Agath

Asturu Renaro's page

250 posts. Alias of Solicitor.


Full Name

Asturu Renaro

Race

| HP: 18/28 | AC: 16 (12 Tch, 14 Fl) | CMB: +6, CMD: 18 | F: +5, R: +5, W: +4 | Init: +2 | Perc: +7, SM: +6

Classes/Levels

| Speed 30ft | Inspiration: 3/3 | Extracts: 1st 4/4 | Active conditions: None.

Gender

Male NE Human (Talingardian) Investigator 3

Size

M

Age

35

Alignment

NE

Location

Brandenscar

Languages

Common, Celestial, Infernal

Occupation

Philosopher

Homepage URL

Character picture

Strength 18
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 12
Charisma 8

About Asturu Renaro

About ASTURU RENARO
Statistics
Name: Asturu Renaro
Sex: Male Race: Human Class: Investigator 3 Age: 35
N male Medium humanoid (human)
Init +2; Senses Perception +7

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DEFENSE
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AC 16; touch 12; flat-footed 14 (+4 armor, +2 Dex)
hp 28
Fort +5; Reflex +5; Will +4

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OFFENSE
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Speed 30 ft (no armor, light load, 30ft base)
Melee Unarmed +6 (1D3+4 / x2) B
Melee Rapier +6 (1D6+4 / 18-20) P
Ranged Weapon +4 (1Dx+x / xx) x
Situational: x

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STATISTICS
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Str 18; Dex 14; Con 14; Int 14; Wis 12; Cha 8
BAB +2; CMB +6; CMD 18

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TRAITS
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Bruising Intellect (+INT instead of CHA for Intimidate checks) and Heresy (+1 to saves versus divine spells) and “Quiet as death” (+2 trait bonus to Stealth checks)

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FEATS
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1st: Greater Fortitude
3rd: Improved Grapple
Human: Improved Unarmed Strike

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SKILLS
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(+18 investigator, +3 human, +6 Campaign, +6 INT) Asterix denotes class skill (-2 ACP)
*Perception +7 (+8 vs traps)(3)
*Disable Device +8 (+9 vs traps or +11 with MW tools)
*Stealth +8 (3)
*Craft Alchemy +10 (3)
*Intimidate +8 (3)
*Sense Motive +6 (2)
*Heal +5 (1)
*Knowledge Local +6 (1)
*Knowledge History +6 (1)
*Knowledge Religion +6 (1)
*Knowledge Nature +6 (1)
*Knowledge Arcana +6 (1)
*Knowledge Nobility +6 (1)
*Knowledge Planes +6 (1)
*Knowledge Geography +6 (1)
*Knowledge Engineering +6 (1)
*Knowledge Dungeoneering +6 (1)
*Acrobatics +4 (1)
*Appraise +6 (1)
*Linguistics +6 (1)
*Spellcraft +6 (1)
*Disguise +3 (1)

Bonusses: +1 Disable Device / Perception to find and disable traps | +3 to Craft Alchemy

LANGUAGES
Common, Celestial, Infernal, Giant

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EXTRACTS
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Extracts per day: lvl1 (4)
Extracts prepared:
1: Cure Light Wounds (x2), Enlarge Person, Endure Elements
Extracts known:
1: Cure Light Wounds, Disguise Self, Shield, Enlarge Person, Endure Elements, Crafter's Fortune

Mutagen Prepped [x]
STR

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ABILITIES
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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, gain 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.
Extracts: 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 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.
Poison Lore
(An investigator has a deep understanding and appreciation for poisons. At 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator spends 1 minute physically examining the poison, he can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison’s saving throw DC). Lastly, once a poison is identified, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison’s saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.)
Poison Resistance
+2 bonus on all saving throws against poison
Keen Recollection
At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Trap Sense (Ex)
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).
Alchemical Discovery: Mutagen (Su)
At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again. When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma. A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Weapon and Armor Proficiency: Proficient with simple weapons, plus hand crossbow, rapier, sap, shortbow, short sword, and sword cane. Proficient in light armors.

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GEAR
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Carrying Capacity: Light– 100 lbs; Medium- 101-200 lbs; Heavy- 201-300 lbs; Current- 77 lbs
Weapons – Rapier (2) Dagger (x2)(2) Morningstar (6)
Armor – Chainshirt (25)
Alchemical
Other Combat Gear
Scrolls
Potions – Cure Light wounds (x2)
Wands
Other Magic Items – Iron Circlet (of Disguise)(1)
Mundane Gear – Gentleman explorer's outfit, silver unholy symbol (1), Investigator's Kit (37), MW Thieves' Tools (2), Healer's Kit (1)

PP: 0
GP: 0
SP: 0
CP: 0

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LEVEL UP
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Level 1: +1 HP FCB | Skills: Perception, Disable Device, Stealth, Craft Alchemy, Intimidate, Sense Motive, Heal, Knowledge Local, Knowledge History, Knowledge Religion, Knowledge Nature - +9hp
Level: +1 HP FCB | Skills: Perception, Disable Device, Stealth, Craft Alchemy, Acrobatics, Intimidate, Nobility, Planes, Geography, Engineering, Dungeoneering) - +8hp

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APPEARANCE
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Uncharacteristically muscled and toned for a man married to his academic studies, Asturu is just over six feet tall with thighs that can crack a coconut and shoulders that could carry all the burdens found in this world. He tends to be well-groomed, opting to keep his straight dark blonde hair short enough so that it may be slicked back. The occasional stubble and incidental beard is a sign of his devotion to his work and passions.

The man features a remarkably strong Roman nose, forming a hilly divide between his flat cheeks and oblong cheekbones. Having spent more than a couple of days in jail, his face has lost its sun blessed luster and his features are edging towards becoming best described as ‘gaunt’.

