About Akexandru NicodinClasses:
Gestalt Investigator (empiricist) 5th/Wizard (sword binder) 5th Initiative: +10 (6 Dex, 4 Improved Initiative) Senses: Perception +23 ------- AC 33 (16 Touch, 27 FF)(+6 Dex, +9 Armor, +2 natural, +5 deflection, +1 Dodge) Hp 123/123 (1d8(max, doubled) + 6 Con/level + Toughness, +1/level Fast Learner) Fort +14, Ref +17, Will +17 ------- Speed 30 ft (30 ft Base), 60ft (fly, 60ft., 40ft./medium or heavy load) Melee +4 Wit, +1 cunning countering falcata (1d8 + 7, 19-20/x3) Ranged Special Attacks ------- Spells Alexandru's Spellbook:
0-level Spells Resistance, Acid Splash, Detect Magic, Detect Poison, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Spark, Ghost Sound, Bleed, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation.
1st-level Spells Identify, Protection from Evil, Magic Missile, Heightened Awareness, Mount, Detect Charm, Detect Secret Doors, Floating Disk, Silent Image, Ray of Enfeeblement, Positive Pulse, Shield, Hold Portal, Unseen Servant 2nd-level Spells Glitterdust, Scorching Ray, Mirror Image, Locate Object 3rd-level Spells Fireball Spells Memorized 0-level Spells Prestidigitation, Detect Magic, Ray of Frost, Message 1st-level Identify, Protection from Evil, Mount, Ray o Enfeeblement, Unseen Servant 2nd-level Glitterdust, Scorching Ray, Mirror Image, Locate Object 3rd-level Fireball x3 ------- BAB +3, CMB +9, CMD 25 Dance of the 45 Feats (plus bonus feats):
(General) Noble Scion (Lore), (Bonus, Human) Fast Learner [Wizard], (Bonus, Item Creation) Scribe Scroll, (General) Scholar, (Human) Fearless Curiosity, (Human) Improvisation, (Human) Improved Improvisation, (General) Additional Traits: 1)(Family) Family Resemblance 2)(Regional) Empyreal Cultist, (General) Extra Inspiration, (General) Alertness, (General) Uncanny Alertness, (Combat) Dodge, (Combat) Mobility, (General) Eschew Materials, (General) Fleet, (General) Great Fortitude, (Combat) Improved Initiative, (General) Iron Will, (General) Magical Aptitude, (General) Persuasive, (General) Prodigy, (General) Toughness, (General) Lightning Reflexes, (Combat) Arcane Strike, (General) Athletic, (General) Combat Casting, (Combat) Combat Reflexes, (Combat) Sidestep, (Human) Ecletic [investigator], (General) Endurance, (General) Diehard, (General) Fast Healer, (General) Improved Great Fortitude, (General) Improved Lightning Reflexes, (General) Improved Iron Will, (General) Improved Counterspell, (Combat) Improved Unarmed Strike, Spell Focus (Abjuration), Spell Focus (Conjuration), Spell Focus (Divination), Spell Focus (Enchantment), Spell Focus (Evocation), Spell Focus (Illusion), Spell Focus (Necromancy), Spell Focus (Transmutation), (General) Skill Focus (Diplomacy), (General) Skill Focus (Spellcraft), (Metamagic) Merciful Spell. Feats (2)(General) Scholar, (2)(General) Spell Penetration, (3)(General) Greater Spell Penetration, (3)(General) Extra Investigator Talent Expanded Inspiration (Ex), (4)(General) Skill Focus (Perception), (4)(Metamagic)Silent Spell, (5)(Combat) Arcane Armor Training, (5)(General) Uncanny Concentration ------- Skills 16/Level +2/Background Acrobatics +10 (1 Rank, 3 Class, 6 Dex) Appraise +15 (2 Rank, 3 Class, 10 Int) Bluff +19 (2 Rank, 3 Class, 9 Cha, 5 bracelet of bargaining) Climb +12 (6 Str, 4 Improved Improvisation, 2 Athletic) Craft (alchemy) +22 (5 Rank, 3 Class, 10 Int, 2 Alchemy Lab, 2 Prodigy) Diplomacy +28 (5 Rank, 3 Class, 9 Cha, 2 Persuasive, 1 Ease of Faith, 3 Skill Focus, 5 bracelet of bargaining) Disable Device +18 (3 Rank, 3 Class, 10 Int, 2 Trapfinding) Disguise +13 (9 Cha, 4 Improved Improvisation) Escape Artist +10 (9 Cha, 4 Improved Improvisation) Fly +10 (6 Dex, 4 Improved Improvisation) Handle Animal +9 (9 Cha) Heal +12 (6 Wis, 4 Improved Improvisation, 2 ) Intimidate +15 (9 Cha, 2 Persuasive, 4 Improved Improvisation) Knowledge (arcana) +22 (+1d6) (5 Rank, 3 Class, 10 