Red Mantis Assassin

Alexandra Stray's page

160 posts. Alias of Songdragon.


Race

Half-Fey (Risuri) Investigator (Empiricist) Lvl 1 AC 15/13/12 / HP 12/12 / F+0, R+5, W+3 / Init. +3 / Perc. +6 (+7 vs traps) / Sense Motive +4

About Alexandra Stray

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Current Party:

Party Skills

Adam 'Preacher' Buchannon - (Male/Human) - Gunslinger 1 - (gunsmith)

Alexandra Stay - (Female/Half-Fey) - Investigator (Empiricist) 1 (Yersol Vetran)

Alsah Brightmoon - (Female/Changeling - Witch 1 - (Skyseer)

Bryn Wilde - (Male/Human) - Warmaster 1 - (Martial Scientist)

Juliet D’Artangen - (Female/Deva) - Spiritualist (Vekeshi Mystic)

Messer - (Male/Human) - Magus (Jistkan Artificer/Hexcrafter) 1 - Spirit Medium

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Alexandra Picture and Background
Race: Half-Fey
Gender: Female
Age: 29
Height: 5'3 ft
Weight: 102
Eye Color: Light Ocean Blue
Hair Color: Long, auburn

Investigator (Empiricist) 1st-level
Neutral Good, Medium Humanoid (Half-Fey)
Initiative +3; Senses Perception +6 (+7 vs traps)
Languages: Common, Sylvan, Pimordial, Dwarven, Elven, Draconic, Aquan

Hit Points: 12 (1d8 +1 Con +3 feat)

Armor Class: 15 = 10 +3 dex +2 armor
Armor Class Touch: 13 = +10 +3 dex
Armor Class Flatfooted: 12 = +10 +2 armor

AC With Shield Spell:

Armor Class: 19 = 10 +3 dex +2 armor +4 sheild
Armor Class Touch: 17 = +10 +3 dex +4 sheild
Armor Class Flatfooted: 16 = +10 +2 armor +4 sheild

Fortitude: +1 = +0 class +1 con
Reflex: +5 = +2 class +3 dex
Will: +3 = +2 class +1 wis

Damage Reduction: none
Spell Resistance: Immune to magic sleep effects; +2 racial saving throw bonus against enchantment spells and effects.

----------------------- Combat -----------------------
Speed 30 ft (30 ft base, light load)

BAB: +0 = +0 investigator
CMB: +0 = +0 BAB +0 str
CMD: 13 = 10 +0 BAB +1 str +2 dex

Melee
rapier +3 (1d6/18-20, x2)
sap +3 (1d6/x2, nonlethal)
dagger +3 (1d4/19-20, x2)
club +3 (1d6, x2)

Ranged
darkwood composite shortbow +4 (1d6, x3) (70 ft range)
dagger +3 (1d4/19-20, x2) (10 ft range)

Other Abilities

Extracts Per Day 2/2 available (1+1) Shield / Cure Light Wounds

Inspirations (4 of 5 renaming) 5 (+1d6)

----------------------- Ability Score -----------------------
Strength 10 (+1) (0 pts)
Dexterity 16 (+3) (6 pts)
Constitution 12 (+1) (2 pts)
Intelligence 18 (+4) (6 pts)
Wisdom 10 (+1) (0 pts)
Charisma 8 (-1) (-2 pts)

----------------------- Skills -----------------------
Skill points 35 = (+6 class +4) + (+2 background - Knowledge (Geography) and Profession (Sailor))

Skills Total Rank CS Ability ACP Misc

Acrobatics +7 = +1 rank +3 ability +3 cs (+4 racial to move on narrow or slippery surfaces)
Appraise +4 = +0 rank +4 ability
Bluff -1 = +0 rank -1 ability
Climb +0 = +0 rank +0 ability (+4 climb on docks and ships)
Craft (Alchemy) +9 = +1 rank +4 ability +3 cs +1 class
Diplomacy +3 = +1 rank -1 ability +3 cs
Disguise -1 = -1 rank -1 ability
Disable Device +10 = +1 rank +3 ability +3 cs +1 class +2 tools
Escape Artist 3 = +0 rank +3 ability
Heal +0 = +0 rank +0 ability
Intimidate -1 = +0 rank -1 ability
Knowledge (Arcana) +4 = +0 rank +4 ability
Knowledge (Dungeoneering) +4 = +0 rank +2 ability
Knowledge (Engineering) +4 = +0 rank +4 ability
Knowledge (Geography) +8 = +1 rank +4 ability +3 cs
Knowledge (History) +4 = +0 rank +4 ability
Knowledge (Local) +8 = +1 rank +3 cs +4 ability
Knowledge (Nature) +8 = +1 rank +4 ability +3 cs
Knowledge (Nobility) +4 = +0 rank +4 ability
Knowledge (Planes) +4 = +0 rank +4 ability
Knowledge (Religion) +8 = +1 rank +4 ability +3 cs
Perception +6(+7) = +1 rank +0 ability +3 cs +2 racial (+1 class vs traps)
Profession (Sailor) +4 = +1 rank +0 ability +3 cs
Ride +3 = +0 rank +3 ability
Sense Motive +4 = +1 rank +0 ability +3 cs
Stealth +7 = +1 rank +3 ability +3 cs
Survival +0 = +0 rank +0 ability
Swim +2 = +0 rank +0 ability +2 racial

----------------------- Feats -----------------------
Display of Heroism: (Theme) Seeing an ally in peril, you rush into harm’s way and cover his escape.

Once per combat you may assist an ally who is imperilled. As a move action, you may move your speed to an ally. This movement doesn’t provoke attacks of opportunity. You can lift the ally to his feet if he is prone. If he was dying, your presence stabilizes him and allows him to become disabled instead of unconscious. You and that ally gain a +2 circumstance bonus to AC and saves until the end of your
next turn. If you choose Yerasol Veteran as your character’s theme, the party’s Prestige with Risur starts at 2 instead of 1.

Toughness: (Bonus) You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Additional Traits You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait.

----------------------- Traits -----------------------

Inspired A positive force or philosophy fills you with hope and is a guiding force of inspiration. Once per day as a free action, roll twice and take the better result on a skill check or ability check.

Accelerated Drinker You know how to drink a potion efficiently.
You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand.

----------------------- Racial Abilities -----------------------

• Ability Score Modifiers: Half-fey characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
• Type: Half-fey are humanoid creatures with both the human and the fey subtypes.
• Size: Half-fey are Medium creatures and have no bonuses or penalties due to their size.
• Base Speed: Half-fey have a base speed of 30 feet.
• Languages: Half-fey begin play speaking Common and Sylvan.
• Fey Immunities: Half-fay are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
• Sea Legs: Many half-fey find their way onto the water early in their youth, These half-fey receive a +2 racial bonus on Swim checks, as well as a +4 racial bonus on Acrobatics checks to move on narrow or slippery surfaces, and on Climb checks on docks and ships. This racial trait replaces adaptability
• Keen Senses: Half-fey receive a +2 racial bonus on Perception checks.
• Low-Light Vision: Half-fey can see twice as far as humans in conditions of dim light.
• Fey Blood: Half-fey count as both fey and humans for any effect related to race.
• Multitalented: Half-fey choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

----------------------- Class Abilities -----------------------

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.

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.

----------------------- Alchemist Formulae -----------------------

1st level (2+4)

Cure Light Wounds (1d8 points of damage +1 point per caster level)
Disguise Self (+10 Disguise; Duration 10 min/lvl; A creature that interacts with the glamer gets a Will save (DC 16) to recognize it as an illusion.)
Heightened Awareness Duration 10 min/lvl; +2 competence bonus on Perception checks and on all Knowledge checks that you are trained in. If this spell is active when you have to make an initiative check, you can instantly dismiss this spell and gain a +4 bonus
Monkey Fish Duration 1 min/lvl; gain a 10 foot climb speed and swim speed.
Shield Duration 1 min/lvl; negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect.
True Strike Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.

----------------------- Equipment -----------------------

Lamellar cuirass 15 (8)

Rapier 20 (2)
Sap 1 (2)
Dagger 2 (1)
club -- (3)

Darkwood Composite Shortbow 395 (1)

wrist sheath 1 (1)
- 2 durable cold iron arrow 4 (-)
- 3 durable arrows 3 (-)

Bandoleer (8 small items) 0.5 (-)
- potion of cure light wounds 50 (-)
- potion of ant haul 50 (-)
- potion of infernal healing 50 (-)
- potion of Shillelagh (x2) 100 (-)

Satchel 2 (1)
- Formula Book (travelling) 10 (1)
- Kit, Alchemy Crafting 25 (5)
- 10 arrows -- (1.5)
-- 2 durable cold iron arrow 4
-- 3 durable arrows 3
- waterskin 1 (4)

Belt Pouch 1 (0.5)
-Masterwork Thieves’ Tools 100 (2)
Ioun Torch 75 (-)

Current load: Light (31.5)
Encumbrance: 33 lbs. or less / 34–66 lbs. / 67–100 lbs.