About Caesare MontoyaData:
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
Trapfinding:+4
Keen Recollection
Trap Sense (Ex) +2
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 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):
Implements (Su):
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:
Mental Focus (Su):
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.
Implements: Belt, boots, sandals, vest, weapon. Resonant Power:
Physical Enhancement (Su):
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.
Resonant Power:
Third Eye (Su):
Base 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
Potions: 2850gp
Alchemistical Items: 230gp
Adventure Gear: 180gp
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. |