Primal Companion Hunter

Bristot Thix's page

14 posts. Organized Play character for Ancient Dragon Master.


Size

7”0

About Bristot Thix

Pfs# 3
Male Half-Orc Investigator (Empiricist) 1
CN Medium Humanoid (Human, Orc)
Init +1; Senses Darkvision 60 ft.; Perception +4, Sense Motive +4
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DEFENSE
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AC 13, touch 11, flat-footed 12 (+2 armor, +1 dex, +0 shield)
hp 9
Fort +1, Ref +3, Will +2
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OFFENSE
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Speed 30 ft.

Melee Greataxe +3 (1d12 + 3/x3)
Shortspear +3 (1d6 + 3)
Kunai +3 (1d4 + 3)

Ranged Kunai +1 (1d4 + 3)
Shortspear +1 (1d6 + 3)
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STATISTICS
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Str 16, Dex 12, Con 12, Int 18, Wis 10, Cha 7
Base Atk +0; CMB +3; CMD 14
Traits
Drawbacks
Feats
Skills (11 points; 6 class, 4 INT, 1 Favoured Class Bonus)
ACP -0
Knowledge (Arcana) +8 & 1d6 (1 Rank, +4 Intelligence, +3 Class Skill, +1d6 Inspiration)
Knowledge (Dungeoneering) +8 & 1d6 (1 Rank, +4 Intelligence, +3 Class Skill, +1d6 Inspiration)
Knowledge (Nature) +8 & 1d6 (1 Rank, +4 Intelligence, +3 Class Skill, +1d6 Inspiration)
Knowledge (Local)+8 & 1d6 (1 Rank, +4 Intelligence, +3 Class Skill, +1d6 Inspiration)
Knowledge (Planes) +8 & 1d6 (1 Rank, +4 Intelligence, +3 Class Skill, +1d6 Inspiration)
Knowledge (Religion) +8 & 1d6 (1 Rank, +4 Intelligence, +3 Class Skill, +1d6 Inspiration)
Disable Device* +5 (1 Rank, +1 Dexterity, +3 Class Skill)
Use Magic Device +2 (1 Rank, -2 Charisma, +3 Class Skill)
Perception +4 (1 Rank, +0 Wisdom, +3 Class Skill)
Sense Motive +4 (1 Rank, +0 Wisdom, +3 Class Skill)
Craft (Alchemy) +9 (1 Rank, +4 Intelligence, +3 Class Skill, +1 Competence (Class))
*ACP applies to this skill
Non-Standard Skill Bonuses
+2 to Appraise (Racial)
+2 to Perception to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.

Languages Common, Orc, Draconic, Abyssal, Goblin, Giant

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SPECIAL ABILITIES
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Racial Attributes:

Orc Ferocity:Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 30 more rounds as if disabled. At the end of his next turn, unless brought to above -12 hit points, he immediately falls unconscious and begins dying.

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Scavenger: Some half-orcs eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Half-orcs with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.

Darkvision: Half-orcs can see in the dark up to 60 feet.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Inspiration (Ex):
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.

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 modif ier. 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.


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.

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Extracts
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1st (2/day) Cure Light Wounds, Heightened Awareness, Shield, Crafters Fortune, Ant Haul, Touch of The Sea

Equipment Breakdown:

Carrying Capacity
Light 0-76 lb. Medium 76-153 lb. Heavy 153-230 lb. 33.85 GP

Worn
Studded Leather: 25 gp, 20 lbs - The armor isn’t leather armor with studs on top, it is leather reinforced by the metal studs.
Light Mace, Alchemical Silver: 25 gp, 4 lb -
Shortspear, Cold Iron: 2 gp, 3 lbs - The spear is held by a series of straps attached to a thicker & larger base strap. It hangs excactly as the greataxe does (but opposite).
Greataxe: 20 gp, 12 lbs - The greataxe is held by a series of straps attached to a thicker & larger base strap diagonally across his back (which doubles as a bandolier).
Bandolier: 5 sp, - lbs - Positioned diagonally across his back/chest.
Bandolier: 5 sp, - lbs - Positioned diagonally across his back/chest opposite to the other.
Barbed Vest: 10 gp, 4 lbs - Under the bandoliers, over the studded leather.
Backpack: 2 gp, 2 lbs - Carried over the top of the middle of the weapons, above the blades and below the hilts.
Base clothing: Free, - lbs - Shirt, Long pants, Underclothes.
Belt: Free, - lb - Worn around his waist.
Kunai, Alchemical Silver: 22 gp, 2 lb - The sheath is clipped onto the left side of his belt. (Substitutes for a crowbar)
Belt Pouch x2: 2 gp, 1 lb - Both are tied to the right side of his belt.
Total: 89 gp, 48 lbs

Backpack
Bedroll: 1 sp, 5 lbs - To sleep in.
Candles x5: 5 cp, - lbs - Kept in a small box at the bottom of the bag.
Cold Weather Outfit: 8 gp, 7 lbs - +5 on Fortitude saves vs. cold weather. Kept in the main pocket on top of everything else.
Flint and Steel: 1 gp, - lbs - Full-round action to light a torch. Kept in a small box at the bottom of the bag.
Snorkel, Masterwork: 5 gp, - lbs - 15 Inches long.Kept in the right side pocket.
Gear Maintenance Kit: 5 gp, 2 lbs - Metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons. Kept in a small box at the bottom of the bag.
Grooming Kit: 1 gp, 2 lbs - Comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder. Kept in a pouch above the small boxes.
Mess Kit: 2 sp, 1 lb - plate, bowl, cup, fork, knife, and spoon. All have a small hole that is used to tie them together with a leather cord. It Is kept in the pocket on the left.
Formula Book: Free, 3 lbs - 6 pages are used. Kept at the bottom of the bag with the boxes
Total: 20.85 gp, 20 lbs

Belt pouch 1
Ear Plugs: 3 cp, - lbs - +2 circumstance bonus on saves against effects that require hearing, but also cause a –5 penalty on hearing-based perception checks.
Ear Trumpet: 5 gp, 2 lbs - Reduce the penalty for listening through a door or wall by five.
Reagent Paper: 5 sp, - lbs - +2 to identify liquids. Self crafted. Neatly kept between the box of candles and the box of flint and steel.
Total: 5.3 gp, 2 lbs

Belt Pouch 2
Chalk x10: 10 cp, - lbs - White x3, Black x2, Purple x1, Red x3, Green x1,
Total: 0.1 gp, - lbs

Bandolier 1
Air Bladder: 1 sp, 0.5 lbs - 1 round of air. Kept in pouch one.
Signal Whistle: 8 sp, - lbs - DC 5 to hear up to a quarter mile away. +2 DC per extra quarter of a mile. Kept in pouch 2
Waterskin: 1 gp, 4 lbs - Empty it weighs 2 lbs. Kept in pouch 3.
Total: 1.9 gp, 4.5 lbs

Bandolier 2

Total (Overrall): 117.18 gp, 74.5 lbs

Appearance:

Bristot is a 7”0 tall Half-Orc. He has a scar from the top of his cheek bone to the bottom. He wears studded leather with a greataxe and a spear hung around his back. He has a kunai sheathed at his left side and has two bandoliers steapped around his back and chest. Two belt pouches are tied to the right side of his belt. He carries a backpack.

See equipment for more detail

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