Int, 3 Skill Focus, 1 Scion of Lore) Knowledge (dungeoneering) +19 (+1d6) (5 Rank, 3 Class, 10 Int, 1 Scion of Lore) Knowledge (engineering) +19 (+1d6) (5 Rank, 3 Class, 10 Int, 1 Scion of Lore) Knowledge (geography) +19 (+1d6) (5 Rank, 3 Class, 10 Int, 1 Scion of Lore) Knowledge (history) +21 (+1d6) (5 Rank, 3 Class, 10 Int, 1 Scion of Lore, 2 ) Knowledge (local) +19 (+1d6) (5 Rank, 3 Class, 10 Int, 1 Scion of Lore) Knowledge (nature) +19 (+1d6) (5 Rank, 3 Class, 10 Int, 1 Scion of Lore) Knowledge (nobility) +21 (+1d6) (5 Rank, 3 Class, 10 Int, 1 Scion of Lore, 2 ) Knowledge (planes) +21 (+1d6) (5 Rank, 3 Class, 10 Int, 1 Scion of Lore, 2 ) Knowledge (religion) +19 (+1d6) (5 Rank, 3 Class, 10 Int, 1 Scion of Lore) Linguistics +18 (+1d6) (5 Rank, 3 Class, 10 Int) Perception +23 (5 rank, 3 Class, 10 Int, 2 Alertness, 1 Uncanny Alertness, 3 Skill Focus) Perform (string instrument) +20 (5 Rank, 3 Class, 9 Cha, 1 Mentored, 2 Prodigy) Profession +13 (9 Wis, 4 Improved Improvisation) Sense Motive +30 (5 Rank, 3 Class, 10 Int, 2 Alertness, 1 Uncanny Alertness, 5 inquisitor's monocle, 5 bracelet of bargaining) Sleight of Hand +10 (1 Rank, 3 Class, 6 Dex) Spellcraft +23 (+1d6) (5 Rank, 3 Class, 10 Int, 2 Magical Aptitude, 3 Skill Focus) Stealth +10 (6 Dex, 4 Improved Improvisation) Swim +8 (6 Str, 2 Athletic) Use Magic Device +16 (1 Rank, 3 Class, 10 Int, 2 Magical Aptitude) SQ:
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. Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard’s movements, which can cause his spells with somatic components to fail. 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. 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. Arcane Bond A sword binder must choose a sword as his bonded item. He gains proficiency with it. This alters arcane bond. Sword of the Mage (Su) A sword binder can send his bound sword to strike his foes. He gains the hand of the apprentice ability of the universalist school, but can use that ability only with his bound sword. His range with the ability is close (25 feet + 5 feet per 2 wizard levels he possesses), and he can use it a number of times per day equal to 3 + his Intelligence modifier + 1/2 his level. At 5th level, whenever the sword binder casts a spell with a range of touch from the wizard spell list, he can use his bonded sword to deliver the touch attack, including expending a daily use of hand of the apprentice to make the touch attack at range. This occurs as part of the same action as casting the spell. He gains all the attack bonuses that apply to his sword (including enhancement bonuses and relevant feats), but does not add his sword’s damage or effects to the touch spell. At 8th level, when a sword binder casts a ranged touch spell or activates this ability to cast a touch spell through it, he can send his bound sword to deliver the spell and strike the target in one motion. Rather than a touch attack, he makes a ranged attack with the sword. If the sword hits, it deals normal weapon damage for hand of the apprentice and the spell automatically hits that target. If the sword misses, the spell lingers on the weapon and the sword binder can attempt to deliver the spell again by activating this ability as a standard action. If the sword binder drops or sheaths the weapon with the spell’s charge still held, the charge dissipates to no effect. This ability replaces arcane school and bonus school spell slots. Cantrips Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below). Scribe Scroll At 1st level, a wizard gains Scribe Scroll as a bonus feat. 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. Perceptive Tracking (Ex) Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained. Trap Sense (Ex) +1 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). Racial Traits +2 to One Ability Score, Medium, Normal Speed, Bonus Feat, Skilled, Languages.
