Cruel Instructor

Caimor Bleddyn's page

86 posts. Alias of rashly5.


Full Name

Caimor Bleddyn

Race

Elf

Classes/Levels

Investigator 1

Quick Reference:
[ HP 9/9 (8 non-lethal) | AC 16/14/12, CMD 16, Fort +1, Ref +6, Will +3 | Init +6; Darkvision 60 ft.; Perception +7 ]

Gender

Male

Size

Medium (5'8" Height, 137 lbs Weight)

Age

150

Alignment

Neutral

Languages

Androffan, Celestial, Common, Draconic, Elven, Gnome, Hallit, Orc, Sylvan

Occupation

Scholar

Strength 14
Dexterity 18
Constitution 13
Intelligence 20
Wisdom 12
Charisma 12

About Caimor Bleddyn

An elven scholar with a cold demeanor.

Tracking:

Inspiration: 6/6
Luck: 1/1

Spell-like Abilities
Comprehend Languages, Detect Magic, Detect Poison, Read Magic

Extracts
1st: Cure Light Wounds, Enlarge Person, Shield, Shield, [Open Slot]

Hero Points: 1
XP: 175

Stat Block:

Caimor Bleddyn
Male Investigator (Empiricist, Infiltrator, Sleuth) 1
N Medium Humanoid (elf)
Init +6; Senses Darkvision 60 ft.; Perception +7
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Defense
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AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
HP 9 (1d8+1)
Fort +1, Ref +6, Will +3; +2 vs. enchantments
Weakness light sensitivity
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Offense
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Spd 30 ft.
Melee cold iron dagger +2 (1d4+2, 19-20/x2, 10 ft., P/S), longspear +2 (1d8+3, x3, P, brace, reach), rapier +2 (1d6+2, 18-20/x2, P)
Ranged sling, ordinary stone +3 (1d3+2, x2, 50 ft., B)
Special Attacks luck (1)

Spell-Like Abilities (CL 1st; concentration +6)
---1/daycomprehend languages, detect magic, detect poison, read magic

Alchemist Extracts Prepared (CL 1st)

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Statistics
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Str 14, Dex 18, Con 13, Int 20, Wis 12, Cha 12
Base Atk +0; CMB +2; CMD 16
Traits Clever Wordplay (disguise), Numerian Archaeologist, Paranoid, Student of Philosophy
Feats Extra Investigator Talent (Rogue Talent [trap spotter]), Technologist
Skills Bluff +1 (+5 lying), Craft (alchemy) +9, Diplomacy +1 (+5 persuasion), Disable Device +9, Linguistics +9, Knowledge (all) +9, Perception +7, Profession (scholar) +5, Spellcraft +9, Stealth +8
Languages Androffan, Celestial, Common, Draconic, Elven, Gnome, Hallit, Orc, Sylvan
SQ alchemy (alchemy crafting +1, identify potions), deeds (daring, opportunistic evasion, sleuth's initiative), inspiration (6 points), master of disguise, rogue talents (trap spotter), sleuth's luck, trapfinding +1

Abilities and Situational Reference:

Alchemy (Su): 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.

Inspiration (Ex): The investigator's inspiration pool equal to 1/2 his investigator level + his Intelligence modifier. An investigator's inspiration pool refreshes each day. 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.

Light Sensitivity (Ex): Creatures with light sensitivity are dazzled in areas of bright sunlight or within the radius of a daylight spell. (-1 on attack rolls and sight-based perception checks)

Master of Disguise (Ex): When disguising himself as a different gender, race, age category, or size category, an infiltrator reduces the penalties for each by –2. Also, an infiltrator can disguise himself with 1d3 minutes of work.

Sleuth's Luck (Ex): A sleuth has a pool of luck points equal to her Charisma modifier. The following actions regain luck points when actively investigating: rolling a natural 20 on a knowledge or sense motive check and Rolling a 6 or higher on an inspiration Roll.

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.

Trap Spotter (Ex): Whenever an investigator with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

---

Deeds

Daring (Ex): A sleuth can spend 1 luck point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll d6 and add the result to the check. He can choose to add this die after he rolls. If the d6 roll is a natural 6, he rolls another d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Intelligence modifier (minimum 1).

Opportunistic Evasion (Ex): When a sleuth succeeds at a Reflex saving throw against an effect that still deals damage on a successful save, he can spend 1 luck point as an immediate action to instead take no damage for that effect.

Sleuth's Initiative (Ex): As long as the sleuth has at least 1 luck point, he gains a +2 bonus on initiative checks. Furthermore, if he has the Quick Draw feat, his hands are free and unrestrained, and the weapon is not hidden, he can draw a single light or one-handed melee weapon as part of the initiative check.

