male dwarf investigator 3 (empiricist) | HP 27/27, inspiration 2/4, 3 Str damage | AC 18, T 12, FF 16 (+4 vs giants, +1 vs traps) | F +4, R +6, W +6 (+2 vs poison/spells/SLAs, +1 vs traps) | CMB +4, CMD 16 (20 vs bullrush/trip) | Spd 20'
Classes/Levels
| Perc +9+1d6 (+10+1d6 to find traps) | Init +4 | Statuses:
Strength
14
Dexterity
14
Constitution
14
Intelligence
16
Wisdom
14
Charisma
5
About Barl Kestad
Barl Kestad
male dwarf investigator 3 (empiricist)
neutral good medium humanoid (dwarf)
Init +4; Senses darkvision; Perception +9+1d6 (+10+1d6 to find traps)
DEFENSE
AC 18, touch 12, flat-footed 16 (+5 armor, +2 dex, +1 natural)
HP 27 (3d8 +6 Con +3 FC)
Fort +4, Ref +6, Will +6
Special Defenses +2 saves vs poison, spells, and SLAs; +4 AC vs giants, +1 to Ref saves and AC vs traps
OFFENSE
Speed 20ft
Melee mwk warhammer +5 (1d8+3, x3, B)
Ranged light crossbow +4 (1d8, 19-20/x2, 80' range, P)
Special Attacks power attack, +1 attack vs. orc and goblinoid
STATISTICS
Str 14 (+2), Dex 14 (+2), Con 14 (+2), Int 16 (+3), Wis 14 (+2), Cha 5 (-3)
BAB +2, CMB +4, CMD 16 (20 vs. bull rush or trip)
Feats Ironhide: Your skin is thicker and more resilient than that of most of your people. You gain a +1 natural armor bonus due to your unusually tough hide.
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Traits Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.
Tomb Raider: You’ve spent most of your life exploring the ancient tombs and catacombs of Scarab Sages. You gain a +1 bonus on Perception and Knowledge (dungeoneering) checks, and one of these skills (your choice) is a class skill for you.
Skills6 skill points/level +3/level (Int) +0 (favored class) = 27
craft (alchemy) +10, diplomacy +3* (+9* to gather information), disable device +8, heal +6*, knowledge (dungeoneering) +8*, knowledge (history) +8* (+10* regarding dwarves or their enemies), knowledge (all others) +7*, linguistics +9*, perception +9* (+10* to locate traps), sense motive +7*, spellcraft +8*, survival +2 (+4 to not get lost), use magic device +9
Armor Check Penalty -1 * free inspiration applies
Languages
Common, Azlanti, Dwarven, Goblin, Orc, Undercommon, Terran, Ancient Osiriani
Racial Abilities
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.
Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
SQ
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: 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, 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: 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: 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 flashes 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.
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.
Ceaseless Observation: An empiricist's ability to notice the minutiae of almost everything that happens around him allows him to make shrewd and insightful calculations about people and even inanimate objects. At 2nd level, an empiricist uses his Intelligence modifier instead of the skill's typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information. This ability replaces poison lore and poison resistance.
Investigator Talent: At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once. Investigator talents marked with an asterisk (*) add effects to an investigator’s studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt.
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.
Keen Recollection: At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Trap Sense: 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).
Other Gear wand of cure light wounds (45/50 charges), vermin repellent, 3x antiplague, 3x antitoxin, cloak of resistance +1, explorer's outfit, alchemy crafting kit An alchemist with an alchemy crafting kit is assumed to have all the material components needed for his extracts, mutagens, and bombs, except for those components that have a specific cost. An alchemy crafting kit provides no bonuses on Craft (alchemy) checks.
monk's kit This kit includes a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin.
chronicler's kit contains a map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord. The supplies usually suffice for chronicling a single expedition of not more than 2 months’ duration.
mapmaker's kit contains a simple slate with a grid carved into its surface and a number of differently colored pieces of chalk. If you use this kit to draw a map as you travel, you receive a +2 circumstance bonus on Survival skill checks to avoid becoming lost.
