Lost Lands Campaign

Game Master brvheart

This will be a sandbox campaign in the Frog God Games Lost Land Setting.

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Apologies, should be able to post sheet in a bit.

Xathanael, Male Elf Investigator (empiricist) 6

HP: 5d8 ⇒ (2, 5, 7, 2, 8) = 24

Here is Xathanael, Male Elf Investigator (empiricist) 6, with a keen eye for detail.

A roving mercenary and agent for hire, constantly seeking opportunities for coin and adventure. He has an altruistic streak so is sometimes willing to take jobs for less than he might or gratis "for the right cause".

I'm thinking that he's been moving amongst humans since he was very young, orphaned early on.


Xathanael Sheet:

Name Xathanael
Male Elf Investigator (empiricist) 6
CG Medium Humanoid (elf)
Init +4; Senses vision type range; Perception +X

Investigator: Increase the total number of points in the investigator’s inspiration pool by 1/3.

Level 6 -> +2 inspiration

AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +0 natural, +1 dodge)
hp 32 (1d8 - 2, 5, 7, 2, 8)

Fort +2+0+1
Ref +5+3
Will +5+0
Resist nothing atm
Base Atk +4; CMB +0; CMD 00
Speed 35 ft.
+1 Inspired Longspear +8 (1d8+4/x3)

Price +1 bonus; Slot none; CL 7th; Weight —; Aura moderate enchantment


This special ability can be placed only on simple weapons, hand crossbows, rapiers, shortbows, short swords, and sword canes. In the hands of an investigator, an inspired weapon reduces the cost of using inspiration on attack rolls made with the weapon. The weapon’s wielder needs to expend only one use of inspiration to augment his attack rolls with this weapon, as with the combat inspiration investigator talent. If the wielder already has the combat inspiration talent, the wielder must still expend one use of inspiration, but in addition to adding the result of the inspiration roll to the attack roll, the investigator adds twice the result of the inspiration roll to the weapon’s damage roll.

Shortbow +7 1d6 x3

Special Attacks

Spell-Like Abilities
1/day each at CL caster level: comprehend languages, detect magic, detect poison, and read magic


Str 16
Dex 16
Con 10
Int 19
Wis 10
Cha 8

L4: +1 Int

L1 Dodge
L3 Mobility
L5 Power Attack

Armor Expert: You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

Forlorn: Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. You gain a +1 trait bonus on Fortitude saving throws.

The investigator’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Skill Ranks per Level: 6 + 4 Int modifier.


Armour Check Penalty:

+Acrobatics +12 |+3 Dex +6 rank +3 class skill
+Appraise +8 |+4 Int +1 rank +3 class skill
+Bluff +4 |+0 Cha +1 rank +3 class skill
+Climb +7 |+3 Str +1 rank +3 class skill
+Craft (paintings) +8 |+4 Int +1 rank +3 class skill
+Diplomacy +4 / +8 |+1 rank +0 Cha (or +4 Int if gathering information) +3 class skill
+Disable Device* +14 |+3 Dex +6 rank +3 class skill +2 tool
+Disguise +14 |+0 Cha +1 rank +3 class skill +10 hat of disguise
+Escape Artist +7 |+3 Dex +1 rank +3 class skill
Fly +4 |+3 Dex +1 rank
Handle Animal* +1 |+0 Cha +1 rank
+Heal +4 |+0 Wis +1 rank +3 class skill
+Intimidate +4 |+0 Cha +1 rank +3 class skill
+Knowledge Arcana* +8 |+4 Int +1 rank +3 class skill
+Knowledge Dungeoneering* +8 |+4 Int +1 rank +3 class skill
+Knowledge Engineering* +8 |+4 Int +1 rank +3 class skill
+Knowledge Geography* +8 |+4 Int +1 rank +3 class skil
+Knowledge History* +8 |+4 Int +1 rank +3 class skill
+Knowledge Local* +8 |+4 Int +1 rank +3 class skill
+Knowledge Nobility* +8 |+4 Int +1 rank +3 class skill
+Knowledge Nature* +8 |+4 Int +1 rank +3 class skill
+Knowledge Planes* +8 |+4 Int +1 rank +3 class skill
+Knowledge Religion* +8 |+4 Int +1 rank +3 class skill
+Linguistics* +8 |+4 Int +1 rank +3 class skill
+Perception +11 |+0 Wis +6 rank +3 class skill +2 racial
+Perform (dance) +4 |+0 Cha +1 rank +3 class skill
+Profession (trapper) +4 |+0 Wis +1 rank +3 class skill
Ride +1 |+3 Dex +1 rank
+Sense Motive +9 |+0 Wis +6 rank +3 class skill
+Sleight of Hand* +7 |+3 Dex +1 rank +3 class skill
+Spellcraft* +8 |+4 Int +1 rank +3 class skill
+Stealth +12 |+3 Dex +6 rank +3 class skill
Survival +4 |+0 Wis +1 rank +3 class skill
Swim +7 |+3 Str +1 rank +3 class skill
+Use Magic Device* +4 |+0 Cha +1 rank +3 class skill


