About Angela Isafira
Angela Isafira, Secretary/Chronicle Auditor third class
Faction: Dark Archives
Experience: 18 normal progression,
Prestige points: 22
Wealth: ??? gp
Female Halfling, Investigator (Empiricist) 7
LN Small Humanoid (Halfling)
Init: +2; Senses: Perception +17+1d6, Sense motive +15+1d6
HP: 45 (7d8+7 con);
Fort: +6, Ref: +10, Will: +9 (+2 vs. illusion will saves to disbelieve)
Melee: +8 (1d6+2, +1 Longspear)
Ranged: +8 (1d6, Light Crossbow)
[dice=“This type of enemy has weak points here, here, aannnd here!” +1 Longspear, Aid another] 1d20+8[/dice]
Base Attack Bonus: +5; CMB: +5, CMD: 17
Feats: Well Prepared, Extra Investigator Talent (Expanded inspiration, Quick Study, Device Talent)
Traits: Helpful (Halfling), Student of Philosophy
All about Angela:===================
Angela is a secretary with the Pathfinders occasionally sent on missions to audit reports and make sure people are reporting things correctly.
2'10", red hair, sharp and cutting looks.
Skills with ranks (77 ranks; [6 base +1 FCB +4 Int]x7, +7 ranks for Appraise from headband):
Acrobatics (7 ranks)*: +12 (+10 w/ ACP)
Appraise (7 ranks)*: +15
Bluff (2 ranks)*: +4 (+10 when telling a lie),
Craft (Alchemy, 7 ranks): +15
Disable Device (2 ranks, int base): +10
Diplomacy (7 ranks)*: +15+1d6
Knowledge (Religion, Arcana, Local, Nobility, Planes, Nature, History, Dungeoneering, Geography, Engineering 1 rank each)*: +8+1d6,
Heal (1 rank): +5+1d6
Linguistics (3 ranks)*: +10+1d6
Perception (7 ranks, +2 keen senses, int based)*: +17+1d6,
Profession (Secretary, 7 ranks)*: +11+1d6,
Spellcraft (3 ranks)*: +10+1d6,
Stealth (5 ranks, +4 small size)*: +14 (+13 with ACP),
Sleight of Hand (1 rank)*: +6, (+5 with ACP)
Sense motive (7 ranks, Int base)*: +15+1d6
Survival (1 rank)*: +5
Use Magic Device (7 ranks, Int base)*: +15+1d6
Skills w/o ranks:
Climb*: +1 (+0 w/ACP)
Languages: Common, Halfling, Dwarven, Elven, Vudrani, Orc, Sylvan, Tien
gp: See Item Tracking Below
Weapons and armor: +1 Longspear 4 lbs., +2 Galmered Mithral Shirt 12 lbs., Crossbow 2 lbs.
Consumables: Bolts 10, 1 lbs.
Potions (to be used with Alchemical Allocation or in an emergency)
Other possessions: Investigator’s Kit (alchemy crafting kit, backpack, bedroll, belt pouch, flint and steel, ink, ink pen, iron pot, mess kit, soap, torches (10), trail rations (5 days), waterskin) 28 lbs., Explorer’s outfit (Free outfit) 8 lbs. Inherited Discerning Wayfinder 1 lbs. Alchemist Fire reagents (3), Cloak of resistance +2, Headband of Vast Intelligence (+2)
Currently carrying 56 lbs and is at a medium load. She can drop her pack to reach a light load. She prefers to drop the pack as soon as it might look like a fight.
(Investigator) ALCHEMY (Su)
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 1–8: 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 formula list (Pathfinder RPG Advanced Player’s Guide 32) to determine the extracts he can know. An investigator can prepare an extract of any formula 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 1stlevel 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.
(Investigator) INSPIRATION (Ex)
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.
(Empiricist) CEASELESS OBSERVATION (Ex):
INVESTIGATOR TALENT (Ex or Su):
TRAP SENSE (EX):
STUDIED COMBAT (EX):
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):/[b]
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.
(Empiricist) [b]UNFAILING LOGIC (EX)
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.
EXPANDED INSPIRATION (EX):
An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he’s trained in the skill.