Bearing no tattoos, piercings or earrings, the only remarkable features are the ‘F’ brand on his arm for his crime and a jagged scar running down his right forearm from when he fell as a kid whilst running towards his mom with a bottle of wine. The bottle cracked, his flesh gave in and the reminder of his childish naivety is now forever painted on his skin.

In daily life Asturu likes to dress for the occasion. He’ll be seen in a no nonsense gentleman’s outfit during his studies and exchanges his soft-soled shoes for sturdy leather boots when having to travel. Knowing no other life than that of a well-off aristocrat, Asturu still has to come to terms with his prisoner’s attire. A loincloth and ragged shirt? How positively medieval.

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BACKGROUND
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“I was walking among the fires of Hell, delighted with the observations of my Genius, Power!; which to Mitra’s chosen looks like torment and insanity.”
On Hallucinogen: Mental Lubrication or Harbingers of Delirium? A study on narcotics.
Asturu Renaro

Asturu is the oldest child of Jean-Renoit Renaro, an aristocrat, and Ivarra Velaso, daughter of a well-off wine merchant. Born and raised in Daveryn, he grew up wanting for nothing thanks to his family’s wealth. Many a day was spend on picnics in the countryside and many more nights spent on lavish feasts and parties. There was no societal pressure for the boy to foster any talents for he’d inherit wealth and through that, the ability to hire those who would keep him wealthy.

His teenage self considered his life’s trappings a blessing, but as he grew older he started to see the flaws and cracks which would form the basis of his most prominent theory. For it was in between these picnics and forays and feasts and parties that the boy spent every minute observing the world around him and reflecting on it. Books weren’t read, they were devoured.

T’was the more rebellious young adolescent years where he started to conduct small-scale social experiments on his family and their servants, fiddling with the interactions between the various layers of powers that resided within the household. The boy would incite dissident amongst the staff by leaving behind fake notes on their income. Observing the chaos it caused, he noticed how the strong and smart amongst the staff would rise to the occasion and better their socio-economic standing, either by enforcing a higher wage from his father or by moving on to another noble household. Apparently when given proper motivation and an opportunity born in chaos, anyone with talent and determination could improve his lot in life.

The young Asturu took his first steps on what would later be labeled as a path of heresy by noticing how people were forced into servitude thanks to the Talingardian social system. At first he tried finding out who deserved the blame, but his inner monologues always ended with the question “but what man can change the will of the divine?” It was the church of Mitra that not just condoned the current state of society, but also taught it as divine providence. This conundrum kept the man busy through his twenties. As life passed on, so too did this obsession, but chance would have him drawn right back into. Having moved on from social injustice to the “stretchability of the mind”, it was during an experiment on hallucinogens that Asturu stumbled upon a profound truth: “a man who freely chooses who to believe in and who to believe. One might rather live in a world of fire than one of chains, and such folly is the right of those cursed with mortality.

Truth be told, while the experiments with drugs stopped as soon as the research was concluded, the usage of what Asturu now called ‘mental lubrications’ continued. Perhaps it had been the whispers of the divine that spurred him on. Perhaps it was a stroke of genius. Maybe, just maybe, it was madness. At the age of 33, Asturu Renaro published a two-hundred page document on the impending collapse of Talingardian society. The sustainability of the master-servant relationship in a system that was rigged and overseen by the divine was limited severely by the inability of those of power and talent to seize what was rightfully theirs by skill and merit. It invited unseen corruption and pious rot. Instead of small change, any sort of change would take place in a cataclystic manner. The study was supported by observations of men and other lifeforms, such as bees, birds, but also cattle, and how they reacted to various systems of institutionalized oppression. One truth kept burning bright like the northern star at night: power is a natural phenomenon and it cannot be constrained, not even by the divine.

Sir Balin of Karfeld disagreed and so too did the church of Mitra and the Crown. Asturu’s insistence on the treatise being published, even after being offered the option to atone so he could leave behind him these wicked devilish thoughts, forced the state to seize his possessions. Knowing that they’d come for his work, Asturu had stashed away copies in various places with contingency plans to have them released even if he’d be captured. But Balin had too anticipated such a thing. The divine will of Mitra forced the man to reveal the location of the documents and his unwavering faith in his intellectual findings made it impossible for Asturu to apologize and distance himself from his actions. He’d burn.

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PERSONALITY
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Never underestimate spite as a motivator for genius.

There is the Asturu before he was branded a heretic and the man after he was thrown into prison. What kindness burned within him had been snuffed out by the prospects of being burned alive for the sin of using his brain. Pomp and circumstance had been his modus operandi, honoring life through fine drinks and even finer meals, but the thought of such things now only left behind the taste of ashes. Knowing that death would soon welcome him, the man is now busy throwing off the confines of his mortal given inclination for ethics, telling himself that even greater science and insight can be achieved by letting go.

Having picked up the habit during his twenties, Asturu works out a lot to give him the edge over life’s many challenges. An added side benefit seems to be that the more he works out, the more often he finds clarity of mind. Even sports can be addictive and if there’s one thing that Asturu is, it is being prone to addiction.

Other than the bleak and depressing picture given above, Asturu is a well-mannered man who burns with passion for his life’s work: science. He never had a penchant for violence and prefers for matters to be dealt with through intellect over brawn. The irony of which, given his physicality, always manages to get a giggle out of him whenever he passes by a mirror in the morning. Which explains a thing or two about his outlook on life: it must be taken with a pinch of salt. Laugh when you can and cry when you must, but never let life choke the soul out of you. Said outlook is being severely tested by the notion of being incarcerated and soon-to-be burned alive.

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OTHER NOTES
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“Genius is both the sail and the wind; that’s why he continues his journey without stopping!”