About Atticus FulviosData:
Name: Atticus Fulvios Race: Human Job: Tutor Age: 27 Alignment: LN Personality: Inquisitive, Helpful, but socially insecure Likes: Teaching, learning, History F Dislikes: Unsolved problems, cheating clients Favorite foods: died fried vegetables surrounding a veal steak Hobbies: Pipe, reading, chelish opera Physical Description: light olive Skin, black hair, piercing eyes, 5feet 8. Facial hair in a van d~+# beard, hair in Deity: Iori Languages: Common, Draconic, Halfling, Sylvan, Celestial, Infernal Personality: Atticus is not very good with people, a live more interested in books and laboratories has left their mark. He know the technical part of how to do it, but lacks the presence to pull it off. During his time as an attorney he has learned to use his vast knowledge to find ways to convince people, but his words are often harsh and not well liked. He is a lot better with young children or men sharing his erudite interests. With those kind of people he warms up and show his caring. He has just one vice and that is alcohol. In times of depression, he has a tendancy to drink to much. Rendering:
20 point buy for stats Stat point distribution: STR: 14 = 5 +2 Implement DEX: 12 = 2 CON: 14 = 5 INT: 16 = 10 (+2 Human Bonus) (18) +1 (Level 4) WIS: 10 = 0 CHA: 08 = +2 Combat:
Hit Points: 50 / 50 (4d8+4Con+4Feat+2d8+4Con) Init: +1 Perc +14 -------------------------------------- Offense: Bardiche+1 +6 1d10+8 19-20/x2 Sling +2 1d4+3 20/x2 Attack:
Racial&Class:
Human Racial Traits +2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. Bonus Feat: Humans select one extra feat at 1st level. Comprehensive Education Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Investigator Weapon and Armor Proficiency: Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields. Alchemy (Ex): 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 aninvestigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make 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. The power they lend creates powerful effects, but also binds the extract’s effect to its 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 1–7. 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 (Pathfinder RPG Advanced Player’s Guide 32), which determines 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 an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is 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 formulae 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 them. Inspiration (Ex): An investigator is beyond skilled and knowledgeable—he also possesses keen powers of observation and deduction above and beyond the abilities of others. An investigator typically uses these powers to aid in their investigations, but can use these flashes of inspiration for 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 bonus, minimum 1. 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 he takes 10 or 20 on). 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 spending a use of inspiration, provided he’s trained in that skill. An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. Inspiration can also be used on attack rolls and saving throws, though at the cost of expending two uses of inspiration from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action. Expanded Inspiration: 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. Occultist Weapon and Armor Proficiency: An occultist is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). Spells:
Focus Powers (Su):
Implements (Su):
Knacks:
Mental Focus (Su): 7
Object Reading (Su): At 2nd level, an occultist learns how to read information from items he examines. Examining an item in this way requires him to spend 1 minute handling the item. If the item is a magic item, the occultist learns its properties and command word as if he had successfully examined the item using detect magic and succeeded at a Spellcraft check. This ability does not reveal whether the item is cursed unless the occultist’s class level is equal to or greater than the caster level of the item. If the item has any historical significance, the occultist learns one piece of information about its past (as determined by the GM). Finally, if the item was last used no longer than 1 day ago per the occultist’s class level, the occultist learns one piece of information about the last creature to use the item. This information might be a glimpse of the creature’s appearance, a brief vision of what it saw while using the item, or perhaps its emotional state when it last used the item. The GM determines what information is gained in this way. This functions like the psychometry occult skill unlock (see page 196), but doesn’t require a skill check and can be used at will.
Physical Enhancement (Su): Belt, 5 Mental Focus stored, Strength
Legacy Weapon (Su):
Implements: Book, crystal ball, goggles, harrow deck, headband, lenses, planchette. Resonant Power:
Third Eye (Su): Tarot Deck, 2 Mental Focus stored
Sudden Insight (Sp):
Danger Sight (Sp):
Distortion (Sp):
Minor Figment (Sp):
Feats, Traits & Skills:
Feats: Fast Learner When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward. Artful Dodge If you are the only character threatening an opponent, you gain a +1 dodge bonus to AC against that opponent. The Artful Dodge feat acts as the Dodge feat for the purpose of satisfying prerequisites that require Dodge. You can use Intelligence, rather than Dexterity, for feats with a minimum Dexterity prerequisite. Extra Focus Fast Study Traits Missing Child The missing child is your the son of your employer and one you had been charged with protecting. The child was abducted during a trip to the market. Long hours spent searching for rumors and your stubborn will to continue grant you a +1 bonus on Will saves. Bruising Intellect Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier. Skills Investigator 4x (6+INT+1F) = 11 + 2x4+4 ACP = -0 //Armour Check Penalty • Acrobatics: 0 = 0 + DEX Mod + 0 - ACP; • Appraise: 4 = 0 + INT Mod + 0; • Bluff: -1 = 0 + CHA Mod + 0; • *Climb: 6 = 1 + STR Mod + 3 -ACP+1; • *Craft (alchemy): 9 = 1 + INT Mod + 3 + 4CL; • *Diplomacy: 3 = 1 + Cha Mod + 3; • *Disable Device: 15 = 6 + Int Mod + 3 + 1I+2C -ACP • Disguise: -1 = 0 + CHA Mod + 0; • Escape Artist: 2 = 0 + DEX Mod + 0 -ACP; • Handle Animal#: -1 = 0 + CHA Mod + 0; • Heal: 7 = 4 + WIS Mod + 3; • Intimidate: 14 = 5 + INT Mod + 3 +2; • *Know(Arcane): 9 = 1 + INT Mod + 3 + 1r; • *Know(Dung): 9 = 1 + INT Mod + 3 + 1r; • *Know(Engin): 9 = 1 + INT Mod + 3 + 1r; • *Know(Geo): 9 = 1 + INT Mod + 3 + 1r; • *Know(Hist): 9 = 1 + INT Mod + 3 + 1r; • *Know(Local): 14 = 6 + INT Mod + 3 + 1r; • *Know(Nature): 11 = 3 + INT Mod + 3 + 1r; • *Know(Nobility): 9 = 1 + INT Mod + 3 + 1r; • *Know(Planes): 9 = 1 + INT Mod + 3 + 1r; • *Know(Religion): 9 = 1 + INT Mod + 3 + 1r; • *Linguistics: 8 = 1 + INT Mod + 3; • *Perception: 15 = 6 + INT Mod + 3+1+1; • Ride#: 0 = 0 + DEX Mod + 0 -ACP; • *Sense Motive: 13 = 6 + INT Mod + 3; • Sleight of Hand: 0 = 0 + DEX Mod + 0 - ACP; • *Spell Craft: 12 = 5 + INT Mod + 3; • Stealth: 0 = 0 + DEX Mod + 0 - ACP; • Survival: 0 = 0 + WIS Mod + 0; • Swim: 2 = 0 + STR Mod + 0 -ACP+1; • *Use Magical Device: 14 = 6 + INT Mod + 3 +1; Exctracts:
DC = 10 + 3 + Level Level-1: 4 + 1(INT) Level-1: Extracts Known: Comprehend Language, Crafter´s Fortune, Cure light wounds, Heigthen Awarness; Monkey Fish, Polypurpose Panacea, Shield, Longarm Extracts Prepared Heigthen Awareness, Longarmx2 Shield x2 Level 2 Known: Alchemical Allocation Prepared Alchemical Allocation x2 Spells::
Knacks: Detect Magic, Mending Level 1: 1+1 Detect secret Doors, Lead Blades Equipment:
Starting Wealth 150gp Weapons: 48 Morningstar Dagger +1 2 Sling, 0 Bullets (Sling) 1 Armor: 25 gp/34lbs MW Parade Armor 25 (The armored Doublet of the Korvosa city officals.) Miscellaneous: Investigator's kit This kit includes an alchemy crafting kit, a belt pouch, a flint and steel, ink, an inkpen, The kit does not contain a formula book because an investigator begins play with a formula book and does not need to purchase one. Thieves tools MW. Harrow Deck. 7gold 1 silver At home: a backpack, a bedroll, an iron pot, a mess kitUE, soap, torches (10), trail rations (5 days), and a waterskin. A good teacher can inspire hope, ignite the imagination, and instill a love of learning. Backstory:
Atticus Fulvios was born into a family of scholars and professors lecturing at the prestigious Acadamae in Korvosa and one of those children who could speak before walk. His parents took great care that their son learned their love of education and while other children would play in the streets or parks, he would sit in the backbench of the classrooms, listening to his mother Minerva lecturing sons and daughters of noble blood or mercantile station about the history of their glorious city, or watch his father Severus in his laboratory, teaching young parfumists, alchemists and wizards about the wonders to be done without magic, just with Brimstone, Aqua Regis or Powder of Algaroth. For a while Atticus was a pale boy, a boy that had virtually no friends and rarely saw the sun and was often sickly. But then his aunt Athna interfered, the black sheep of the family. She was not a scholar or artisan, instead she had joined the military and was a first blade of the sable company marines. She spoke some choice words to his parents and took upon herself to supplement the boys mental with some physical education. Usually dragging a crying boy from some musty tome towards a park or gymnasium and forcing him to work out, run a few laps, or doing some other trials to build some muscles. Atticus never learned to love this kind of training, called is a waste of time, but to say his aunt was as stubborn as a mule was a major understatement. After a while Atticus got healthier and, groing older, and after finding the right tractat, he understood the merits of a healthy body for a healthy mind. And his complains lessened, especially as he noticed that he could learn better. With his parents help Atticus enrolled at the Acadamea at the very young age of eleven and although younger than almost all of his classmates rarely finished a course without high honors.
But what should a young man do with his education do at this young age? Calling in a few favors, his father managed to get Atticus a position as a scribe, working for Zenobia Zenderholm, the hanging judge, as an junior assistant attorney. Working for Judge Zenderholm was interesting, to say at least, and he did learn a lot about the power of installing fear into people´s heart with a few choice words, learning from a true master. But after a few years he couldn't stomach the work anymore and found a position as a tutor in the house of Master Aquila, Trader in wines from cheliax and merchant of all kinds of spirits.
For three years life was very good, Atticus did enjoy the duties and also had a very good relationship with Master Aquila, often testing the qualities of new brands in a small, but well stocked laboratory. He even had a caring relationship with Ariella, the chambermaid of Mistress Aquila. But then one fine Erastian day disaster struck.
While more a book learner, together with his Aunt Athna, it took him less then two weeks, to hear from Gaedren Lamm and pierce a few informations about this horrible persons habits. Weeks with little sleep and some ugly confrontations, but it took Atticus from the booze. But to work on the leads alone seemed illogical, because Athna had to leave.
Combat actions: Sword cane +2 1d6+2 20/x2 |