Katra Sebine

Apollonia Vigilanium's page

753 posts. Alias of karlprosek.


Full Name

Apollonia "Nia" Vigilanium

Race

Human LOOT LIST

Classes/Levels

Swashbuckler (Inspired Blade/Noble Fencer) 1/Investigator (Empiricist) 4 MUTAGEN+BARKSKIN ACTIVE [HP: 26/43 |AC:19+6|T:13+2|FF:16+4| CMB:+4 | CMD:16+2 | Fort:+3 | Ref:+8 | Will:+4-1 | Init:+2+2 | Perc:+12-1/+14-1 in the dark (Darkvision)| Spd 30]

Gender

Female

Size

M

Age

21

Special Abilities

Inspired Panache, Inspiration, Mutagen, Studied Combat, Studied Strike, Swift Alchemy

Alignment

LN

Deity

Kelinahat

Languages

Common/Taldane, Abyssal, Draconic, Goblin, Thassilonian, Varisian

Strength 10
Dexterity 14
Constitution 14
Intelligence 18
Wisdom 10
Charisma 10

About Apollonia Vigilanium

F LN Human Swashbuckler (Inspired Blade)/Investigator (Empiricist), Level 1/4, Init +2, HP 43/43, Speed 30, AC 19, Touch 12, Flat-footed 16, CMD 16 (20 against rapier; +2 vs disarm attempts against rapier; also include Mutagen/Fighting Defensively or Total Defense bonuses: 22 w/ Mutagen, 24 FD, 27 TD, 26 FD+M or 29 TD+M), Fort 3, Ref 8, Will 4, CMB +4 (+8 if using rapier; also include Mutagen/Studied Target bonuses: +10 rapier+M, +12 rapier+ST, 14 rapier+M+ST), Base Attack Bonus +4
Abilities Str 10, Dex 14, Con 14, Int 18, Wis 10, Cha 10
Conditions None

MELEE
MW Cold Iron Rapier +9 1d6+2, 18-20/x2
Silver Dagger +6 1d4+1, 19-20/x2 (overcomes Silver DR)
Pearl Handled Dagger +6 1d4+1, 19-20/x2
Unarmed Strike +6 1d3+1, x2

RANGED
Light Xbow +6, 1d8, 19-20/x2, 80' (30 cold iron bolts)
Silver Dagger +6 1d4+1, 19-20/x2, 10' range (overcomes Silver DR)

MODIFIERS
Mutagen: +2 natural AC/+4 Dex/-2 Wis (40 min. duration)
Fight Defensively: +4 AC/-2 atk
Total Defense: +7 AC (Full Round, no attacking)
Studied Target: +4 atk/dmg
Studied Strike: 1d6 precision dmg against target of ST

Barkskin: +2 natural AC (40 min. duration)
Shield: +4 shield AC (4 min. duration)

Total: +2 atk/dmg from Dex mutagen, +4 AC/-2 atk from FD, +4 atk/dmg from ST, +1d6 vs ST target
-Rapier +13 1d6+8+1d6 dmg

AC calcs:
armor/shield +6
Dex +2
Dodge +1
base 19
touch 13
FF 16

Mutagen /Dex +2 (Touch)
FD /dodge +4 (Touch)
Barkskin /armor +2 (FF)
Shield /armor +4 (FF)
TD /dodge +7 (Touch)

Base: 19/13/16
Mutagen only (Nat/Dex bonus): 23/15/18
Barkskin only (armor bonus): 21/13/18
Mutagen+Barkskin: 25/15/20

Fighting Defensively only (dodge bonus): 23/17/16
FD+Mutagen only: 27/21/16
FD+Barkskin only: 25/17/18
FD+Mutagen+Barkskin (default combat setup): 29/23/18
M+B+FD+Shield (shield bonus): 33/23/20

Total Defense only (dodge bonus): 26/20/16
TD+Mutagen only: 30/24/16
TD+Barkskin only: 28/20/18
TD+M+B: 32/22/18
M+B+TD+Shield: 36/22/22

Inspiration uses/day: 6 (1/2 Investigator lvl +Int bonus)
Uses remaining today: 5/6

BACKGROUND:
The daughter of a life-long Magnimaran investigator and the niece of a Pathfinder of some repute (Elaine), Nia can be said to be following in the family tradition. Though she is from Magnimar, Nia's family has roots in Sandpoint- they have a second home here for when Magnimar gets too hot and stuffy in the summers and have been coming to Sandpoint every year for nearly two decades.

