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Baru Andrezi's page

60 posts. Alias of ShadowyFox.


Full Name

Baru Andrezi

Race

Tiefling

Classes/Levels

Investigator 4

Gender

Male

Size

Medium

Alignment

NG

Languages

Abyssal, Common, Celestial, Terran, Draconic

Strength 15
Dexterity 19
Constitution 13
Intelligence 18
Wisdom 11
Charisma 9

About Baru Andrezi

Sheet:

Male Tiefling Investigator 4
NG outsider (native)
Init +4; Senses Darkvision 60ft; Perception +6
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AC 20 (Touch 14, FF 16)(+4 Dex, +4 Armor, +2 Natural Armor)
Hp )
Fort +2, Ref +8, Will +4
Defensive Abilities Energy Resistance 5 (cold, electricity, fire)
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Speed 30 ft
Melee +7 Rapier (1d6, 18-20, piercing)
+6 Light Mace (1d6+2, x2, bashing)
Ranged +7 Light crossbow (1d8, 19-20/x2, 80 ft, piercing)
Special Attacks
Extracts
Level One (DC 15): (4/4 Available)
Level Two (DC 16): (2/2 Available)
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Str 15, Dex 19, Con 13, Int 18, Wis 11, Cha 9
BAB +3, CMB +4, CMD 18
Feats Armor of the Pit, Weapon Finesse
Skills
Acrobatics +8, Climb +6, Craft (Alchemy) +11 (+17 when making items), Diplomacy +4, Disable Device +11, Escape Artist +4, Heal +6, Knowledge (Arcana) +10, Knowledge (Dungeoneering) +4, Knowledge (Engineering) +4, Knowledge (Geography) +8, Knowledge (History) +4, Knowledge (Local) +8, Knowledge (Nature) +9, Knowledge (Nobility) +4, Knowledge (Planes) +4, Knowledge (Religion) +4, Perception +7 (+9 vs. traps), Profession (Butcher) +8, Sense Motive +6, Spellcraft +9, Stealth +10, Survival +7
Languages Common, Abyssal, Celestial, Terran, Draconic
SQ Alchemy, Inspiration (1d6, pool of 6), Trapfinding (+2), Poison Lore, Poison Resistance (+2), Investigator Talent (Expanded Inspiration), Keen Recollection, Trap Sense +1
Traits Alchemical Adept, Anatomist, Orphaned
Drawback Oppressive Expectations
Racial Prehensile Tail, Fiendish Resistance, Skilled, Spell-Like Ability
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Racial:
Prehensile Tail (While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery);

Fiendish Resistance (Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5);

Skilled (Tieflings gain a +2 racial bonus on Bluff and Stealth checks),

Spell-Like Ability (Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level)

Traits:
Alchemical Adept: You are skilled in creating alchemical items. You gain a +2 trait bonus on all Craft (alchemy) checks made to craft alchemical items. Furthermore, when you fail a Craft (alchemy) check by 5 or more but don’t roll a natural 1, you don’t ruin any raw materials or have to pay that cost again.

Anatomist: You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You know where to aim your blows to strike vital organs. You gain a +1 trait bonus on all rolls made to confirm critical hits.

Orphaned: You grew up separated from your birth parents, and had to learn to watch out for yourself. You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you.

Drawback:
Oppressive Expectations (when fail at a skill check, take a -2 penalty with that skill until you succeed or fail at a different skill, whichever comes first)

Feats:
Armor of the Pit: You gain a +2 natural armor bonus.

Weapon Finesse: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Class Features
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 an investigator 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 re-prepare 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 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 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 f lashes 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.

Trapfinding: An investigator adds half his level to Perception skill checks made to locate traps and to Disable Device checks (+2). An investigator can use Disable Device to disarm magical traps.

Poison Resistance (Ex): At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 11th level, the investigator becomes completely immune to poison.

Poison Lore (Ex): An investigator has a deep understanding and appreciation for poisons. Starting at 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator takes minute and physical examine the poison, he can make a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) to identify any magical poison (DC to identify is equal to the poison’s saving throw DC). Lastly, once a poison is identified, he can spend one minute and make a Craft (alchemy) check (DC equal to the poison’s saving throw DC) to neutralize one dose of the poison. This renders the dose harmless. The investigator has no chance of accidently poisoning himself when examining or attempting to neutralize a poison.

Investigator Talent (Ex or Su): At 3rd level and every two levels thereafter, an investigator can take an investigator talent. Unless otherwise noted, an investigator talent can only be selected once.

Expanded Inspiration (Ex): An investigator can use his inspiration on 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 make all Knowledge skills untrained.

Trap Sense (Ex): At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Ref lex saving throws made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase to +2 when the investigator reaches 6th level, and by 1 for every third level thereafter.

Studied Combat (Ex): With a keen eye and a calculating mind, an investigator can measure the mettle and combat skill of his opponent, and take advantage of any gaps in talent or training. At 4th level, an investigator can take a standard action to study single enemy that he can see.
Upon doing so, he adds half his investigator level as an insight bonus to melee attack rolls against the creature for a number of rounds equal to his half his Intelligence modifier (2 rounds), or until he chooses to make a studied strike, whichever comes first.
An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, he cannot become the target of the same investigator’s studied combat for 24 hours.

Studied Strike (Ex): At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action upon successfully hitting with a melee attack to deal additional damage. The damage is 1d6 at 4th level and increases by 1d6 for every two investigator levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attack are also immune to studied strike.

If the investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead do nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.
The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.

Swift Alchemy (Ex): At 4th level, an investigator can create alchemical items with astounding speed. It takes an investigator half the normal amount of time to create alchemical items. He can also apply poison to a weapon as a move action.

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Items:
Combat Gear: rapier, dagger, light crossbow, 30 bolts, MW Chainmail shirt
Consumables: Healer's kit, antitoxin (1), bloodblock (2)
Items: Alchemist's kit (alchemy crafting kit, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, iron pot, mess kit, soap, torches (10), trail rations (5 days), waterskin)

Carrying Capacity:
Light 0-66 lbs; Medium 67-133 lbs.; Heavy 134-200 lbs.
Current Load: 60

Formula Book:

Level One: Ant Haul, Comprehend Languages, Cure Light Wounds, Identify, Jump, Negative Aroma, Shock Shield
Level Two:

History:

Left forlorn and away from any sort of family after a series of hectate struggles over Acrette resources and unlawful split of shares, Baru has struggled for life. He has struggled for happiness, for hope, for his fair share of Acrette and truly anything worth desiring. Despite these struggles and setbacks, the tiefling male has chosen not to give up, but to flow with the fierceness of life and struggle onwards with his wits and guile.

It, though, was by choice that the natural outsider found the truth of butchery. It was by a very simple trade, he found truth. This spread of from butchery, to some basic skill with herbs (when the town's alchemist fell to disease), and when his small town was finally overcome by hectate against hectate combat...Baru joined in the fights of war.

With some understanding in so many strange bits of lore, Baru has been brought forward as a candidate for the outsiders'...contact? A way to document all that is seen and all that cannot be unseen.

Image of Baru: