Jeggare Noble

Caesare Montoya's page

631 posts. Alias of Helikon.


Full Name

Ceasare Montoya

Race

Human

Stats:
hp 72/72 AC 17|T 11 |FF 16, F +4|R +7W +6, Init +3, Per +26

Classes/Levels

Investigator (Empiricist)2;Occultist 2 [Spoiler=Extracts[/spoiler]

Gender

male

Size

m

Age

25

Alignment

LG

Deity

Torag

Location

Caliphas

Languages

Common, Dwarven, elvish, necril, Draconic, Sylvan, Varisian

Homepage URL

Caesare

Strength 14
Dexterity 13
Constitution 14
Intelligence 20
Wisdom 10
Charisma 9

About Caesare Montoya

Data:

Name: Caesare Montoya
Race: Human
Job: Investigator
Age: 25
Alignment: LG
Personality: Inquisitive, Sarcastic
Likes: Solving Problems, Riddles, M
Dislikes: Unsolved problems, uneventful times
Favorite foods: died fried vegetables surrounding a veal steak
Hobbies: Pipe, riddles
Physical Description: Olive Skin, black hair, black eyes, expertly dressed
Deity: Torag
Languages: Common,Dwarven, Elvish, Necril, Draconic, Celestial, Sylvan, Infernal

Rendering:

25 point buy for stats
Stat point distribution:
STR: 14 = 5 (+2 Occultist Bonus)
DEX: 12 = 3
CON: 14 = 5
INT: 17 =13 (+2 Human Bonus)+ LV 4
WIS: 10 = 0
CHA: 09 = -1

Combat:

Hit Points: 72 / 72 (4d8+ 18+9FL)
Init: +3
---------------------------------------------------------------------------
Studied Combat +2 to hit, +2 Damage for 6 rounds, or 1d6 extra damage
Luzerne Hammer +6 1d12+11 (20*2) B or P
----------------------------------------------------------------------
Attack:
Melee: 7 = 4(base) + 3(STR);
Range: 5 = 4(base) + 1(DEX);
CMB: 7 = 4(base) + 3(STR);
CMD: 18 =10 + 4(base) + 3(STR) + 1(DEX);
--------------------------------------------------------------------------
AC:
AC: 17 = 10 + 5(Armour) + 0(Shield) +1(Dex)+1 Nat;
Touch: 11 = 10 +1(Dex);
Flat: 16 = 10 + 4(Armour)
Saves:
Fort: 7 = 4(base) + 2(CON)+ 2R;
Ref: 8 = 5(base) + 1(DEX)+2R;
Will: 7= 7(base) + 0(WIS)+2R +4 against illusions;
Immune: Mind Controlling effects
----------------------------------------------------------------------

Investigator(Empirist):

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 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): 10/day
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.
Ceaseless Observation (Ex):
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.

Trapfinding:+4
An investigator adds half 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.

Keen Recollection
At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

Trap Sense (Ex) +2
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).
Studied Combat (Ex)+4/+4
With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. 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 again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.
Studied Strike (Ex) +3d6
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 his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 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 attacks 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 deal 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.
Unfailing Logic (Ex)
An empiricist's grasp of facts and data teaches him to anchor himself in reality, granting resistance to even the most potent illusions. At 4th level, an empiricist gains a +2 insight bonus on all Will saving throws against illusion spells or spell-like abilities that allow a save to disbelieve their effects. In addition he can spend one point from his inspiration pool as an immediate action to use his Intelligence bonus instead of her Wisdom bonus on all such saves for one round. At 8th level, the empiricist's insight bonus increases to +4. At 16th level, he gains immunity to all illusion spells and spell-like abilities that allow a save to disbelieve the effects.
Investigator Talents:
(3) [b]Mutagen

An Investigator discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again.
When an investigator brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma. A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an investigator drinks a mutagen, the effects of any previous mutagen immediately end.
(5)Quick Study (Ex):
An investigator can use his studied combat ability as swift action instead of a standard action.
(F)Expand 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:
An occultist casts psychic spells drawn from the occultist spell list presented on page 58, limited by the implement groups he knows. He can cast any spell he knows without preparing it ahead of time. Every occultist spell has an implement component (see Implements on page 47). To learn or cast a spell, an occultist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an occultist’s spell equals 10 + the spell level + the occultist’s Intelligence modifier.

An occultist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1–6: Occultist. In addition, he gains bonus spells per day if he has a high Intelligence score (see Table 1–3 on page 17 of the Pathfinder RPG Core Rulebook).