Nia's father is also old friends with Ilsoari Gandethus and Nia attended Turandurok Academy for some time when she was a child. Nia became a good friend of Tsuto Kaijitsu and through him became something like an adopted little sister to his older sister Ameiko.

As an investigator, her father has helped Sheriff Hemlock a few times in the past and now that she has started her own career as an investigator, and more to the point after she got in over her head with a Sczarni gang (Ioana), he immediately offered to send her to Sandpoint when Sheriff Hemlock traveled to Magnimar for reinforcements after the attack at the Swallowtail Festival.

Nia has been out of town for a couple of years while beginning her career as an investigator but is looking forward to returning to the town that is associated with so many good memories from her childhood, even in these tragic circumstances.

PERSONALITY:
Nia is friendly and likes meeting people, but tends to be somewhat reserved unless she is specifically trying to charm someone. She is focused and serious and dedicates herself to daily training and study in addition to her investigative work. She has a lot of good memories of Sandpoint and was great friends with Tsuto Kaijitsu and used to hang around with Ameiko like a little sister.

APPEARANCE:
Nia is exactly what most people imagine when they hear the word "Chelaxian"- dark hair, pale skin, dark eyes, fancy clothes. She even has a hint of a devilish connection- her normally dark eyes gleam red in the dark. While she isn't particularly tall or imposing looking, she is quick and athletic. She puts a lot of effort into looking presentable, regardless of her circumstances. In the field she keeps her long hair braided and wrapped to deny enemies a place to grab.

Her armor is a masterful display of leatherworking and was a gift from a leather worker after she successfully stopped a series of thefts from his stores, and her buckler is etched with a matching pattern of vines. Her swept hilt rapier has an ivory hilt and a polished steel guard. She wears a bandolier full of strange alchemical items slung across her chest.

ADVENTURING SKILLS (4+Int/lvl)+(6+Int/lvl)+10 FC=8+10+10+10+10+4
Acrobatics +10 = 5 +2 Dex +3 CS +1d6 Derring-do
Bluff +8 = 1 +4 Int +3 CS
Diplomacy +8/+12 = 5 +0 Cha +3 CS +4 Int to Gather Information
Disable Device +14/+15 = 5 +4 Int +3 CS +2 item +1 vs traps
Heal +4 = 1 +0 Wis +3 CS
Intimidate +2 = 0 +0 Cha no CS +2 in the dark
Kn: Arcana +12+1d6 = 5 +4 Int +3 CS +1d6 Inspiration
Kn: Dungeoneering +9+1d6 = 2 +4 Int +3 CS +1d6 Inspiration
Kn: Local +13+1d6 = 5 +4 Int +3 CS +1 Trait +1d6 Inspiration
Kn: Nature +9+1d6 = 2 +4 Int +3 CS +1d6 Inspiration
Kn: Planes +9+1d6 = 2 +4 Int +3 CS +1d6 Inspiration
Kn: Religion +10+1d6 = 3 +4 Int +3 CS +1d6 Inspiration
Perception +12/+14 = 5 +4 Int +3 CS +2 in the dark +1 vs traps
Sense Motive +9 = 2 +4 Int +3 CS
Spellcraft 12+1d6 = 5 +4 Int +3 CS +1d6 Inspiration
Stealth +10/+12 = 5 +2 Dex +3 CS +2 in the dark
Use Magic Device +12 = 5 +4 Int +3 CS
----------------
BACKGROUND SKILLS
Craft (Alchemy) +15 = 5 +4 Int +3 CS +2 item +1 class
Kn: History +10+1d6 = 3 +4 Int +3 CS +1d6 Inspiration
Kn: Nobility +8+1d6 = 1 +4 Int +3 CS +1d6 Inspiration
Linguistics +8+1d6 = 1 +4 Int +3 CS +1d6 Inspiration