Bag of Holding contents:
soap
compass mirror, small steel Book of Letters holy text, soralyon 2 vials of ink 5 inkpens 1pc. of chalk 10 pcs. of parchment sealing wax scroll case kit, antidote spyglass MW thieve's kit MW musical instrument, violin 5 pd. marble miniature ring of sustenance Portable Hole contents:
bedroll
2 folding chairs tent, large bottle of absinthe bottle of sangwine wine bottle of sealord wine train rations, 20 traveler's outfit kit, alchemy crafting kit, survival (common) large chest containing 20000gp Combat Gear Wit, +1 cunning countering falcata, celestial armor, wand of magic missile (CL 9th, 50 charges) Wealth (100 gp, 3sp, 8cp), 355289gp in Abadaran Bank Carrying Capacity Light (173 lbs or less); Medium (174-346 lbs.); Heavy (347-520 lbs.) Current Load: 105 Height 5'11", Weight 210 lbs., Eyes Black, Hair Black ============================================== Description:
Alexandru Nirodin almost appears too good to be true. Standing average height for a varisian male, the young noble's stature is the only thing 'average' about him. Under his very well-tailored noble clothing hides a highly muscular body with nearly no imperfections to speak of. The scion of House Nicodin has sleek, black hair cut short and neat with purple eyes to denote his azlant heritage. Considered very handsome by both nobility and common folk alike, Alexandru's charisma radiates off him like a light spell.
Never far from his side, Wit, Alexandru's magical blade familiar, bought from the far reaches of Aelyosos is kept in it's special scabbard unless it is needed. Along with the blade, Alexandru keeps a magical wand that shoots bolts of force at his hip. The young wizard wears a jeweled headband on his brow, adding to his already considerable intellect. Along with a magical amulet, a golden holy symbol of Soralyon hangs from the young man's neck, denoting his inclination to the Lord of Monuments. Unknown to most people, Alexandru wears a suit of celestial armor under his wizard robes. Personality:
Alexandru Nicodin valves intellectual pursuits and the virtues of nobility. The scion's breath of knowledge is so wide, Alexandru can comment on nearly any subject with authority. His faith in Soralyon tempers his need to answer any question and to show off his great mental and physical superiority, and his humility has served the young noble nearly as much as his intellect. In dealing with commonfolk, Alexandru tries to speak with authority, yet not to speak down to those of average or lesser intellect, still the vast majority of young Nicodin's friendships are among his class.
Alexandru's relationship with his family is mixed. Mother and son care strongly for each other, encouraging both forays into art and whatever they fancy. Son and father has been distant, yet recent events have caused a true coldness between them; few know the reason why. Background:
Alexandru was born the only son to the Nicodin family in Magnimar, Varisia. The birth went very smoothly for both mother and child. As a baby, Alexandru was very vocal, burbling his words, almost imicing what he could hear around him. One morning, a maid ran to get Lord and Lady Nicodin, and bring them to the nursery. Concerned for the child, the noble lord and lady chased after the maid, to discover nothing was wrong, other than 6 month old baby Alexandru repeating the word, 'Ma-ma'. Most children begin speaking nearly a year old! This was the first instance of Alexnadru's early life as a genius.
