Cale the Calistrian

Angoldir's page

221 posts. Organized Play character for Hawthwile.


| HP 2/27 | AC *25 T *15 FF *20 | CMB +1, CMD 14 | F: +3, R: +8, W: +6 | Init: +5 | Perc: +9 (+11 vs traps), SM: +7


| Speed 30ft | Inspiration: 4/7 | Extracts: 1st 1/4 2nd 2/2 | Active conditions: Shield, Fighting Defensively


N Male Elf Bonded Investigator 4

About Angoldir

Beautiful or ugly, joyful or sorrowful, each soul’s journey must be remembered with naught to illuminate it but the stark, unadorned truth.

PFS # 264524-7
Experience 10
Faction Dark Archives
Wealth 506 GP, 8 PP, 18 Fame

Male Elf Bonded Investigator 4
N Medium Humanoid (elf)
Init +5; Senses Perception +9 (+11 vs traps), Sense Motive +7
AC 18 (19 vs traps), touch 13, flat-footed 15 (+5 armor, +3 dex)
hp 15
Fort +3, Ref +8 (+9 vs traps), Will +6
Speed 30 ft.

Melee Masterwork Sword Cane +7 (1d6-2)
Dagger +6 (1d4-2)

Ranged Longbow +6 (1d8-2)
Str 7, Dex 16, Con 12, Int 19, Wis 12, Cha 12
Base Atk +3; CMB +1; CMD 14
Traits Reactionary, Adopted (Helpful Halfling)
Feats Weapon Finesse, Extra Investigator Talent
Skills (40 points; 24 class, 16 INT)
ACP -0
(1) Acrobatics +7
(1) Appraise +8
(1) Bluff +5
(1) Climb +2
(3) Craft Alchemy +10 (+14 when crafting alchemical items)
(2) Diplomacy +9
(3) *Disable Device +11 (+13 vs traps)
(1) Disguise +5
(1) Escape Artist +7
(1) Heal +5
(1) Intimidate +5
(1) Knowledge (Arcana) +8+1d6
(1) Knowledge (Dungeoneering) +8+1d6
(1) Knowledge (Engineering) +8+1d6
(1) Knowledge (Geography) +8+1d6
(1) Knowledge (Local) +8+1d6
(1) Knowledge (History) +8+1d6
(1) Knowledge (Nature) +8+1d6
(1) Knowledge (Nobility) +8+1d6
(1) Knowledge (Planes) +8+1d6
(1) Knowledge (Religion) +8+1d6
(1) Linguistics +8+1d6
(3) Perception +9 (+11 vs traps)
(3) Sense Motive +7
(1) Sleight of Hand +7
(4) Spellcraft +11+1d6
(1) *Stealth +7
(1) Use Magic Device +5
*ACP applies to these skills

Non-Standard Skill Bonuses
+4 Craft Alchemy when making alchemical items (class)
+3 Diplomacy (thrush familiar, class)
+2 Perception (racial)
+2 Disable Device (item)
+2 Disable Device, Perception vs traps (class)
+1d6 Knowledge (all), Linguistics, Spellcraft (class)
Languages Common (Taldane), Elvish, Tian, Celestial, Draconic, Goblin, Sylvan

Special Abilities:
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Envoy: Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day:

The caster level for these effects is equal to the elf’s level. This racial trait replaces elven magic.

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

Reactionary: You gain a +2 trait bonus on initiative checks.

Adopted: You may immediately select a race trait from your adoptive parents’ race.

Helpful Halfling: Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.

Alchemy: Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike 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 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 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 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: 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.

Familiar: At 2nd level, a bonded investigator gains a familiar to aid him. This familiar functions as the wizard arcane bond class feature, using the bonded investigator’s class level to determine the familiar’s special abilities. The bonded investigator’s extracts are considered spells for the purposes of familiar abilities like share spell and deliver touch spells.

This ability replaces poison lore, poison resistance, and poison immunity.

Investigator Talents: At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent.

Keen Recollection: At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

Trap Sense: 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).

Studied Combat: At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modif ier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.

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.

Swift Alchemy: At 4th level, an investigator can create alchemical items with astounding speed. It takes an investigator half the normal amount of time to create alchemical items. He can also apply poison to a weapon as a move action instead of a standard action.

Inspired Familiar: At 4th level, a bonded investigator’s familiar becomes a cunning assistant to the investigator. The familiar can access the investigator’s inspiration pool to augment its own actions; the use of inspiration is deducted from the investigator’s number of daily uses as normal. The familiar can use the inspiration ability (and gains the increased benefits of investigator talents that affect the bonus dice used in this ability) but cannot expend uses of inspiration for other purposes.

This ability replaces the studied strike damage gained at 4th level.

Effortless Aid: The investigator can use an aid another action as a move action instead of as a standard action. An investigator can expend one use of inspiration to instead perform an aid another action as a swift action.

Infusion: When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.

Extra Investigator Talent: You gain one additional investigator talent. You must meet the prerequisites for this investigator talent.

Special: You can take this feat multiple times. Each time you do, you gain another investigator talent.