EFFORTLESS AID (EX):
FLEET OF FOOT:
Trait and Feat Abilities:===================
You see nothing wrong with letting others achieve greatness so long as the job gets done. Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.
Source: Halflings of Golarion pg. 30
(Trait) STUDENT OF PHILOSOPHY
(Feat) Extra Investigator Talent
Links to Chronicle and Item tracking:===================
Organized and accessible here!
[_] Belkzen Veteran: You have crossed the Hold of Belkzen, negotiated with the Orc representatives, and clashed with opportunistic raiders. You can spend 2 prestige points to learn Orc as a bonus language. In addition you can check off the box that preceeds this boon to gain the benefits of the orc ferocity racial trait for 1 round. If you already have this racial trait and activate that ability, you can check the box in front of this boon to act as if you did not have the disabled condition for 1 round.
[_] Martyr’s Shard 1: The Paladin Ivvora wielded a powerful dagger in service to her angelic patron Videis. In helping recover and restore the hilt, you are able to begin imbuing a facsimile of the blade to battle evil on your own terms. As a free action, you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus (does not stack with other enhancement bonuses) and the ability to overcome damage reduction and regeneration as a cold iron, good-aligned weapon for 1 minute. Future Martyr’s Shard boons may unlock additional benefits.
[_] Scarred Chamption: Videis grants the strength to endure pain to strike down evil, and in escorting Ivvora’s hilt back to the Twinhorn following, you now carry a spark of the empyreal lord’s divine resilience. When you would fail a saving throw against the spell or spell-like ability of an undead creature, you can check the box that precedes this boon to roll 1d6 and increase the saving throw by that amount. If the bonus is enough to turn the failure into a success, the saving throw succeeds. The near-death experience leaves you with a hand sized scar somewhere on your body – a reminder of Videis’s assistance.
[_] House Thrune’s Favor: Your complete discretion in infiltrating the Chelish embassy has earned you a rare token stamped with the insignia of the House of Thrune, signifying your favor in the eyes of Cheliax’s ruling house. This grants you a +3 circumstance bonus on Diplomacy checks to influence high-standing members of House Thrune, the Chelish government, or a Hellknight order in good standing. This boon remains in effect as long as this token remains on your person, and the token imparts its bonus only to you.
[_] Frozen Fortitude: Even the coldest wilderness could not fell you. Now you are prepared to endure freezing attacks or even draw strength from the snow. As a swift action, you can check the box preceeding this boon to gain cold resistance equal to 5 + your character leve for 1 minute. You can activate this boon as an immediate actio, but doing so grants you only fold resistance equal to your character level. Alternatively is you have cold resistance as a result of a racial trait or class feature, you can check the box before this boon to regain a number of hit points equal to your cold resistance. If you are immune to cold, you regain 30 hit points.
[_] Martyr’s Shard 2: The paladin Ivvora wielded a powerful dagger in service of her angelic patron, Vildeis. By helping recover and restore the hilt, you are able to begin imbuing a facsimile of the blade to combat evil on your own terms. If you are a paladin or lawful good character capable of casting divine spells, as a free action you can check the box that precedes this boon to grant one weapon you wield a +1 enhancement bonus that stacks with the weapon’s existing bonus, if any (but not with additional enhancements, such as that granted by a paladin’s divine bond ability), and grant it the ability to overcome damage reduction and regeneration as per a cold iron, good aligned weapon for 1 minute. Furthermore, you can check the box that precedes this boon to instead cast Dispel Magic as a spell-like ability using your character level as the spell’s caster level.
Blight Bane: As a swift action, you can challenge an animal, plant, or vermin creature that you can see, gaining special bonuses against that foe for a number of rounds equal to your Wisdom modifier (minimum 1 round). You gain a +1 bonus on attack rolls against that foe, and your weapons and spells deal an additional 1d6 damage against it. The bonus on attacks and damage increase to +2 and 2d6 respectively if the creature also has the fiendish simple template. You can instead grant these benefits to an adjacent ally as a move action, using your Wisdom bonus to determine its duration. When you use this boon, cross it off your Chronicle sheet.