The occultist’s selection of spells is limited. For each implement school he learns to use, he can add one spell of each level he can cast to his list of spells known, chosen from that school’s spell list. If he selects the same implement school multiple times, he adds one spell of each level from that school’s list for each time he has selected that school. When the occultist learns to cast a new level of spells, he immediately adds one spell of that level to his list of spells known from each implement school he knows (plus any extra spells from schools he has selected multiple times).

At 5th level and every 3 occultist levels thereafter (8th, 11th, and so on), an occultist can choose to learn a new spell in place of one he already knows. In effect, the occultist loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level occultist spell the occultist can cast. The spell learned must come from the same list of spells provided by the implement school of the spell lost. An occultist can swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.

An occultist need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Focus Powers (Su):
At 1st level, an occultist learns the base focus power from both of his two implement schools (see Implements below) and can select one more focus power from the list of those available to him through those schools. Whenever the occultist learns a new implement school, he gains the base power of that school. In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power selected from the options granted by all of the implement schools he knows. The occultist can use focus powers only by expending mental focus (see Mental Focus on page 48). Unless otherwise noted, the DC for any saving throw against a focus power equals 10 + 1/2 the occultist’s level + the occultist’s Intelligence modifier. The occultist can’t select a focus power more than once. Some focus powers require him to reach a specific occultist level before he can choose them.

Implements (Su):
At 1st level, an occultist learns to use two implement schools. At 2nd level and every 4 occultist levels thereafter, the occultist learns to use one additional implement school, to a maximum of seven schools at 18th level. Each implement school adds one spell per spell level of that school of magic to the occultist’s spell list. No spells from any other school are considered to be on the occultist’s spell list until he selects the associated implement school. He can’t use spell trigger or spell completion magic items from unknown schools without succeeding at the appropriate Use Magic Device check. An occultist can select an implement school more than once in order to learn additional spells from the associated school.

Each implement school is represented by a small list of objects. Every day, the occultist selects one item from that school’s list to be his implement for the day for each implement school he knows. The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement school multiple times, in which case he needs one item for each set of spells gained from that school. Implements don’t need to be magic items, and nonmagical implements don’t take up a magic item slot even if they’re worn. Implements that are not magic items are often of some historical value or of personal significance to the occultist, such as the finger bone of a saint, the broken scepter of a long-dead king, the skull of a mentor’s familiar, or the glass eye of an uncanny ancestor.

Whenever an occultist casts a spell, he must have the corresponding implement in his possession and present the implement to the target or toward the area of effect. This act is part of casting the spell and doesn’t require any additional action. If the occultist lacks the corresponding implement, he can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell’s level) to do so. Spells cast by an occultist without the appropriate implement are always treated as if they were cast at the minimum caster level for the spell in question (caster level 1st for a 1st-level spell, caster level 4th for a 2nd-level spell, and so on).

Each implement school also grants a base focus power. This power is added to the list of focus powers possessed by the occultist (see Mental Focus below). In addition, each implement school grants access to a number of other focus powers that the occultist can select from using his mental focus class feature.

See the Implement Schools section starting on page 50 for a complete list of implements associated with each school and their focus powers.

Knacks:
An occultist learns one knack, or 0-level psychic spell, each time he selects an implement school (including when he again selects a school that he has already learned to use). These spells are cast like any other spell, but they can be cast any number of times per day. Knacks cast using any other spell slots because of metamagic feats applied to them, for example, consume spell slots as normal.

Mental Focus (Su):
An occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to utilize a variety of abilities depending on the implements and the amount of mental focus invested in them. An occultist has a number of points of mental focus equal to his occultist level + his Intelligence modifier; these points refresh each day. He can divide this mental focus between his implements in any way he desires. If an implement is lost or destroyed, the focus invested in it is lost as well, though the occultist still refreshes those points of focus normally.

Once mental focus is invested inside an implement, the implement gains the resonant power of its implement school (see page 50), and the occultist can expend the mental focus stored in the implement to activate the associated focus powers he knows. If a resonant power grants a bonus that varies based on the amount of mental focus invested in the implement, the bonus is determined when the focus is invested, and is not reduced or altered by expending the mental focus invested in the item. Once all of the mental focus in an implement has been expended, it loses its resonant power until mental focus is once again invested in the implement.

The implement grants its resonant power to whoever possesses it; the occultist can lend the implement to an ally to assist that ally, but if he does so, he has difficulty casting that implement’s spells (see Implements on page 47) and can’t expend that implement’s focus on focus powers until he retrieves the implement or refreshes his focus.

The occultist refreshes his mental focus once each day after receiving at least 8 hours of sleep. After refreshing his mental focus, the occultist must spend 1 hour preparing his implements and investing them with this power. Mental focus that is not used before the next time the occultist refreshes his focus is lost.