TRAITS AND ABILITIES:

Skilled Dimdweller (+2 to Intimidate, Perception, and Stealth in the dark and 60' Darkvision)
Proficient with simple and martial weapons, plus the hand crossbow, as well as light armor and bucklers.
Inspired Panache 4 points (Cha+Int), only gains panache from critical hits
Deeds
-Derring-Do (1 panache point (PP) to add 1d6 to Acrobatics/Climb/Escape Artist/Fly/Ride/Swim check, rolling another 1d6 for every natural 6)
-Dodging Panache
-Social Panache (replaces Dodging Panache) (1 PP to add 1d6 to Bluff, Diplomacy, Intimidate, or Sense Motive, can add another d6 if she rolls a 6)
-Opportune Parry and Riposte (1 PP to use an AoO to parry a melee attack, roll an attack roll against attacking creature's roll and creature misses if higher result)
Alchemy (+Investigator level on Craft Alchemy checks, can ID potions)
Inspiration 5 (1/2 Investigator level +Int) (1 point to +1d6 to any skill or ability check (or attack/saving throws for 2 points), can decide after rolling. Can use Inspiration on any Knowledge, Linguistics, or Spellcraft check WITHOUT expending an Inspiration point.)
Trapfinding (+1/2 Investigator level to Perception and Disable Device checks to find/disable traps, can disable magical traps)
-Poison Lore/Poison Resistance Ceaseless Observation (replaces Poison Lore/Resistance) changes Diplomacy/Gather Information, Disable Device, Perception, Sense Motive, and Use Magic Device to Int skills
Mutagen Investigator Talent lvl 3: Alchemist Discovery 1 hr to brew, +2 Nat Armor Bonus and +4 Str/-2 Int OR +4 Dex/-2 Wis OR +4 Con/-2 Cha for 10 min/Investigator lvl
Keen Recollection Can use all Knowledge skills untrained.
Studied Combat +Int precision dmg to melee atk/dmg, Move action to start
Studied Strike +1d6 precision dmg (+1d6 at 6/8/10/12/14/16/18/20) against target of Studied Combat, Free action to use
Swift Alchemy 1/2 time to create alchemical items
Quick Study - Investigator lvl 5 (CL 6) Talent Use studied combat as swift action instead of move action.
Investigator Talent every even lvl (8, 10, 12, etc.)

FEATS:

Trait: Favored Daughter (Ameiko Kaijitsu)
Trait: Student of Philosophy
IB 1: Weapon Finesse (Rapier)
IB 1: Weapon Focus (Rapier)
Human: Fencing Grace
1: Improved Unarmed Strike
3: Dodge
5: Crane Style (reduces Fight Defensively penalty to -2, add +1 to FD or Total Defense)
7: Master Alchemist
9: held til level 10
10: Improved Critical (Rapier)
11: Critical Focus
13: Kirin Style
15: Kirin Strike
17: Kirin Path
19: Blinding Critical

FORMULAE KNOWN
1 (6, DC 14): Crafter's Fortune, Cure Light Wounds, Disguise Self, Expeditious Retreat, Identify, Monkey Fish, Reduce Person, Shield
2 (2, DC 15): Alchemical Allocation, Barkskin

EXTRACTS PREPARED
1 (5/day): Cure Light Wounds x2, Shield x2, empty slot (1 minute to craft)
2 (2/day): Barkskin, empty slot

GEAR:

WEAPONS
MW Cold Iron Rapier 1d6, 18-20/x2 2 lbs. P 20 gp
Light crossbow 1d8, 19-20/x2 4 lbs P 80ft.

