Seneka Volstadt

Ausra Itarildë's page

27 posts. Alias of rdknight.


Full Name

Ausra Itarildë

Race

Elf Investigator 1 / Rogue 1| HP: 10/10 | AC: 18 (T: 14, F: 14) | CMB: +0, CMD: 14 | F: +2, R: +6, W: +2 (+4 vs Enchantments) | Init: +4 | Perc: +8, SM: +4 | Speed 30'| Inspiration 4/4

Gender

Female

Size

Medium

Age

121

Alignment

CG

Deity

Calistria

Location

The River Kingdoms

Languages

Taldane, Elven, Sylvan, Draconic, Hallit

Strength 10
Dexterity 18
Constitution 12
Intelligence 17
Wisdom 10
Charisma 8

About Ausra Itarildë

Ausra Art

Statistics:
Female Elf Investigator (Cartographer / Natural Philosopher) 1 / Rogue 1

NG Humanoid (Human)

Init +4; Senses Perception +4
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DEFENSE
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AC 17, Touch 14, Flat-Footed 13 (+3 Armor, +4 Dex)

HP 10

Fort +2, Ref +6 Will +2 (+2 vs Enchantments)
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OFFENSE
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Speed 30'

Melee +4

Ranged +4
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STATISTICS
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Str 10, Dex 18, Con 12, Int 17, Wis 10, Cha 8

Base Atk +0; CMB +0; CMD 14
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TRAITS:

Forlorn (Race):
Requirement(s) Elf
Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. You gain a +1 trait bonus on Fortitude saving throws.

Pragmatic Activator (Magic):
While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

Cunning Liar (Regional):
Requirement(s) Any City
You were forced into hiding or willingly went on the run at a young age, and learned to reading others’ interests to inform your lies. You can use your Intelligence or Wisdom modifier in place of your Charisma modifier on Bluff checks.

Heirloom Weapons (Equipment):
You are trained in the use of traditional weapons wielded in your family for generations (pay the standard gp cost for such weapon(s)). When you select this trait, choose one of the following benefits: proficiency with an ancestral weapon group (e.g., those to which racial weapon familiarity applies), a +1 trait bonus on attacks of opportunity with such weapons, or a +2 trait bonus on your choice of the kinds of combat maneuver to which either Deft or Powerful Maneuvers when using such weapons. If you later gain proficiency with such weapons through levels in a given class or by a feat, you may immediately retrain this trait to either the attack of opportunity or the maneuver bonus.

Bitter (Drawback):
You have been hurt repeatedly by those you trusted, and it has become difficult for you to accept help. When you receive healing from an ally’s class feature, spell, or spell-like ability, reduce the amount of that healing by 1 hit point.

FEATS:

Breadth of Experience:
Although still young for your kind, you have a lifetime of knowledge and training.
Prerequisites: Dwarf, elf, or gnome; 100+ years old.
Benefit: You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.

Deft Maneuvers (Combat):
You are skilled in a variety of dextrous combat maneuvers.
Prerequisite: Dex 13.
Benefit: You do not provoke an attack of opportunity when performing a trip or disarm combat maneuver. In addition, you receive a +2 bonus on checks with trip and disarm combat maneuvers, and you can make a Bluff check to feint in combat as a move action. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip or disarm you.
Normal: You provoke an attack of opportunity when performing a trip or disarm combat maneuver. Feinting in combat is a standard action.