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

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Envoy: Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf’s level. This racial trait replaces elven magic.

Long-Limbed: Elves with this racial trait have a base move speed of 35 feet. This racial trait replaces weapon familiarity.

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

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 given on Table: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.

Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.

An investigator uses the alchemist formulae list to determine the extracts he can know. An investigator can prepare an extract of any formulae he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is equal to 10 + the extract’s level + the investigator’s Intelligence modifier.

An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator’s or an alchemist’s formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.

Inspiration (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.

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.

Ceaseless Observation (Ex)
An empiricist’s ability to notice the minutiae of almost everything that happens around him allows him to make shrewd and insightful calculations about people and even inanimate objects. At 2nd level, an empiricist uses his Intelligence modifier instead of the skill’s typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information.

This ability replaces poison lore and poison resistance.

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..

L3 Alchemist Discovery (Extend Potion)
L5 Quick Study

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.

Unfailing Logic (Ex)
An empiricist’s grasp of facts and data teaches him to anchor himself in reality, granting resistance to even the most potent illusions. At 4th level, an empiricist gains a +2 insight bonus on all Will saving throws against illusion spells or spell-like abilities that allow a save to disbelieve their effects. In addition he can spend one point from his inspiration pool as an immediate action to use his Intelligence bonus instead of her Wisdom bonus on all such saves for one round. At 8th level, the empiricist’s insight bonus increases to +4. At 16th level, he gains immunity to all illusion spells and spell-like abilities that allow a save to disbelieve the effects.

This ability replaces swift alchemy.

Combat Gear
+1 Inspired Longspear 8,005g
Shortbow 30g

Other Gear
Mithril Chain Shirt 1,100g
Ioun Torch 75g
Sleeves of Many Garments 200g
Traveler's Any-Tool 250g
Cracked Dusty Rose Prism Ioun Stone 500g
Gloves of Reconnaissance 2,000g
Handy Haversack 2,000g
Hat of Disguise 1,800g

Kit, Investigator’s 40g

Weight 37 lbs.
This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a formula book because an investigator begins play with a formula book and does not need to purchase one.


Tracked Resource 1

Special Abilities
Ability Name (Type) Description

Looks mostly ok. Just a couple of minor issues:

+1 Inspired Longspear 8,005g You forgot the masterwork cost of the item which will not leave you enough for the ioun torch.

Weight is 67 lbs with armor and weapons

Starting languages - You need for more.

Also need to set up for extracts.

Beyond that the character is approved. Go ahead and post in discussion and dot gameplay:)

* I'll drop the cracked ioun stone then. Gets me the cost of the longspear plus 200 gold to start with.

* Most of Xathanael's gear would be in his handy haversack. Would you like me to note what's in there?

* Oh! His languages are then common, elven, sylvan, celestial, draconic, gnome, and orc.

* With asterixes by the ones I've prepared to begin with:
Level 1
Anticipate Peril *
Cure Light Wounds *
Enlarge *
Heightened Awareness
Longarm *
Monkey Fish *
Reduce Person
True Strike

Level 2
Bull’s Strength **
Invisibility *
Lesser Restoration *

Thank you and I shall!

Xathanael should be fully up to date now.

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