The occultist can choose to save generic mental focus inside his own body instead of investing all of it, but expending this focus comes at a higher cost. Any focus power the occultist activates with generic focus costs twice as much mental focus to use (and to maintain, if applicable). The occultist can expend his generic focus through an appropriate implement on any focus power he knows, but an implement he didn’t invest any focus in at the start of the day grants no resonant power.

Magic Item Skill (Ex): At 2nd level, an occultist’s knowledge of magic items grants him a bonus when attempting to use them. He gains a bonus on all Use Magic Device checks equal to 1/2 his occultist level.

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.
Transmutation Implements

Implements: Belt, boots, sandals, vest, weapon.

Resonant Power:
Each time the occultist invests mental focus into an transmutation implement, the implement grants the following resonant power. The implement’s bearer gains the benefits of this power until the occultist refreshes his focus.

Physical Enhancement (Su):
The implement enhances its bearer’s body. When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess).

Base Focus Power:All occultists who learn to use transmutation implements gain the following focus power.

Legacy Weapon (Su): As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5. You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.
Divination Implements
Implements:
Book, crystal ball, goggles, harrow deck, headband, lenses, planchette.

Resonant Power:
Each time the occultist invests mental focus into an divination implement, the implement grants the following resonant power. The implement’s bearer gains the benefits of this power until the occultist refreshes his focus.

Third Eye (Su):
The implement allows its bearer to notice that which can’t easily be seen. The implement grants a +1 insight bonus on Perception checks per 2 points of mental focus stored in it, to a maximum bonus equal to the occultist’s level. If the occultist is 3rd level or higher and stores at least 3 points of mental focus in it, the implement also grants lowlight vision. If the occultist is 5th level or higher and stores at least 6 points of mental focus in it, the implement also grants darkvision 60 feet. (If the bearer already has darkvision, the implement increases the range of the darkvision by 30 feet.) If the occultist is 7th level or higher and stores at least 9 points of mental focus in it, the implement also grants the effects of see invisibility. If the occultist is 13th level or higher and stores at least 12 points of mental focus in it, the implement also grants blindsense 60 feet. If the occultist is 19th level or higher and stores at least 15 points of mental focus in it, the implement also grants blindsight 30 feet.

Base Focus Power:
All occultists who learn to use divination implements gain the following focus power.

Sudden Insight (Sp): As a swift action, you can expend 1 point of mental focus to gain an insight into your immediate future. You can use this foreknowledge as a free action before you roll any ability check, attack roll, or skill check to gain an insight bonus on that roll equal to 1/2 your occultist level (minimum +1). You can use your foreknowledge only once per turn, and if it’s not used by the end of your turn, the insight fades and you gain no benefit.

Racial Traits:

Ability Score Racial Traits: +2 INT
Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size:
Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed:
Humans have a base speed of 30 feet.
Languages:
Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Focused Study:
All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Skills:
Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Skills,Feats,Traits:

Investigator 6+INT+Human +FL = 12 * 5 = 60 + 10 + 7 ranks in UMD (Headband)
ACP = -0 //Armour Check Penalty
--------------------------------------------------------------------------- --------------------------------
*Acrobatics: 5 = 1 + DEX Mod + 3 - ACP;
*Appraise: 9 = 2 + INT Mod + 3;
*Bluff: 3 = 1 + CHA Mod + 3;
*Climb: 6 = 1 + STR Mod + 3 -ACP;
*Craft (alchemy): 22 = 7 + INT Mod + 3 + 5 CL + 2MWT;
*Diplomacy: 6/14 = 4 + CHA Mod + 3;
*Disable Device 18(20) = 7 + INT Mod + 3 -ACP+2MWT; (+2 Trap)
*Disguise: 3 = 1 + CHA Mod + 3;
*Escape Artist: 5 = 1 + DEX Mod + 3 -ACP;
Handle Animal: -1 = 0 + CHA Mod + 0;
*Heal: 4 = 1 + WIS Mod + 3;
*Intimidate: 3 = 1 + CHA Mod + 3;
*Know(Arcane): 10 = 2 + INT Mod + 3;
*Know(Dung): 11 = 3 + INT Mod + 3;
*Know(Engin): 9 = 1 + INT Mod + 3;
*Know(Geo): 9 = 1 + INT Mod + 3;
*Know(Hist): 9 = 1 + INT Mod + 3;
*Know(Local): 15 = 6 + INT Mod + 3;
*Know(Nature): 11 = 3 + INT Mod + 3;
*Know(Nobility): 9 = 1 + INT Mod + 3;
*Know(Planes): 9 = 1 + INT Mod + 3;
*Know(Religion): 15 = 6 + INT Mod + 3;
*Linguistics: 10 = 1 + INT Mod + 3;
Perception: 20(22) = 7 + INT MOD + 3+ 3SF+1I; (+2 Trap)
Ride: 2 = 1 + DEX Mod + 0 -ACP;
*Sense Motive: 16 = 7 + INT Mod + 3;
*Sleight of Hand: 5 = 1 + DEX Mod + 3 -ACP;
*Spell Craft: 18 = 7 + INT Mod + 3
Stealth: 5 = 1 + DEX Mod + 3;
Survival: 0 = 0 + WIS Mod + 0;
Swim: 3 = 1 + STR Mod + 0 -ACP;
*Use Magical Device: 19 = 7 + INT Mod + 3+2MWT+1Cl;
--------------------------------------------------------------------------- --------------------------
Feats:
(H)Skill Focus (Perception),
(1)Fast Learner,
(3)Extra Talent
(5)Combat Reflexes,
(7)Power Attack
--------------------------------------------------------------------------- --------------------------
Traits:
Chance Savior
Benefit: You gain a +2 trait bonus on Initiative checks.
Defensive Strategist
Benefit: You aren't flat-footed during a surprise round that you don't get to act in or before you get to act at the start of a battle.