Money 983 gp
FLUFF
Description
Barl is blonde and pale but otherwise appears to be a normal dwarf. He is optimistic and eager to learn more about his heritage, but he still doesn't feel quite comfortable being in exotic above-ground environments.
History
Barl is from a clan who resides deep within an ancient dwarven stronghold. The stronghold is now mostly abandoned, but it represents a portal by which many evil aberrations could reach areas which are still inhabited. His clan is sworn to protect dwarvenkind from these menaces of the deep. As Barl showed particular intelligence, he was sent to Absalom to be trained as an investigator. While there, he came into contact with the Pathfinders and decided that he could keep his oath by joining the Society and fighting evil all over the world. His interest in the ancient dwarven society which had built his home led him to join the Scarab Sages.
Age 69
Deity: Torag
Chronicles
Welcome to Pathfinder:
Boons
Initiate’s Edge: Golarion can be a dangerous place, and the Pathfinder Society takes care to equip its newest recruits. You can apply one of the following benefits to your first character (XXXXXX–1); cross out the other two options. The first time you serve as a game master for a Pathfinder Society game and apply the credit to this character, you may double your maximum number of uses for the selected benefit.
☐ Elixir of Renewal: You gain a special elixir that you can consume as if it were a potion in order to restore 2d8+5 hit points as well as 1d4 points of one type of ability damage. You can use the potion only once, even if the user is under the effects of alchemical allocation (Pathfinder RPG Advanced Player’s Guide 201) or a similar effect that would allow one to benefit from a potion multiple times. Check the box that precedes this boon when you use this elixir. Not every character can use healing magic, but anyone can consume a potion. This elixir is especially good at curing ability damage, which often accompanies poison, disease, and the special attacks of many undead creatures. Consider this option if you cannot cast healing spells but want a powerful way to heal yourself in an emergency.
☐ Tattoo of the Open Road: You have a magical tattoo of the Glyph of the Open Road, the insignia of the Pathfinder Society. As an immediate action when you are struck by a critical hit or dealt at least 15 points of damage from a spell or supernatural ability, you can check the box that precedes this boon and expend the tattoo’s magic to gain 10 temporary hit points that last for 1 minute. During this minute, you also treat your Constitution score as if it were 10 higher for the purpose of determining when hit point damage would kill you.
Hit points are a precious commodity at low levels, and an opponent’s lucky attack can sometimes kill a character in one hit. Consider this option to reduce the chance that a critical hit will kill you.
☐ ☐ ☐ ☐ ☐ Restorative Wand: You gain a wand of cure light wounds with 5 charges. This wand has an effective market price of 0 gp if sold. Consider this option if you are able to cast healing spells, as you can activate the wand without difficulty.
5-02 The Wardstone Patrol:
XP Gained 1
PP Gained 2
Gold Earned 1280 Day Job 0
Boons
Mendevian Commendation: You have received a medal for your service to Mendev and the Fifth Crusade. For every Mendevian Commendation you have, you gain a cumulative +1 bonus on Charisma-based skill and ability checks made to influence crusaders of Mendev (maximum +3).
Items Available For Purchase
potion of haste (750 gp)
potion of shield of faith (CL 6th, 300 gp, limit 3)
completed at tier 3-4 using spiritualist pregen. Not yet applied.
7-00 Sky Key Solution:
XP Gained 1
PP Gained 2
Gold Earned 500 Day Job 10
Boons
Azlanti Wonders: While interviewing the Azlanti general Krahnaliara Lac Suhn, you learned the location of an Azlanti site that might have survived millenia of tragedy and looting. When you adventure in a ruin, archeological site, or other structure that predates Earthfall (approximately 10,000 years ago, including more Azlanti and Thassilonian sites), you can cross this boon off your Chronicle sheet and choose two of the following: AC, attack rolls, saving throws, or skill checks. For the duration of the adventure while you are exploring the site, you gain a +1 insight bonus on the selected rolls or to your Armor Class.
