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About Artos ScanderghastBackground:
Artos remembers very little about his parents - a sense of peace and comfort, the smell of lavender and a song. His earliest memories are of the Brotherhood.
The Brotherhood are a LE organization dedicated to infiltration and assassination. As such he was introduced at a very early age to many of the disciplines necessary for their agents, at which he proved quite adept. So it was that he was destined to become an agent for the Brotherhood, if it were not for the intervention of fate. Like most adolescents, Artos exhibited some form of rebellion. This would have been confined to harmless pranks were it not for the fact that he had access to details of past operations and their outcomes. One such caught his eye because of the names of the victims: Scanderghast. He did not know that it was his own family name at the time, but he thought he recognised it. It was when he read the report that the memories came flooding back. He remembered seeing his parents butchered and himself ttaken away, and to confirm it the report had listed under assets removed: 1 Tiefling child. From that day forward, he realised that the Brotherhood was the Enemy. Focusing first on escaping from them, he realised that the best way was to excel in his studies so that he would be sent on assignment. So he threw himself into his studies to be the best he could be. Outwardly, he was a model student, repeating the Ethos of the Brotherhood with a great deal of insight; inwardly however he was playing a role. He persuaded his tutors to alow him access to other philosophies so that he may emulate students of them, and worked his way through a few religious texts. In particular, he felt an affinity - which he kept from his tutors - for the Holy texts of Abadar. It was somewhat fitting then, that the first assignment he was given was to assassinate a cleric of Abadar. Everything went smoothly. He infiltrated the Temple, approached the cleric stealthily, and was all set to carry out the assassination.
Believing that he covered his tracks, Artos moved to a location far from the Brotherhood, where he hopes to establish himself before attempting to take out the Brotherhood. ARTOS SCANDERGHAST Male Tiefling magus (Kensai/Fiend flayer) 1//Investigator 1 LN medium outsider (native) Combat Stats:
Init +6; Senses Darkvision (60 ft.), Perception +4, AC 15, touch 15, flat-footed 10 hp 9 (1HD) Fort +3, Ref +6, Will +2 Resistances Cold 5, Electricity 5, Fire 5, Speed 30 ft. (6 squares) Melee TWF kama (double-chained/cold iron;-) +3 (1d6+2/+1) Melee 2HF kama (double-chained/cold iron) +3 (1d6+3) Melee Spell Combat kama (double-chained/cold iron;-) +3 (1d6+2) Melee 2H Reach kama (double-chained/cold iron) +3 (1d6+3), Reach 5' Ranged shortbow +4 (1d6/x3) Face 5 ft. by 5 ft. Reach 5 ft. Base Atk +0; CMB +2; CMD 17 Special Actions Spell Combat, Inspiration Spells:
Prepared Spell List Magus (CL 1st): 1st - grease 0th - detect magic , mage hand Prepared Extracts (CL 1st}: 1st - Longarm, Shield Innate Spell-Like Abilities: darkness ( 1/day) Feats, Traits and Abilities:
Special Qualities Alchemy, Arcane Pool (5/day), Bonus Magus Arcane Pool, Canny Defense, Cantrips, Darkvision, Diminished Spellcasting, Fiendish Language, Fiendish Resistance, Infernal Mortification, Inspiration pool {5/day), Kensai Chosen Weapon (Kama (Double-Chained)), Kensai Weapon Proficiency (Kama (Double-Chained)), Magus Arcana, Magus Arcana, Prehensile Tail, Skilled, Spell-Like Ability, trapfinding, Weapon and Armor Proficiency, Weapon Focus,
Feats Exotic Weapon Proficiency (Double-Chain Kama), Weapon Finesse, Weapon Focus (Kama (Double-Chained)) Traits Pragmatic Activator, Reactionary Skills:
Acrobatics +8, Appraise +4, Bluff +4, Climb +2, Craft (Untrained) +4, Craft (Alchemy) +5, Diplomacy -2, Disable Device +9, Disguise -2, Escape Artist +4, Fly +4, Intimidate -2, Knowledge (Arcana) +8, Knowledge (Planes) +8, Linguistics +8, Perception +4,(+1 to spot traps) Perform (Untrained) -2, Ride +4, Spellcraft +8, Stealth +10, Swim +2, Use Magic Device +8, Possessions:
kama (double-chained/cold iron;-);
outfit (traveler's); Alchemist formula book; Belt Pouch (contains 23gp, 10sp); Caltrops; thieves picks and tools, common; scroll (magic weapon); arrows (20/cold iron); arrow, smoke; magus spellbook; Rope (50'); Shortbow ; Magus Spellbook 0th - acid splash , arcane mark , dancing lights , daze (DC 14) , detect magic , disrupt undead , flare (DC 14) , ghost sound (DC 14) , light , mage hand , open/close (DC 14) , prestidigitation (DC 14) , ray of frost , read magic (DC ) , spark (DC 14) 1st - frostbite , grease (DC 15), Alchemist Formulae 1st (DC14) - Anticipate Peril, Cure Light Wounds, Heightened Awareness, Long Arm, Monkey Fish, Shield Description of abilities:
Alchemy (Su): 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 the table above. 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, then reactivates 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 prepare his extracts anew 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 that he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have an Intelligence score equal to at least 10 + the extract's level. The saving throw DC of 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 of any level that he can create. An investigator can also add formulae to his book just as 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 formulae.
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 (his inspiration die) to the result of that check, including any on which he takes 10 or takes 20. This choice is made after the check is rolled and before the result is revealed. An investigator can use inspiration once only per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft 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 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.
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