Weapon Finesse: With a light weapon, rapier, sword cane, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

1st (4/day)
( ) Blend
( ) Crafter’s Fortune
( ) Cure Light Wounds
( ) Enlarge Person
( ) Heightened Awareness
( ) Long Arm
( ) Monkey Fish
( ) Shield
( ) True Strike

2nd (2/day)
( ) See Invisibility

Carrying Capacity
Light 0-23 lb. Medium 24-46 lb. Heavy 47-70 lb.
Current Load Carried 27 lb.
+1 Mithral Chain Shirt (1,100 gp) (12 lb)
Masterwork Sword Cane (345 gp) (4 lb)
Ioun Torch (75 gp) (0 lb)
Handy Haversack (2000 gp) (5 lb)
*Longbow (75 gp) (3 lb)
*Arrows x19 (1 gp) (3 lb)
*Masterwork Buckler (155 gp) (5 lb)
*Backpack (2 gp) (2 lb)
*Flint and Steel (1 gp) (0 lb)
*Grappling Hook (1 gp) (4 lb)
*Silk Rope (10 gp) (5 lb)
*Waterskin (1 gp) (4 lb)
*Lamp (0.1 gp) (1 lb)
*Oil (0.1 gp) (1 lb)
*Formula Book (- gp) (3 lb)
*Formula Alembic (180 gp) (2 lb)
*Alchemy Crafting Kit (25 gp) (1 lb)
*Masterwork Thieves’ Tools (100 gp) (2 lb)
*Ink (8 gp) (0 lb)
*Inkpen (0.1 gp) (0 lb)
*Charcoal (0.5 gp) (0 lb)
*Parchment x7 (1.4 gp) (0 lb)
*Acid Flask x3 (30 gp) (3 lb)
*Alchemist’s Fire x2 (40 gp) (2 lb)
*Smokestick (20 gp) (0.5 lb)
*Healer’s Kit (10 uses) (50 gp) (1 lb)
*Wand: Ant Haul (48 charges) (- gp) (0 lb)
*Wand: Comprehend Languages (50 charges) (- gp) (0 lb)
*Wand: Cure Light Wounds (46 charges) (- gp) (0 lb)
*Wand: Identify (50 charges) (- gp) (0 lb)
*Wand: Monkey Fish (44 charges) (- gp) (0 lb)

*Stored in Handy Haversack

Bot Me!:
In combat, Angoldir will aid an ally (from a flanking position if possible), granting them a +4 bonus on their next attack (in addition to any bonus from flanking). Outside of combat, he’s happy to auto-aid another PC’s Diplomacy, Knowledge (any) or Linguistics check to grant them a +4 bonus.

High Priestess’s Patronage: You possess a signet ring from Amal al-Sahba announcing her as your patron and granting ou a +2 circumstance bonus on Diplomacy checks in Qadira and against worshippers of Sarenrae. You may also purchase one item for a 10% discount (Formula Alembic).

Visions of the Void: Before rolling a skill check, you can cross off this boon to add 1d6-2 to your result.

Zepha’s Blessing: You can cross this boon off your Chronicle sheet to grant an ally that you can see a +2 sacred bonus on any d20 roll before they roll it.

Prophet’s Ally: You can purchase the following modified version of the Prophets of Kalistrade vanity for 4 Prestige Points. If you already have the vanity, it upgrades to the version below.

Prophets of Kalistrade (4 PP): You adhere to the philosophy of the Prophecies of Kalistrade. As such, you follow strict sexual and dietary restrictions, and hold the amassing of vast personal wealth as your primary motivation in life, and have no patron deity. So long as you maintain these strictures, you can spend 1 PP to reroll a Day Job check. You must take the result of the reroll, even if it is lower. When you spend 1 PP to reroll a Day Job check, you may increase the cap on your earnings. A DC 45 Day Job check now earns you 200 gp, and a DC 50 Day Job check earns you 300 gp. Alternatively, you can spend 1 PP before using a reroll that you gain from another source to receive this expanded range of rewards for the Day Job check. You can’t spend more than 1 PP from this vanity on a single Day Job check.

Rataji’s Ire: You gain access to the following unique magic item at the listed discount:
- Kalistocrat’s mantle (6,000 gp): This elaborate gold mantle helps you gain wealth and protects you from ambushing thieves. The mantle provides the benefits of a miser’s mask. Additionally, you automatically gain the benefits of a sanctuary spell (DC 16) on the first surprise round you experience each day.

[ ] Heaven’s Redemption: When you receive this Chronicle sheet, you can check the box that precedes this boon to change your patron deity to any lawful good deity, in the process changing your alignment to lawful good, lawful neutral, or neutral good. When you do so, you receive the benefits of an atonement spell without paying any associated costs. Additionally, you may freely retrain any class abilities, feats, or other features that no longer function with your new deity, as well as character abilities that are directly tied to your old deity’s favored weapon. This boon does not affect your character’s items.

