics +8 (2 ranks, +3 class, +3 Int) (can roll inspiration twice and take higher when making forgeries)
Perception +16 (11 ranks, +3 class, +2 Wis)(+5 additional to locate traps)
Sense Motive +16 (11 ranks, +3 class, +2 Wis)
*Sleight of Hand +12 (6 ranks, +3 class, +3 Dex)
*Spellcraft +11 (5 ranks, +3 class, +3 Int)
*=can use Inspiration on these skills without expending a point of Inspiration
Total Points: 110 (10 Investigator x11 levels)
Languages Abyssal, Aklo, Common, Infernal, Osiriani, Polyglot (2 base, +2 Int (w/o headband), +2 linguistics)
Combat Gear
Giant wasp poison (2), purple worm poison (changed to contact) (2), shadow essence (contact) (2), Deathblade (contact), Nightmare Vapor (contact)
Other Gear
+1 Mithral Chain Shirt
Blinkback Belt
Masterwork Daggers (6) (4 in blinkback belt)
Cloak of Resistance +2
Headband of Vast Intelligence +2 (Acrobatics)
Masterwork thieve’s tools
Tindertwigs (3)
Potion of Heroism
Potion of Invisibility
Keys to all locks in the apothecary
Formula book
Diamond dust worth 500 gp

Formulas known
All prepared extracts, plus Alter Self, Barkskin, Crafter’s Fortune, Discern Lies, Greater Invisibility, Invisibility, Keen Senses, Perceive Clues, Spider Climb, Undetectable Alignment, and Water Breathing

Extracts Prepared--Concentration checks +14

DC: 14 1st—Anticipate Peril, Cure Light Wounds, Disguise Self, Expeditious Retreat, Longshot, Shield

DC: 15 2nd—Alchemical Allocation, Bear’s Endurance, Cat’s Grace, False Life, See Invisibility

DC: 16 3rd—Cure Serious Wounds, Displacement, Fly, Haste, Protection from Energy

DC: 17 4th—Dragon’s Breath (Green), Stoneskin

SPECIAL ABILITIES
Bonus Feat Gain a bonus feat at Level 1 (human)
Skilled Gain +1 skill point per level (human)
Alchemy (Ex) +11 bonus to craft alchemical items, can prepare extracts
Inspiration (Ex)Can add 1d8 to an ability check (free action), skill check (free action), attack roll (free action), or saving throw (immediate action) after the roll is made by expending one point. 8 points per day
Trapfinding +5 Bonus to locate traps and to Disable Device
Poison Lore Can examine and neutralize poisons
Poison Immunity (Ex)
Investigator Talents Poison Conversion (as Rogue Talent), Empathy (with Sense motive rolls 2d20s and twice for inspiration, takes higher of both; once per day can spend inspiration to use Detect Thoughts WS DC 18 on single target), Sticky Poison (poison lasts for 3 strikes), Underworld Inspiration, Amazing Inspiration (d8 instead of d6 for inspiration), combat inspiration (only costs one usage for attacks and saves), Hidden Agendas (roll inspiration twice and take higher for Bluff to pass secret message or Linguistics to create forgeries, can use inspiration without expending a usage on saves vs divination spells/effects)
Keen Recollection Can make all Knowledge checks untrained
Trap Sense +3
Studied Combat Standard action to study an opponent, gain +5 insight to melee attack rolls for one round.
Studied Strike +4d6 Add precision damage vs studied target (and cancel the studied effect)
Swift Alchemy Create items quickly.
Proficiencies Simple weapons, hand crossbow, rapier, sap, shortbow, shortsword, sword cane, light armor.

I didn’t want the PCs to have to face bomber alchemists in two consecutive adventures, so I thought it would be cool to change Zarskia to a poison-specializing investigator. I focused on her information gathering/deceptive role as the leader of the spy ring, so I’m playing it that she will know a great deal about the relatively-famous PCs when they come to attack her.

Note) I changed the terinav root on the Toxic Door Handle to Burnt Othur Fumes (changed to contact poison via poison conversion). I also changed the guards’ swords just to masterwork and gave them each a tanglefoot bag. Combining this with the slight gear changes (blinkback belt is most notable) /poison differences results in a little less treasure (assuming Zarskia crafts the poison), but my PCs are overtreasured so I don’t mind. I also assumed that there will be a feat called Extra Talent that allows Investigators to get an extra talent. Finally, I allowed Zarskia to take the Sticky Poison Rogue Talent even though it wasn’t one of the listed ones, as I feel it fits.

Before Combat) Zarskia drinks an extract of falselife every day and stoneskin and haste (from a potion using alchemical allocation) as soon as she is aware of visitors or trouble at the apothecary.

If the PCs come in with a password and try to get the drop on her instead of coming in guns blazing, Zarskia has time to prepare. She has her guards offer food and drink (poisoned with Black Lotus Extract changed to ingested) as well as Elven Absinthe (Hey, I think my Drunken Master PC might just do it and if he lowers his Con in the process, so be it. Muu hu ha ha ha). They will take their time to fetch the items to give Zarskia more time to prepare. While the PCs are waiting, she applies her Giant Wasp Poison doses to two guards’ swords (lasts for 3 strikes due to Sticky Poison). She also poisons all of her daggers (4 in the Blinkback Belt get Deathblade, Nightmare Vapor, Purple Worm, Purple Worm), and her two others get Shadow Essence. She drinks extracts of Fly, Protection From Energy (Fire), Expeditious Retreat, Bear’s Endurance, Cat’s Grace, Longshot, Shield, Anticipate Peril (none of these are included in her stats). This takes less than a minute and a half and hopefully won’t make the PCs too suspicious.

During Combat) Zarskia will talk for awhile to try to let any ingested poison take effect, while trying to learn what the PCs know. At some point she tries to sleight of hand draw the deathblade dagger and throw it at the party’s most powerful caster. Once combat begins she will continue throwing daggers, retreating as necessary. Any guards with her will use tanglefoot bags on heavily-armored foes first, then try to use their poisoned blades to further hurt their opponents’ defenses. If she isn’t slowing them down, Zarskia will drink her potion of invisibility and flee farther into the building, trying to lure them through her traps and her pet’s lair. Her last desperate move is to use her extract of Dragon’s Breath to finish off weakened PCs. Zarskia values her own life far more than anything and will try to flee, but if captured she will do whatever she can to save her own life.

Contributor, RPG Superstar 2010

Sounds good to me. Haste is rounds per level so she might have to drink that after combat starts. I would also personally go for greater invisibility instead of dragon's breath as her other 4th level extract. It gives both offensive and defensive options.


Matt Goodall wrote:
Sounds good to me. Haste is rounds per level so she might have to drink that after combat starts. I would also personally go for greater invisibility instead of dragon's breath as her other 4th level extract. It gives both offensive and defensive options.

Yep, I forgot to specify but if her defenses aren't holding up and she drinks her invisibility and runs away, she'll use displacement and haste (and Cure Serious Wounds, if needed) while she flees invisibly. Then she'll pop out again and start throwing more knives, preferably in the Kamadan's lair.

The reason I switched off of greater invisibility is that Zarskia has some pretty good defenses with stoneskin and displacement, but she has low damage output and is relying on poison. If she can weaken several of the party members and catch a few of them in the cone, it would be an unexpected sort of burst damage. Invisibility can serve her purposes almost as well, and since regular and greater are both thwarted by See Invis, I went with saving the 4th level spell slot.

I almost gave her a potion of Stoneskin crafted by a summoner so she could benefit from that with Alchemical Allocation, but I thought that was too cheesy. ;-)

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