Champion of Time: You survived the Society's ill-advised jaunt through time and survived. You gain one of the following boons depending on your role in the victory. Each references traits that appear on pages 327-330 of Pathfinder RPG Advanced Player's Guide. Record the number of the character who earns this trait below, and include a copy of this Chronicle sheet with that character.
Defender of Time: You boldly stood against an unceasing horde of time-knitted duplicates afforded your companions the chance to defeat Lady Arodeth, and your bravery attracts members of the Harbingers of Fate with courage and reliability to join the Pathfinder Society. You may use this boon when making a new Pathfinder Society character to grant your new character one of the following as a bonus trait: courageous, indomitable faith, or resilient.Used on Drusillia 161871-5 Timelost Chronicler: You have journeyed through the ancient serpentfolk city of Sessigishoss and witnessed the fall of the Starstone, granting you a remarkable perspective of Golarion's history. You gain a permanent +1 bonus on Knowledge (history) checks from your firsthand knowledge. Once per scenario you may call on the nascent power granted by your exposure to the falling Starstone to find inner greatness, granting you a +1 morale bonus to a single d20 roll. You must declare your use of this power before the roll is made.
6-14 Scions of the Sky Key, Part 2: Kaava Quarry:
XP Gained 1
PP Gained 2
Gold Earned 508 Day Job 20
Boons Gripplis' Favor: You have earned the recognition of the Krihirik tribe in the Kaava Lands, granting you a +2 bonus on Charisma-based checks made to influence gripplis. In addition, this boon may be used in conjuction with other boons to grant one or more of your characters access to grippli-related options.
Items Available For Purchase
potion of cure moderate wounds (300 gp)
potion of invisibility (300 gp)
sleep arrow (132 gp)
tree feather token (400 gp)
6-16 Scions of the Sky Key, Part 3: The Golden Guardian:
XP Gained 1
PP Gained 2
Gold Earned 508 Day Job 20
Items Available For Purchase
basilisk extract (600 gp; when applied to a creature that has been petrified by a basilisk's gaze for no more than 1 hour, the creature is restored to flesh as though it had been coated with fresh basilisk blood)
lesser blade of the open road (2,515 gp)
potion of cure moderate wounds (300 gp)
potion of invisibility (300 gp)
potion of lesser restoration (300 gp)
wand of cure light wounds (12 charges; 180 gp, limit 1)
3-S Blood Under Absalom:
XP Gained 1
PP Gained 2
Gold Earned 500 Day Job 10
Boons
Select one boon—line through the others.
☐ Combat Boon: As an immediate action, you may reroll an attack roll before success is determined. You must accept the second roll, even if it’s worse than the first roll. You may only use this ability once. On using this ability, check the box and line through this boon.
☐ Magic Boon: As a standard action, you may recall one spell that you have already prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. You may only use this ability once. On using this ability, check the box and line through this boon.
☐ Skill Boon: As an immediate action, you may reroll a skill check before success is determined. You must accept the second roll, even if it’s worse than the first roll. You may only use this ability once. On using this ability, check the box and line through this boon.
6-08 The Segang Expedition:
XP Gained 1
PP Gained 2
Gold Earned 509
Day Job 20
Boons
Ragdya's Blessing: Due to the respect you showed to the Vudran god Ragdya's sacred animal, you have received that deity's blessing. You may cross this boon off your Chronicle sheet to gain a climb speed of 20 feet for 1d4 rounds. For 1 round after this boon expires, if you would fall due to failing a Climb check, you fall slowly as if affected by feather fall (CL 1st) so long as you remain adjacent to a wall or solid surface.