SKILLS: (14 points; 8 class, 3 INT, 1 FCB, 2 background)
ACP -1

Acrobatics* +8 = DEX+4+1+3
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Appraise +3 = INT+3+0+0
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Bluff +7 = INT+3+1+3 (INT based Trait)
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Climb* +0 = STR+0+0+0
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Craft (Alchemy) +7 = INT+3+1+3 (+1 Background)
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Diplomacy -1 = CHA -1+0+0
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Disable Device +9 = DEX +4+1+3+1 (+1 Trapfinding)
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Disguise -1 = CHA -1+0+0
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Escape Artist +8 = DEX 4+1+3
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Fly +4 = DEX 4+0+0
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Handle Animals -1 = CHA -1+0+0
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Heal +0 = WIS 0+0+0
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Intimidate -1 = CHA -1+0+0
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K (Arcana)† +9 = INT 3+1+3+2 (+2 BoE)
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K (Dungeoneering)† +5 = INT 3+0+0+2 (+2 BoE)
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K (Engineering)† +5 = INT 3+0+0+2 (+2 BoE)
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K (Geography)† +9 = INT 3+1+3+2 (+1 Background) (+2 BoE)
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K (History)† +5 = INT 3+0+0+2 (+2 BoE)
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K (Local)† +9 = INT 3+1+3+2 (+2 BoE)
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K (Nature)† +9 = INT 3+1+3+2 (+2 BoE)
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K (Nobility)† +5 = INT 3+0+0+2 (+2 BoE)
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K (Planes)† +9 = INT 3+1+3+2 (+2 BoE)
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K (Religion)† +5 = INT 3+0+0 (+2 BoE)
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Linguistics† +3 = INT 3+0+0
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Perception +6 = WIS 0+1+3+2 (+2 Keen Senses) (+1 Trapfinding)
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Perform -1 = CHA -1+0+0
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Profession† +2 = WIS 0+0+0+2 (+2 BoE)
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Ride +4 = DEX 4+0+0
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Sense Motive +4 = WIS 0+1+3
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Sleight of Hand*† +4 = DEX 4+0+0
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Spellcraft† +3 = INT 3+0+0
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Stealth* +8 = DEX 4+1+3
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Survival +5 = WIS 0+1+3+1 (+1 tracking)
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Swim* +0 = STR 0+0+0
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UMD +3 = INT 3+0+0 (INT based Trait)
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*ACP applies to these skills
Non-Standard Skill Bonuses

Languages: Taldane, Elven, Silvan, Draconic

Special Abilities:

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SPECIAL ABILITIES
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ELF:

Low-Light Vision:
Half-elves can see twice as far as humans in conditions of dim light.

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

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

Envoy:
Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf’s level. This racial trait replaces elven magic.

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.

INVESTIGATOR (Cartographer / Natural Philosopher):

Weapon and Armor Proficiency:
A natural philosopher is proficient with simple weapons, plus the handaxe, kukri, shortbow, throwing axe, and whip. A natural philosopher is proficient with light armor but not with shields.
This replaces the investigator’s weapon and armor proficiency.

Class Skills:
A natural philosopher gains Survival as a class skill, but doesn’t gain Perform as a class skill.
This alters the investigator’s class skills.

Inspiration (Ex): (1d6 3 Rounds / Day)
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 f lashes 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.

Natural Philosopher’s Inspiration (Ex):
Natural philosophers employ a skill set suited to studying the natural world. A natural philosopher can use inspiration on Heal and Survival checks without expending a use of inspiration, provided he is trained in the skill, but cannot do so for Linguistics or Spellcraft checks. He can later trade an investigator talent for the ability to use inspiration on Linguistics and Spellcraft checks without expending a use of inspiration, provided he is trained in the skill.
This alters inspiration.

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 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 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 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.

TALENTS

ROGUE

Sneak Attack:
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Trapfinding:
A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training (Ex):
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Formulae:

1st (1+1/day)

Cure Light Wounds
Expeditious Retreat
Heightened Awareness
Monkey Fish
Shield

2nd (3+1/day)

3rd (1+1/day

Gear/Possessions:

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GEAR/POSSESSIONS
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Thornblade
Leafblade
Throwing Axe (Cold Iron)
Light Mace (Alchemical Silver)
Dagger
Studded Leather Armor
Thieves Tools
Traveler's Outfit
Belt Pouch
Mapmaking Kit
Alchemy Crafting Kit
Rope (50')
Chalk (x2)
Flint & Steel
Whetstone
Soap
Mirror
Grooming Kit
String (50')
Candle (x2)
Journal
Vial of Ink
Pen

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Magic

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Consumables
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Calistria's Kindness x2
Caltrops

Carrying Capacity
Light 0-43 lb. Medium 44-86 lb. Heavy 87-130 lb.
Current Load Carried

Money 4 GP 2 SP 8 CP

Background:

Appearance and Personality:

Height: 5'10 Weight: 108 Hair: Blonde Eyes: Blue