[ ] [ ] Heavenly Scholar: If you are trained in Knowledge (religion), you can check a box that precedes this boon to add 1d6 to the result of one Knowledge (religion) check after rolling, but before learning the results of your roll. Alternatively, you can check a box before rolling a Knowledge (religion) check to treat that check as if you were trained in the skill. You can use both boxes on a single skill check.

Kassen’s Blessing: You may reroll a single attack roll, saving throw, or skill check after the roll is made, but before the results are revealed. You must take the result of the second roll, even if it is worse. Once this ability has been used, cross it off the Chronicle sheet.

[ ] Celestial Lycanthropy: You can check the box that precedes this boon to gain resistance 5 to acid, cold, and electricity for 1 hour.

Grobaras’s Gloryhounding: You now own a ribbon and a commemorative certificate for services to the city of Magnimar, both of which falsely claim that Lord-Mayor Grobaras hired you to assist the city. If you destroy these objects, cross this boon off your Chronicle sheet.

Monument’s Blessing: You can perform a particular action tied to one of the five monuments below and attempt a skill check to gain a particular benefit. If you succeed at the check, gain the listed benefit for 24 hours and cross this boon off your Chronicle sheet.
- Battle of Charda: Practice weapon play for 10 minutes and succeed at a DC 20 Intimidate check to gain a +1 morale bonus on attack rolls made with melee weapons.
- Cenotaph: Pray for 10 minutes on behalf of lost spirits or the dead and succeed at a DC 15 Knowledge (religion) check to gain a +1 morale bonus on Fortitude saves.
- Founder’s Flame: Meditate for 10 minutes and succeed at a DC 15 Spellcraft check to increase the DC of your fire spells by 1.
- Mapstone: Study a map for 10 minutes and succeed at a DC 15 Knowledge (local) check to gain a +1 morale bonus on Will saves.
- Mistress of Angels: Meditate for 10 minutes with any object that reminds you of previous events and succeed at a DC 15 Knowledge (religion) check to gain a +1 morale bonus on Initiative checks.

[ ] Werewolf’s Resilience: You can check the box that precedes this boon to gain DR 5/silver for a number of rounds equal to your character level. If you also have the Celestial Lycanthropy boon, checking the box that precedes this boon also grants the benefits of Celestial Lycanthropy.

Angoldir’s first memory from his long life is the smiling faces of two elves bending over him. His second memory is those same faces contorted in silent pain and anguish, hanging above him, skewered on long spikes along with too many other elves for an infant to count. He doesn’t know how the halflings found him, but they saved him from the elements and raised him as a member of their village. There, he found peace.

His peaceful existence did not last long, however. While out foraging one day, his attention was caught by the mournful song of a whippoorwill on a branch above him. Knowing these birds did not often present themselves in such an obvious manner, he approached - but the songbird took flight, landing a short distance away in plain sight. Deducing that he was being led somewhere, Angoldir followed curiously as the bird led him away from his usual foraging grounds. He soon found his surroundings eerily familiar - burnt, worn-down remains of building, overgrown vegetable patches, and a large number of spears.

Angoldir stood silently for a while, absorbing his surroundings, before crouching to investigate the remains of an arrow half-buried in the ground. When he arose, he saw the same whippoorwill perching on one of the spikes and staring past him, head cocked slightly sideways. As Angoldir turned to see what the bird was looking at, he noticed the remains of a skeleton, but the bones seemed… melted, as if they were noodles cooked too long. Further investigation revealed small pieces of glass and a patch of earth, still bearing scorch marks, where no vegetation had grown even after all these years. Angoldir gathered what he could, took notes on the rest, and left an offering of seeds and worms he had intended for fishing for the songbird who had brought him here before departing for home.

He made many trips back to that ill-fated village, accompanied each time by the mournful sound of the whippoorwill and a burning desire to figure out what exactly had happened there so many years ago - not so he could extract revenge, but for a sense of closure for himself. He experimented with chemicals and read tomes stained in varied colors, trying to recreate the effects of whatever had caused bones to soften without breaking. His bird friend kept him company and occasionally drew his attention to a detail he might have overlooked.

Eventually, Angoldir left his home. Too many of the halflings he had grown up with had passed on, leaving their offspring to ask him to tell their stories, as he could remember and recount the entirety of their stories. Angoldir never spared details to make his audience happy, and while this made some folks upset, it brought peace to most to hear the truth of their friends and family. People from other villages began approaching him, asking him to speak a loved one’s truth at a memorial service or funeral. He always agreed - if he could bring to others a sense of closure, perhaps he too could finally gain a sense of peace regarding the death of his own family. People said that you could always tell when Angoldir was nearby by listening for the haunting melody of his whippoorwill companion.

Appearance and Personality:
Angoldir is gaunt, even for an elf. His voice has become rougher over the years, and he uses a cane to help him get around nowadays. His dark eyes are keen, his pale hair flows past his shoulders, and his thin lips are framed by both smile and frown lines. He smells slightly of sterilizing chemicals and keeps his hands clean at all times. A small songbird perches on his shoulder, cocking its head to the side occasionally as if puzzled by what it sees.