ARMOR
Buckler +1 5 lbs. 5 gp
Haramaki +1 1 lbs. 3 gp
Leather (Lamellar) +4, +3 Max Dex, -2 ACP 25 lbs. 30 ft. 60 gp

GEAR
Alchemy crafting kit
Formula book
Traveler's outfit 5 lbs. 1 gp
Investigator's kit 37 lbs. 40 gp
Alchemist's lab (at Thistletop base)

Backpack
Cold weather outfit 7 lbs.
Courtier's outfit and jewelry 6 lbs. 80 gp
Bedroll
Holy weapon balm
Ink
Inkpen
Iron pot
Mess kit
Soap
Torches x10
Trail rations x4
Waterskin

Bandolier
Alchemist's fire
Alchemist's fire
Alchemist's fire
Holy Water
Holy Water
Holy Water
Shard gel
Shard gel

Belt pouch
Alkali Flask
Antiplague (used)
Antitoxin
Holy Water
Flint and steel
Soothe syrup
Thieves' tools, MW

Quiver
Cold iron bolts x30

Total weight: 88 lbs.
-without pack: 33 lbs.

Alchemical Medicines
Antiplague (+5 on Fort saves vs disease for 1 hour) - 50gp DC 25
Antitoxin (+5 on Fort saves vs poison for 1 hour) - 50gp DC 25
Soothe Syrup (+5 on saves against nauseated/sickened for 1 hour) - 25gp DC 15
Troll Styptic (Fast Healing 2 for 2d4 rds, prevents bleed condition, painful-requires DC 15 Fort save to avoid being sickened for duration of healing) - 100gp DC 25
Twitch Tonic (+2 on saves vs sleep, paralysis, or staggered for 1 hour) - 45gp DC 25

Alchemical Weapons
Alkali Flask 1d6 Acid dmg + 1 Acid dmg splash; double dmg against oozes - 15gp DC 20
Alchemist's Fire 1d6 Fire dmg + 1 Fire dmg splash + 1d6 Fire dmg in 2nd round - 20gp DC 20
Bolt, Raining 2d4 dmg to undead or evil outsider, -2 to attack - 30gp DC 25
Bottled Lightning 1d8 electric dmg to 1 target w/in 20 ft + 1 sonic dmg to targets in a line toward target - 40gp DC 25
Brewed Reek DC 15 Fort save or target Sickened for 2d6 rds, splash 1 rd of Sickened - 40gp DC 25
Burst Jar next round on PC's turn, 1 sonic dmg + Deafened for 1d4 rds + DC 12 Fort save or be Stunned for 1 rd - 35gp DC 25
Holy Weapon Balm +2d4 dmg to undead or evil outsiders, DC 10 Ref save or take 1d4 pts dmg next round, effective until first hit or 1 minute (coats 1 weapon or 10 ammunition) - 30gp DC 20
Lyddric Essence 1d6 Acid dmg + 1 Acid dmg splash; double dmg against plants, plant creatures, and fungi - 20gp DC 20
Shard Gel 1d4 piercing dmg + target square and adjacent squares covered in caltrops for 5 rounds - 25gp DC 20
Suffocating Powder DC 18 Fort save or act as Suffocating (DC 12 for splash radius); affected creatures cannot breathe or speak for 1 round - 45gp DC 20
Tanglefoot Bag -2 to attack, -4 to Dex, DC 15 Reflex save or be glued to the floor unable to move (save for half movement) - 50gp DC 25
Thunderstone DC 15 Fort save or be Deafened for 1 hour + -4 to Initiative and 20% chance to miscast any spell w/ verbal component - 30gp DC 25

Light load 33 lbs.
Med. load 34-66 lbs.
Hvy. load 67-100 lbs.
Lift (over head) 100 lbs.
Lift (off ground) 200 lbs.
Push or drag 500 lbs.

MONEY
1896 gp
82 sp
73 cp