Swordpriest

Aenian Ryder's page

572 posts. Alias of DM Fflash.


Race

Arc 10, Rel/Loc 11/Plane 10/Dung 9), Disable: +13; Sense: +8, Stealth: +10; // Red Dest: +10/1d6+5 Ranged: +7

Sanity:
  • Score: 37
  • Threshold: 4
  • Edge: 18
  • Damage: 5
  • Paranoia (DC 11)
[spoiler=Resource][list]

Classes/Levels

  • Inspiration: 4/6
  • Mind Swap: 1/1
  • Panache: 2/5
  • Studied Combat: 4/4
  • Extracts: CLW / blend / shield / long arm / cat's grace 21
  • Dancing Lights: 1/1
  • Darkness: 1/1
  • Fae Fire: 1/1
  • Mut: 0/1[/list][/spoiler]

  • Gender

    Male Half-Drow Empiricist 4 / Inspired Blade 1 (HP: 45/51 5 Dex Drain // AC: 20 (24 w/shield), T: 14, F: 14 // F: 2 R: 9 W: 5* (+2 vs death, +2 vs ench/illusions, +3 vs charm/comp) // Init: +3, Per: +14 // Know:

    Age

    29

    Alignment

    Chaotic Good

    Languages

    Aklo, Common, Dwarven, Undercommon, Sylvan

    Strength 10
    Dexterity 16
    Constitution 12
    Intelligence 19
    Wisdom 12
    Charisma 7

    About Aenian Ryder

    Aenian Ryder
    Male half-elf (drow-descended) investigator (empiricist) 4/swashbuckler (inspired blade) 1 (Pathfinder RPG Advanced Class Guide 30, 56, 100, 125)
    NG Medium humanoid (elf, human)
    Init +3; Senses darkvision 60 ft.; Perception +14
    --------------------
    Defense
    --------------------
    AC 20, touch 14, flat-footed 17 (+5 armor, +1 deflection, +3 Dex, +1 natural)
    hp 51 (5 HD; 4d8+1d10+9)
    Fort +2, Ref +9, Will +5 (+2 save vs. illusion and disbelievable effects); +2 vs. enchantments
    Defensive Abilities trap sense +1; Immune sleep; Resist unfailing logic
    Weaknesses light blindness
    --------------------
    Offense
    --------------------
    Speed 30 ft.
    Melee +1 keen silver rapier +9 (1d6/15-20) or
    . . dagger +4 (1d4/19-20) or
    . . mwk dagger +5 (1d4/19-20) or
    . . mwk longsword +5 (1d8/19-20) or
    . . rapier +8 (1d6/18-20) or
    . . red destiny +10 (1d6+5/18-20)
    Ranged light crossbow +7 (1d8/19-20) or
    . . mwk longbow +8 (1d8/×3)
    Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (5), studied combat (+2, 4 rounds), studied strike +1d6
    Spell-Like Abilities (CL 5th; concentration +3)
    . . 1/day—dancing lights, darkness, faerie fire
    Investigator (Empiricist) Extracts Prepared (CL 4th; concentration +8)
    . . 2nd—cat's grace (2)
    . . 1st—blend[ARG], cure light wounds, long arm[ACG], shield
    --------------------
    Statistics
    --------------------
    Str 10, Dex 16, Con 12, Int 19, Wis 12, Cha 7
    Base Atk +4; CMB +4; CMD 18
    Feats Combat Reflexes, Extra Investigator Talent[ACG], Fencing Grace[UI], Weapon Focus (rapier)
    Traits - custom trait -, formerly mind-swapped
    Skills Acrobatics +6, Appraise +8, Bluff +2, Climb +4, Craft (alchemy) +9 (+13 to create alchemical items), Diplomacy +2 (+8 to gather information (You can use your Intelligence Modifier instead of Charisma)), Disable Device +15, Escape Artist +9, Heal +5, Knowledge (arcana) +10, Knowledge (dungeoneering) +9, Knowledge (local) +11, Knowledge (planes) +10, Knowledge (religion) +11, Linguistics +9, Perception +14, Sense Motive +8, Sleight of Hand +10, Spellcraft +8, Stealth +10, Swim +4, Use Magic Device +10; Racial Modifiers +2 Perception
    Languages Aklo, Common, Dwarven, Elven, Sylvan, Undercommon
    SQ alchemy (alchemy crafting +4), ceaseless observation, elf blood, inspiration (6/day), inspired panache, investigator talents (expanded inspiration[ACG], mutagen[UM]), keen recollection, mutagen (+4/-2, +2 natural armor, 40 minutes), trapfinding +2
    Combat Gear elixir of truth, potion of bear's endurance, potion of bull's strength, potion of cure light wounds, potion of invisibility, potion of vanish, wand of cure light wounds, antitoxin (2), caltrops, thunderstone (2); Other Gear +1 chain shirt, +1 keen silver rapier, red destiny, crossbow bolts (14), dagger, light crossbow, mwk dagger, mwk longbow, mwk longsword, rapier, amulet of natural armor +1, candle of spirit protection[OA], greater talisman of beneficial winds[OA], handy haversack, incense of open thoughts[OA], ring of protection +1, swordmaster's flair (blue scarf)[ACG], backpack, bedroll, belt pouch, chain (10 ft.), chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), investigator starting formula book, masterwork thieves' tools, mess kit[UE], mirror, piton (10), pot, soap, thieves' tools, torch, trail rations (5), waterskin, 2,994 gp, 2 sp, 5 cp
    --------------------
    Special Abilities
    --------------------
    Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
    Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+6)
    Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
    Darkvision (60 feet) You can see in the dark (black and white only).
    Deeds
    Elf Blood Half-elves count as both elves and humans for any effect related to race.
    Elven Immunities - Sleep You are immune to magic sleep effects.
    Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
    Fencing Grace Use Dexterity on rapier damage rolls
    Inspiration (+1d6, 6/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
    Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
    Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
    Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
    Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
    Mutagen (DC 16) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 40 minutes.
    Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
    Studied Combat (+2, 4 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
    Studied Strike +1d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
    Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
    Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
    Unfailing Logic +2 (Ex) +2 save vs. illusion and disbelievable effects
    --------------------