After being able to sing along with his birthday wishes at his 1st birthday party, Lady Cheiskaia Nirodin brought various doctors, psychologists, and diviners to look over the precocious child. After various tests and spells were completed, it was discovered that Alexandru had an amazing sharp intellect developing as well as a quickly growing body. It was recommended to the family that Alexandru be given ample opportunity for his mind to grow. The next day began the boy's education in earnest. His tutors were amazed by the child and his ability to retain information, and apply that information to other things. Before he was 16 months, Alexandru could recite the alphabet, identify most things in the manor by name, including housestaff; and speak a few words in varisian. His father, proud of his son, also made sure his son would not be a weedy bookworm, and made athletics and sport part of his childhood as well. In these avenues too, Alexandru thrived: running faster than other noble children, climbing vine hedges (must to the dismay of his mother), and showing great levels of dexterity for his age. As soon as young Alexandru could hold a broom, Lady Nicodin also added musical lessons to the scion's daily regiment. The boy wanted to play the harp like his father, so Alexandru focused on string instruments above all others. In several short weeks, Alexandru could play like his father, along with the violing, lute, and mandolin. Lady Nicodin would often take his son to parties and have other party goers amazed at Alexandru's musical ability and the ability to match adults in conversation. As Alexandru grew, the young noble went through most tutors in Magnimar, then surrounding areas. The scion's mind was like a sponge, absorbing large batches of information quickly. At the recommendation of one of his last tutors, Alexandru was sent to The Twilight Academy in Galduria by his father, to learn wizardry and further the lad's considerable education. With tears in her eyes, Lady Cheiskaia bid her only soon goodbye. Life at the Twilight Academy was challenging at first. Alexandru was the only boy in attendance in a scholastic world of young men, and the young scion experienced bullying for the first time. But soon, the well-spoken savant won over both fellow students and teachers with his top marks. After half a year, Alexandru was tutoring students twice his age! After three years, Alexandru graduated a wizarding school that took eight years to complete. During breaks and holidays, Alexandru would come home to Magnimar and visit with his family. Lady Cheiskaia was always overjoyed to see her son. Yet as Alexandru grew older, Lord Nicodin became more and more colder to the boy. After graduation from The Twilight Academy, Alexandru was shipped off again this time to The Academae in Korvosa by his father. The additional classes helped to round-out Alexandru's considerable arcane know-how. Being closer in age to the student body, Alexandru had a better time adapting to Korvosan life. The young noble was also around other scions who were not from Magnimar. While still keeping his grades at the top of the headmaster's list, Alexandru got to enjoy a more collegic social life at The Academae. There Alexandru mingled with the Ornelos and Zenderholms of Korvosa, and became friends with Illyria Ornelos, who eventually introduced him to Alexandru's personal heroes, Count Varian Jeggare. Both noble intellectuals hit it off very well, and corespond often. Alexandru shared his thoughts on joining the Pathfinders, but Count Jeggare confessed his reservation with the organization, despite his long association. Listening to his friend and mentors advice, Alexandru chose not to join the institution. With his education complete, Alexandru came back to Magnimar to a slew of parties hoisted by his mother. Now home, Alexandru often worked with his parents learning the art of running a noble household, for he would one day run House Nicodin as his own. One night, a 19-year old Alexandru came across a drunk Lord Nicodin in his study. Enbolded by his time abroad, Alexandru choose to confront his father about the distance between them. In an angry drunken stupor, Lord Nicodin revealed before he was married, he thought himself a intellectual as well. Then as Alexandru grew older, he quickly eclipsed his father. By the age of 9, Alexandru mastered more subjects Lord Nicodin fancied; even becoming a better harpist than his father. Lord Nicodin further barked at his son that the only thing he will be known for is being his father, leaving all his other accomplishments in the dust. Visibly upset, Alexandru told his father he only ever wanted was his father's love and respect, and thought the more accomplishments he attained, the close his goal would be. After that day, both father and son became cold toward each other. Even 2 years later when Lord Nicodin died of a freak carriage accident, Alexandru looked on stone-faced at his elaborate funeral. A little over a year ago, House Nicodin was visited by members of the Magnimar City Guard. Alexnadru's intellect was well-known and the guard were having a difficult time with a string of murders in the city and hoped the young lord would look over what they know and help them. Alexandru agreed to help, and in two weeks time, along with the city guard brought the killer to justice. Since then, the Magnimar city guard on occasion come to Alexandru for assistance in difficult cases, adding another title to the scion's resume: investigator. In regards to his peers in Magnimar, Alexandru has always had a friendly rivalry with House Kaddren. But what was more than friendly was Alexandru's ardent pursuit of the heart of Zimandi Kaddren. Recently Zimandi was made head of the Kaddren household due to family tragedy. Zimandi asked Alexnadru for some space while he grew into her new role. Alexandru agreed but reluctantly, promising if Zimandi needed anything, he would do his best to be there for her in his diffiocult time.
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