Man in Mask

Aldur Sanvell's page

119 posts. Organized Play character for Gleaming Terrier.


Full Name

Aldur Sanvell

Race

Male Half-Elf Investigator 4/rogue 1/AC 18/T 11/FF 17/HP 33/Fort +1/Reflex +7/Will +4/Base Atk +3/CMB +6/CMD 17/Perception +14/Init +1

Age

36

Alignment

Neutral

Deity

Calistira

Location

Absalom

Occupation

Librarian

About Aldur Sanvell

Aldur Sanvell
Male half-elf (Wildborn) investigator (empiricist) 4/rogue (investigator, scroll scoundrel, underground chemist) 1 (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder RPG Advanced Class Guide 30, 100, 109, Pathfinder RPG Advanced Player's Guide 133)
N Medium humanoid (elf, human)
Init +1; Senses low-light vision; Perception +14
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Defense
AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex)
hp 33 (5d8+5) (currently 13)
Fort +1, Ref +7, Will +4 (+2 save vs. illusion and disbelievable effects); +0 vs. against spells and effects with the curse descriptor, +2 vs. enchantments
Defensive Abilities trap sense +1; Immune sleep; Resist unfailing logic
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Offense
Speed 30 ft.
Melee mwk cold iron rapier +7 (1d6+3/18-20) or
silver dagger +6 (1d4+2/19-20)
Ranged darkwood composite shortbow +5 (1d6+2/×3)
Special Attacks sneak attack +1d6, studied combat (+2, 4 rounds), studied strike +1d6
Investigator (Empiricist) Extracts Prepared (CL 4th; concentration +8)
2nd—bull's strength, spider climb
1st—enlarge person (DC 15), expeditious retreat, shield, true strike
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Statistics
Str 16, Dex 12, Con 10, Int 18, Wis 11, Cha 10
Base Atk +3; CMB +6 (+8 dirty trick); CMD 17 (19 vs. dirty trick)
Feats Dirty Fighting, Improved Dirty TrickAPG, Quick Draw, Skill Focus (Diplomacy)
Traits dangerously curious, savannah child
Skills Acrobatics +3, Bluff +5 (+5 against someone from Galt), Craft (alchemy) +12 (+16 to create alchemical items), Diplomacy +11 (+13 when dealing with lycanthropes, +13 when dealing with dwarves, +15 to gather information (You can use your Intelligence Modifier instead of Charisma)), Disable Device +11, Disguise +0 (+0 against someone from Galt), Handle Animal +5, Intimidate +6 (+8 when dealing with lycanthropes), Knowledge (arcana) +9, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +10, Knowledge (nature) +9, Knowledge (nobility) +8, Knowledge (planes) +8 (+9 regarding demons), Knowledge (religion) +8, Linguistics +13, Perception +14 (+16 to find hidden objects in the Gloomspires), Profession (librarian) +6, Sense Motive +9, Sleight of Hand +3, Spellcraft +9, Stealth +4, Survival +0 (+2 to avoid becoming lost), Use Magic Device +13; Racial Modifiers +2 Perception, ceaseless observation, follow up
Languages Common, Custom Language, Dwarven, Elven, Gnome, Goblin, Halfling, Nagaji, Polyglot, Sylvan, Tien, Undercommon
SQ alchemy (alchemy crafting +4), elf blood, inspiration (6/day), investigator talent (expanded inspirationACG), keen recollection, trapfinding +2
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Combat Gear cold iron arrows (50), potion of bull's strength, universal solvent, wand of cure light wounds, wand of cure light wounds, wand of infernal healing (50 charges), wand of protection from evil (18 charges), air crystal (2), alchemical greaseAPG, alchemist's fire (2), alchemist's kindnessAPG, alkali flaskAPG (2), antiplagueAPG, antitoxin, blood-boiling pill (3), caltrops, cold iron (2), firecracker (3), flash powderAPG, heatstoneISWG, insight leaves, shard gelUE (3), smelling saltsAPG, smoke pelletAPG, smokestick (2), soothe syrupAPG, tangleburn bagUE, tanglefoot bag (2), vermin repellentUE (2), weapon blanch (ghost salt); Other Gear +1 elven chain, darkwood composite shortbow (+2 Str) with 1 weapon blanch (ghost salt), mwk cold iron rapier, silver dagger, cracked gold nodule ioun stone, discerning wayfinderISWG, formula alembicUE, handy haversack, traveler's any-toolUE, alchemy crafting kitAPG, bedroll, carried by warlock, chalk, clear ear (3), earplugsAPG, fishhook (2), flint and steel, formula bookUE, glass cutterUE, glue paperUE (5), grappling arrowUE (3), hammer, ink, inkpen, magnetAPG, mask of the tiger's eye (worth 55 gp), masterwork thieves' tools, mess kitUE, mirror, mug/tankard, parchment (5), piton (3), pot, powderAPG (3), sack (2), scroll case, sewing needle, signal whistle, silk rope (50 ft.), snuffbox, woodACG, soap, string or twineAPG, thread (50 ft.), tindertwig (4), torch (10), trail rations (7), waterskin, whetstone, wrist sheath, spring loaded, wrist sheath, spring loaded, riding dog, crucible, pack saddle, studded leather barding, 3,355 gp, 3 sp, 4 cp
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Special Abilities
Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour. Alchemical Power Component Like antiplague, this substance can augment certain healing spells. Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+4)
Dirty Fighting Forgo flanking bonus to make combat maneuver not provoke attack of op.
Discerning Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51). Note: This item costs only 250 gp for members of the Pathfinder Society Construction Requirements Craft Wondrous Item, light; Cost 250 gp
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
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).
Follow Up (Ex) Make two Gather Information checks in the time normally required for one.
Formula alembic Allows user to learn alchemist formula from potions. Potion is unharmed.
Improved Dirty Trick You don't provoke attacks of opportunity when performing a dirty trick.
Inspiration (+1d6, 6/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
PFS: Attuned to the Citysong Every city has an underlying beat, and you are attuned to the musical cues that change subtly to reflect nearby events. At the start of an adventure, you may select a settlement that has at least 1,000 inhabitants. For the duration of the adventure, you gain a +1 bonus on initiative checks and Knowledge (local), Perception, Stealth, and Survival skill checks while within the limits of the selected settlement. If your select Magnimar as your settlement of choice, increase this bonus to +2. Once your have used this boon, cross it off the Chronicle sheet.
PFS: Gloomspire Explorer Gloomspire Explorer
PFS: Zamir joined the Soceity Venture-Captain Mihir presents you with a copper coin that has the sigil of the open road on one side and the flag of Jalmeray on the other. When in Absalom or any major city (more than 5,000 residents) in Andoran, Cheliax, Jalmeray, Osirion, Qadira, or Taldor, you can present this coin to any citizen of Jalmeray (it takes 1d4 hours to locate one) and receive a +4 circumstance bonus on any one Appraise, Diplomacy, or Knowledge (any) skill check. You may only use this coin once per scenario. This vanity represents a Chronicle Sheet for playing Scenario 33: Assault on the Kingdom of the Impossible where Zamir joined the Pathfinder Soceity.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
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.
Traveler's any-tool Acts as masterwork tools for most Craft or Profession skills.
Unfailing Logic +2 (Ex) +2 save vs. illusion and disbelievable effects