    Madness:

    Type insanity; Save Will DC 17 Onset 2d6 days Effect –4 penalty on Will saves and Charisma-based skill checks; cannot receive benefit from or attempt the Aid Another action; cannot willingly accept aid (including healing) from another creature unless he makes a Will save against his insanity’s DC

    Appearance:

    Aenian appears as a tall, lithe male, thinner than the average human but tall. He's fit like a runner, but not particularly muscular. He has silver hair just shy of hitting his shoulders, slightly pointed ears and bright round blue eyes with a very small area of white around the overlarge irises. Those last two belie his elven heritage, but his ashy grey skin combined with his hair color are a dead giveaway for the elven race he traces his blood back to.

    As an adult he would dress for the day time with a large broad-brimmed hat, high collared trench coat, fine leather gloves, and a thin silky gray scarf that he would wrap around his head and eyes to mute the blinding light of the sun whenever he had to go out. At night, he would pull the scarf down to cover his cheeks and throat to minimize exposed skin to casual viewers, given that moonlight would cause a hint of deep blue to be visible in his gray skin making his heritage more obvious to those in the know

    Background:

    Aenian was abandoned as a child by one or both of his parents. Left outside the den of a mountain lion as a baby, he was found by a band of satyrs and sprites led by a vicious spriggan. Having potentially found a worse fate, the fey saved him from an early demise, but raised him to poke fun at him and use him to do tasks they didn't wish to do. Over the years, their comical abuse became somewhat malicious and they would torture the half-drow boy and use him to discard of cold iron implements that they would encounter over time, after forcing him to self-harm himself. Combined with his discomfort during the day, there was no end to the amusment he could bring the capricious creatures

    Nearly a decade he spent with the fey, not knowing that life could be different until investigating a streak of light in the night and an explosion in the distance. The last he remembers is approaching a hunk of white hot metal buried in the ground and seeing/hearing a hiss of steam.

    The next ten years are a blur of flashing memories of strange architecture and tentacled creatures that make no sense to him, but at some point he found himself able to speak and write a strange language fluently, armed with a gun and sword, working feverishly in a library reading a book about Great Old Ones and having no idea how he got there.

    He spent the next year trying to figure out where he was, how he got there, and how to adapt to living in a city ... Absalom it turns out. He ended up on the streets for a few months, initially relying on his newfound martial skill and speed to steal and bully his way to self sufficiency.

    However, he later learned his intellect and keen perspective on new things enabled him to find a legitimate job once he cleaned up. Hiring out as a finder of lost things, people, or ideas, he aided those who had given up on the justice system. He found he had both a knack and a desire to help those that know one else cared about and had even considered approaching the Pathfinder Society to see if one of the factions would take him.

    However, his past caught up to him, and an old enemy from his thieving days made accidental contact with some fey and put 2 and 2 together. After a disturbing encounter with the old rival opening multiple old scars, Aenian was headed home to figure out his course of action and that's where his memory ends. Did he get blackmailed, what did the old enemy really know, did the fey find him again, did he ever look into the PFS, Did he join? Did he find their desires didn't aligh with his? What happened to his network of friends and confidants he had built?

    Why is he here? And why does he keep seeing tentacles when he dreams at night.