---

Bluff - lying - use int mod instead of cha
Craft (alchemy) - crafting alchemical items - add investigator level
Diplomacy - persuade - use int mod instead of cha
Perception - locate traps - add 1/2 investigator level

Hiding small objects in clothes - +2

Stats:

Ability Scores
Strength 14 (+2)
Dexterity 18 (+4)
Constitution 13 (+1)
Intelligence 20 (+5)
Wisdom 12 (+1)
Charisma 12 (+1)

Saving Throws
Fortitude: +1 = 0 [base] + 1 [con]
Reflex: +6 = 2 [base] + 4 [dex]
Will: +3 = 2 [base] + 1 [wis]

AC: 16 = 10 + 4 [dex] + 2 [armor]
Touch: 14, Flat-footed: 12
HP: 9 = 8 [1d8 max] + 1 [con * level]

BAB: +0 = 0 [base]
CMB: +2 = 0 [BAB] + 2 [str]
CMD: 16 = 10 + 0 [BAB] + 2 [str] + 4 [dex]
Melee Attack Base: +2 = 0 [BAB] + 2 [str];
Range Attack Base: +4 = 0 [BAB] + 4 [dex];

Base Speed: 30 ft. = 30 [base]
Initiative: +6 = 4 [dex] + 2 [sleuth's initiative]
SR: 0
Concentration: +6 = 1 [CL] + 5 [int]

Favored Class Bonus: +1/3 inspiration pool

Extracts:

<Investigator Formula List>

Extract Save DC - Level - Extracts Per Day - Bonus Extracts
16 - 1st - 3 - 2

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1st
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Crafter's Fortune
Cure Light Wounds
Disguise Self
Enlarge Person
Identify
Recharge Innate Magic
Shield

Feats, Traits, Abilities:

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Traits
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Racial Traits
Darkvision - up to 60 ft., gain light sensitivity
Elven Immunities - immune to sleep effects, +2 racial saving throw bonus vs. enchantment spell and effects
Envoy - gain SLAs with CL equal to character level
Keen Senses - +2 racial bonus to Perception
Weapon Familiarity

Clever Wordplay (Disguise) - use int mod instead of cha for disguise
Numerian Archaeologist - androffan as bonus language; when using a timeworn technological item, roll twice when determining glitches and choose which result to use
Paranoid - aid another to assist this character must succeed at DC 15 check
Student of Philosophy - use int mod for diplomacy checks to persuade and on bluff to convince others a lie is true

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Feats
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Extra Investigator Talent (Rogue Talent [Trap Spotter])
Technologist

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Investigator (Empiricist/Infiltrator/Sleuth)
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Alchemy (Su)
Deeds (Ex) [Daring, Opportunistic Evasion, Sleuth's Initiative]
Inspiration (Ex)
Master of Disguise (Ex)
Rogue Talent (Ex) [Trap Spotter]
Sleuth's Luck (Ex)
Trapfinding +1

Skills:

Skill Name: Total Bonus = Ranks + Ability + Misc

Acrobatics`: 4 = 0 + 4 + 0
Appraise: 5 = 0 + 5 + 0
Bluff: 1 = 0 + 1 + 0
Climb`: 2 = 0 + 2 + 0
Craft (alchemy): 9 = 1 + 5 + 3 [class]
Craft (X): 5 = 0 + 5 + 0
Diplomacy: 1 = 0 + 1 + 0
Disable Device: 9 = 1 + 4 + 3 [class] + 1 [trapfinding]
Disguise: 5 = 0 + 5 + 0
Escape Artist`: 4 = 0 + 4 + 0
Fly`: 4 = 0 + 4 + 0
Heal: 1 = 0 + 1 + 0
Intimidate: 1 = 0 + 1 + 0
Knowledge (arcana)*: 9 = 1 + 5 + 3 [class]
Knowledge (dungeoneering)*: 9 = 1 + 5 + 3 [class]
Knowledge (engineering)*: 9 = 1 + 5 + 3 [class]
Knowledge (geography)*: 9 = 1 + 5 + 3 [class]
Knowledge (history)*: 9 = 1 + 5 + 3 [class]
Knowledge (local)*: 9 = 1 + 5 + 3 [class]
Knowledge (nature)*: 9 = 1 + 5 + 3 [class]
Knowledge (nobility)*: 9 = 1 + 5 + 3 [class]
Knowledge (planes)*: 9 = 1 + 5 + 3 [class]
Knowledge (religion)*: 9 = 1 + 5 + 3 [class]
Linguistics*: 9 = 1 + 5 + 3 [class]
Perception: 7 = 1 + 1 + 3 [class] + 2 [keen senses]
Perform (X): 1 = 0 + 1 + 0
Profession (scholar)*: 5 = 1 + 1 + 3 [class]
Profession (X)*: 1 = 0 + 1 + 0
Ride`: 4 = 0 + 4 + 0
Sense Motive: 1 = 0 + 1 + 0
Sleight of Hand*: 4 = 0 + 4 + 0
Spellcraft*: 9 = 1 + 5 + 3 [class]
Stealth`: 8 = 1 + 4 + 3 [class]
Survival: 1 = 0 + 1 + 0
Swim`: 2 = 0 + 2 + 0
Use Magic Device*: 1 = 0 + 1 + 0