Items Available For Purchase
alluring golden apple (400 gp; Pathfinder RPG Ultimate Equipment 276)
monkey belt (9,400 gp; Ultimate Equipment 212)
wand of mage armor (10 charges; 150 gp, limit 1)
XP Earned: 1
PP Earned: 2
Gold Earned: 513
Day Job: 50
Boons
Gift of the Ghaele: Sulianna the Luminescent, an azata whom you rescued, owes you a debt and has granted you a fraction of her power. You may use one of the following as a spell-like ability once, using your character level as your caster level. After using this boon, cross it off your Chronicle sheet.
Subtier 1-2: You may cast aid, detect thoughts, lesser restoration, or see invisibility.
Items Available for Purchase:
Gamin the Misforged (7015 gp, limit 1)
bracers of armor +1 (1000 gp)
cloak of resistance +1 (1000 gp)
elixir of swimming (250 gp)
hat of disguise (1800 gp)
phylactery of faithfulness (1000 gp)
potion of cure moderate wounds (300 gp)
scabbard of vigor (1800 gp)
wand of ray of enfeeblement (16 charges; 240 gp, limit 1)
Learned from Kaspar Markov 150675-7:
Level 1 - ant haul, detect undead, jump
Level 2 - false life, invisibility, protection from arrows, resist energy, see invisibility
8-00: The Cosmic Captive:
XP 1
Fame/PP 2 Spent 1 PP Gold 1250
Day Job 20
BOONS
Elemental Conquest: You have fought and fraternized with the guardians of Aucturn’s Tear, and although you triumphed, it is clear that this is not the last time you’ll clash with elemental forces. Choose one of the benefits below, and cross the other two off your Chronicle sheet. You may select an option only so long as you successfully completed at least one encounter in a region with that elemental affinity during this adventure.
▫ Earth: You gain a +1 insight bonus on saving throws against spells, spell-like abilities, and effects of creatures with the earth subtype and against spells with the acid or earth descriptors. While adventuring on the Plane of Earth, you instead gain a +1 insight bonus on all saving throws. As a swift action, you can check the box that precedes this boon in order to gain DR 5/adamantine for 1 minute; once the boon has prevented an amount of damage equal to 5 times your character level, the effect ends.
▫ Fire: You gain a +1 insight bonus on saving throws against spells, spell-like abilities, and effects of creatures with the fire subtype and against spells with the fire descriptor. While adventuring on the Plane of Fire, you instead gain a +1 insight bonus on all saving throws. As a swift action, you can check the box that precedes this boon in order to grant one weapon you wield the flaming weapon special ability for 1 minute; if the weapon already has the flaming special ability, it instead gains flaming burst for 1 minute.
▫ Water: You gain a +1 insight bonus on saving throws against spells, spell-like abilities, and effects of creatures with the water subtype and against spells with the cold or water descriptors. While adventuring on the Plane of Water, you instead gain a +1 insight bonus on all saving throws. As a swift action, you can check the box that precedes this boon in order to gain a +5 competence bonus on Swim checks and the ability to breath underwater for 1 minute.
▫▫ Ranginori’s Debt: You helped recover the Untouchable Opal, within which Ranginori, Elemental Lord of Air, is trapped. While imprisoned, his power is limited. Nonetheless, he has granted you an initial gift with the promise of greater rewards should the Society free him. You can activate this boon as a standard action by checking one of the boxes that precedes it, gaining one of the benefits based on your level when you activate the boon. For any spell-like ability, use your character level as your caster level.
Any Level: You can recall a spell slot or prepared spell you already cast that day. The spell is prepared again or the spell slot is available for use again, as if it had not been used already.
Levels 1–4: You cast cat’s grace, cure moderate wounds, lesser restoration, or shocking grasp as a spell-like ability.
Levels 5–8: Add cure serious wounds, fly, and lightning bolt to the list of spell-like abilities you can use.
Level 9–11: Add call lightning storm and cure critical wounds to the list of spell-like abilities you can use.
Level 12+: Add heal and whirlwind to the list of spell-like abilities you can use, though both of these spell-like abilities requires you to check both boxes.