Exctracts:

DC = 10 + 3 + Level
Extracts Known:
Level-1: (6)
Disguise Self
Expeditious Retreat
Enlarge Person *
Heightened Awarness *
Jump
Keen Senses *
Longarm *
Monkey Fish
See Alignment
Shield **
True Strike
Level-2 (4)
Alchemical Allocation ***
Blur
Bulls Strength
Darkvision
Endure Elements
Fire Breath
Focused Scrutiny *
Invisibility
Spider Climb
Occultist: (4)
Level 0:
Detect Magic
Message
Ghost Sound
Level 1:
Mindlink
Silent Image
Lead Blades

Equipment:

Starting 23,500
Weapons: 2512gp
+1 Alchemistical silver Luzerne Hammer 2512
Armour: 2200gp
Mithral Chain shirt+1 2200gp

Misc: 16200gp
Headband of Int 4000gp
Cloak of Resistance+2 4000gp
Eyes of the Eagle 2500gp
Amulet of Nat Armor +1 2000gp
Handy Haversack 2000gp
Cracked clear spindle (Slotted) 1000gp
Wayfinder 500gp
Hybridization Funnel 200gp

Potions: 2850gp
Shield of faith 12 lv +5def – 18min 600gp
Bull´s Strength 3lv +4Str -- 3min 300gp
Invisibility 3lv Inv – 3min 300gp
Spider Climb 3lv Climb – 30min 300gp
Restoration, lesser 300gp
Heroism 3 lv3 +2m Att Sv Skill 30min 300gp

Alchemistical Items: 230gp
Alchemist fire x6 40gp
Acid x6 20gp
Tanglefood Bag x3 50gp
Smokestick x3 20gp
Holy Water x4 100gp

Adventure Gear: 180gp
Kit, Alchemy Crafting 25 gp
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.
MW Thiefs Tool(Regular) 100gp
Bandoleer 5gp
MW UMD tool 50gp
Investigators Kit
Notebook
Pen and ink
: Light: 76, Med: 153, Heavy: 230
Cash:
0 Platinum
9 Gold
1 Silver
3 Copper


Appearance:

Titian is a young man, with long brown hair and clear blue eyes.
Also he is usually good looking his cold manners and complete lack of tact make a lot of people uncomfortable around him.

Backstory:

Caesare and his Fosterfather Grim Ironfist are a team of men devoted to find unloyal husbands and wives for money in Caliphas. While Caesare is rather new to this job they have already done some rather interesting cases of infidelity. One of this cases was about a woman who desperatly wanted to give her husband a child and was so distraught that her husband become paranoid and thought she would cheat him. The woman asked the professor for help secretly. Unfortunatly the husband enraged by his visions of his unfaithful wive followed her and stormed sword in hand into the professors room. Unknown the two detectives were hiding under the bed and came out in the nick of time to sooth the husbands fears and safe the day. Since that day Caesare always wrote the professor if there was some problem at a case in hand to ask the learned man for some hints. Recently Grim Ironfist has become elected to work for the local dwarven community and Caesare is now working more or less alone. As the bookish brain of the team, Grim is an expert in softer skills and the muscle, Caesare had some major struggles.
In the last 3 years he has been fighting a necromantic cult, intent on gathering power and relics to summon some very dangerous enemy. Caesare and the professor has been writing each other regularily and exchanging thoughts and clues.
Hearing the good professor has passed away, Caesare, without some pressing case, instantly took the next boat to pay this great man some last respect. But he was to late and the funeral was over for many days. There had been a group of heroes who were able to find the reason for the death of his mentor. Buying a horse he followed the group to team up.