*trained only
`affected by ACP

Items:

Gold: 35 gp 3 sp

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Unique
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Magic Items
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Magic Item Slots
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Head:
Headband:
Eyes:
Neck:
Shoulders:
Body:
Chest:
Belt:
Hands:
Wrists:
Ring 1:
Ring 2:
Feet:

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Weapons
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Dagger, Cold Iron (1d4, 19-20/x2, 10 ft., P/S) [1 lb]
Longspear (1d8, x3, P, brace, reach) [9 lb]
Rapier (1d6, 18-20/x2, P) [2 lb]
Sling (1d4, x2, 50 ft., B)

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Armor
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Leather (+2 AC, +6 Max Dex) [15 lb]
Pickpocket's Outfit [3 lb]

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General
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Kit, alchemy crafting [5 lb]
Backpack, common [2 lb]
Bag, waterproof [0.5 lb]
Bandolier
Bedroll [5 lb]
Bell
Canteen [1 lb]
Case, scroll [0.5 lb]
Flint and Steel
Formula Book [3 lb]
Pouch, belt [0.5 lb]
Scrivener's Kit [2 lb]
Sewing Needle
Signal Whistle

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Consumables
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Candle x10
Chalk (piece) x10
Charcoal (stick) x2
Oil, lamp (one-pint flask) [1 lb]
Sunrod [1 lb]
Vermin Repellent

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Carrying Capacity
Strength: 14
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Current Encumbrance: 51.5 lbs (Light Load)

Light Load: 58 lbs. or less
Medium Load: 59–116 lbs.
Heavy Load: 117–175 lbs.

Old Notes:

Items: spring loaded wrist sheath, scroll box, mirror, alchemical items, MW thieves' tools, sleeves of many garments, traveler's any-tool, ioun torch

armor with more AC, bigger max dex bonus,

1 - Combat Reflexes
3 - Bodyguard, Effortless Aid
5 - Quick Study, Empathy/Expanded Inspiration/Underworld Inspiration/Trap Spotter
7 - Amazing Inspiration, Sickening Offensive
9 - Combat Inspiration
11 - Edetic Recollection
13 - Tenacious Inspiration

In Harm's Way

###

1. What position do you see yourself eventually in on a ship?
A scholar position, but it is not a common one among most ships. Most likely the quartermaster. I would also be a serviceable lookout or navigator but such a position would quickly bore me.

2. How do you feel about piracy in general? (This includes stealing, killing, plundering, etc.)
I am indifferent to it unless it directly affects me. It is simply a fact of life. I would prefer not to commit it myself without reason, but I would not hesitate to do it if the situation requires.

3. Which campaign trait are you selecting and why?
Touched by the Sea. It is related to Cai's heritage as an aquatic elf as well as the fact that he has lived in a pirate town most his life and has never left it. This is why he has now decided see more of the world, which is a common elven maturation convention.

Background
Where was your character born?
Bloodcove.

Who raised him?
His parents.

What was happening in the region when your character was growing up?
Nothing too interesting. Aside from constant trading, occasional pirate brawl, and bloody politics, just boredom.

Does your character have any relatives?
Yes. Aside from parents, he has one sister and a male cousin from his father's brother.

Motivation

What are your character’s immediate goals? What would he like to do in the coming year?
See more of the world and sate his curiosity. He would like to be challenged intellectually. Ideally, he can find something interesting enough to occupy his time.

What are his long-term goals?
Survival and exploration.

What type of person would be his ideal mate?
Someone independent that can challenge him.

Who is his patron deity? Is he a devout worshiper?
Ithreia, possibly a local variant of Gozreh, is his patron deity. He's not particularly devout but holds interest in analyzing certain texts of the faith, especially those that instruct that the chaos of nature is an web of predictable patterns that can be read.

Is he a devout member of any nonreligious cause?
No.

Is there any race, creed, alignment, religion or the like against which he is strongly prejudiced?
No.

What is his greatest fear?
Helplessness.

What is the one task he absolutely refuses to do?
Murder without reason.

Idiosyncrasies

What is your character’s motto or favorite saying?
Ex scientia tridens. (From knowledge, sea power.)