[_] Fangwood Purifier: You have vanquished the blighted infestation growing in part of the Fangwood, and in time the flora, fauna, and fey will recover. You can spend 2 Prestige Points to learn Sylvan as a bonus language. In addition, you can check the box that precedes this boon to attempt a wild empathy check (Pathfinder Core Rulebook 50) to influence an animal or magical beast, treating your character level as your druid level for this purpose. If you already have the wild empathy class feature or a similar ability, you can instead check the box to roll the check twice and take the higher result.
[_]Martyr’s Shard 3: The paladin Ivvora wielded a powerful dagger in service to her angelic patron, Vildeis. By helping cleanse the battlefield where she first earned Vildeis’s favor, you have secured that empyreal lord’s assistance in a time of need—particularly when battling evil.
Gift of the Ghaele: Sulianna the Luminescent, an azata whom you rescued, owes you a debt and has granted you a fraction of her power. You may use one of the following as a spell-like ability once, using your character level as your caster level. After using this boon, cross it off your Chronicle sheet.
[_][_][_] Blood and Courage: As long as your current hit point total is les than half your maximum hit points, you gain a +2 bonus on Intimidate checks against evil creatures and a +2 bonus on saving throws against fear. While benefiting from these bonuses, you can check one box that precedes this boon to demoralize all evil creatures in a 15-foot cone as a standard action.
[_] Empyreal Revenant: Nothing can keep you from achieving your goal. Within 3 rounds of dying, you can check the box that precedes this boon to begin slowly recovering, fueled by a combination of personal determination and supernatural vigor. During this time, you cannot be turned into an undead creature. After 1 minute, you are restored to life per raise dead with half your maximum hit points, gaining no negative levels in the process. If you died as a result of ability damage or drain, you remove 8 points of the ability damage or remove enough ability drain to return that score to 8 (though no higher than your original ability score value). If you died as a result of negative levels, you remove a number of temporary negative levels equal to half your level (rounded up).
[_]Martyr’s Shard 4: The paladin Ivvora wielded a powerful dagger in service to her angelic patron, Vildeis. By helping cleanse the battlefield where she first earned Vildeis’s favor, you have secured that empyreal lord’s assistance in a time of need—particularly when battling evil.
Resisting the Gossamer King: Your body was subject to a barrage of poisons and diseases in Ravenmoor. You had to either fight through those debilitating effects coursing through your veins or die. As a result your body has toughened, and you have gained a measure of immunity to diseases and poisons. You receive a +1 bonus to your saves against poisons and diseases.
Heroes of Magnimar: Thanks to your actions in Ravenmoor, and the protection of Magnimar’s interest in Varisia, you have received a medal and public thanks from the authorities of the city. While displaying your medal you receive a +2 bonus to your Bluff, Diplomacy, and Intimidate checks in Magnimar and in the cities and towns allied with it.
[_][_][_] Sommelier’s Private Selection
[_][_][_]Cleaning House: You’ve removed Phlegos Dulm from the Pathfinder Society, forcing the cruel half-orc to flee from Katapesh. While the Kotargo Lodge was seized by Phlegos’s many creditors, Wulessa Yuul reclaimed as many of the lodge’s assets as she could, setting aside a small trove for you in case of emergencies. Once per adventure you can spend 1 minute and check a box next to this boon to gain a free potion of cure light wounds. If you are 7th level or higher when you check a box, you instead gain a potion of cure serious wounds.
1-level: Cure Light Wounds, Endure Elements, Crafter’s Fortune, Monkey fish, Long Arm, Shield, Waterproof, Ant Haul
2nd level: Ablative Barrier, Alchemical Allocation, Resist Energy
3rd level: Displacement
Consumables & other tracking:===================
Angela tends to try aiding people wherever she can, seeing it as a chance to teach the other Pathfinders. As such, in combat she rarely attacks directly, instead she prefers making it easier for the next person to land a debilitating blow. She always takes the time to study her enemies, and is not afraid to hit them directly if she needs to. On the rare occasions she is at risk of being attacked, she does like to drink her extract of shield. She’ll try aiding and then attacking on the occasions that she doesn’t have to move or study someone before aiding.
Bread and butter, Aid another
For future quick references:===================
Nothing here, yet!