What is his favorite color?
Light blue.

Describe what he would wear if money were no object?
Plain light blue robes, comfortable to wear and move in. Utility is more important than aesthetics.

What is his favorite food? Drink?
Honey-glazed roasted sea bass. Coastal white wine.

What is his favorite animal?
Sacred kingfisher.

What habits of his friends annoy him most?
Bothering him when he's deep in thought.

What well-known media figure from sports, movies or politics most closely resembles your character?
N/A

What would be his theme song?
Thrice - Open Water

If his friends were to write his epitaph, what would it be?
Nobody can take anything away from him. Nor can anyone give anything to him. What came from the sea, has returned to the sea.

What would be his job in modern society?
Private investigator.

Introduction Questions

Do you have any nicknames, street names, titles, or aliases?
Simply call me Cai. I have overheard gossip of me being referred to as 'Seawolf', in reference to my apparently cold demeanor and fierce bartering. Do not call me that.

What is your full birth name?
Caimor Bleddyn.

Where do you live?
Bloodcove.

Why do you live there?
My parents live there and it was there I was born and raised. I have not known anything else as of yet, which is why I seek to broaden my horizons.

What is your citizenship status?
Native. My parents tell me the blood of aquatic elves who lived in this area runs through both my family lines. I cannot confirm this.

What is your most obvious blessing or strength?
My intelligence.

What is your most obvious flaw or weakness?
I am told it is my emotional detachment.

Was there any event or cause to cause these weaknesses?
I simply do not understand why emotions must get in the way of reason when dealing with situations.

Physical Traits

What is your general body type, frame, bone structure, and poise?
Graceful and slender.

What is your skin colour?
Pale.

What is your hair colour?
Amber.

What is your hair style?
Loose ponytail.

Do you have any facial hair?
Generally not.

What is your eye colour?
Light turquoise.

Does it change?
Why would it? No.

How attractive are you?
Reasonably attractive. I am frequently told I would look better if I were to take care of my appearance instead of only doing the necessary for hygiene.

What is your most distinguishing feature?
I am told it is my eyes, but overhear that it's far more likely to be my unkempt appearance.

Do you have any scars, tattoos, or birthmarks?
A few scarcely-visible scars on my arms and hands, but nothing of note.

What is your handedness (left/right)?
Right-handed, but I am cross-dominant and prefer select tasks for my left.

Do you resemble some currently known person?
My relatives. Otherwise, no.

Do you wear a uniform?
No.

What kind of clothing do you wear?
Functional and preferably comfortable ones.

History

Where is your homeland?
Bloodcove is located on the Fever Sea. It borders the Mwangi Expanse and the Shackles.

Did you have any childhood friends?
I have some who may consider me that, yes. Most of them are dead owing to my longer lifespan.

What conflicts might arise from your past?
Possibly someone may come after me because of my parents. Possibly pirates I've traded with who were displeased with my service. Otherwise, I do not recall anything that may create any conflict of note.

Do you have any sort of criminal record?
No. A criminal record in Bloodcove requires you to catch the attention of the authorities. That would be unwise.

Family

Who were your parents?
Sioned Pryderi and Madoc Bleddyn.

What did your parents and/or foster parents do for a living?
My mother was an artisan and scholar while my father was a trader.

Are they still alive?
Yes.

Personality/Beliefs

Do you, or did you, have any role models?
I am told that I adored by mother when I was young, as children often do.

Do you have any great rational or irrational fears or phobias?
It is rational to fear helplessness.

What, if anything, would it take for you to be able to overcome this?
A solution.

How do you react when this fear manifests itself?
Attempt to overcome it. If it cannot be overcome, then it will be ignored.

Are you willing to discuss, or even admit to, the situation?
Yes, but that would be a rare situation.

What are your attitudes regarding material wealth?
It is useful.

Do you have any unusual or nervous mannerisms, such as when talking, thinking, afraid, under stress, or when embarrassed?
I follow prescribed etiquette when the situation demands, but otherwise I ignore it.

What is your most treasured possession?
My knowledge.

Do you have a good luck charm?
No.

Describe your worst nightmares.
Imagine that you are a drop of ocean water suspended in open space. You know you are part of the ocean but you do not know what the ocean is. This makes you anxious. Below and around you is the abyss and you cannot look away from its terrible depth. You try to move but cannot and the entire abyss shudders from your attempt. It causes something in you, a great fear. You do not understand what happened. You are merely a drop yet the entire abyss responds. The abyss is the ocean but you do not understand the ocean. You are a drop and yet the ocean moves against you. The ocean becomes you. There is no boundary between you and the abyss.


XP Tracking:

Encounter 1 (behind the tavern robots) - 75
Encounter 2 (blindheim) - 100