About Caimor BleddynAn elven scholar with a cold demeanor. Tracking:
Inspiration: 6/6 Luck: 1/1 Spell-like Abilities
Extracts
Hero Points: 1
Stat Block:
Caimor Bleddyn Male Investigator (Empiricist, Infiltrator, Sleuth) 1 N Medium Humanoid (elf) Init +6; Senses Darkvision 60 ft.; Perception +7 -------------------- Defense -------------------- 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 -------------------- Offense -------------------- 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)
Alchemist Extracts Prepared (CL 1st) --------------------
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
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
AC: 16 = 10 + 4 [dex] + 2 [armor]
BAB: +0 = 0 [base]
Base Speed: 30 ft. = 30 [base]
Favored Class Bonus: +1/3 inspiration pool
Extracts:
<Investigator Formula List> Extract Save DC - Level - Extracts Per Day - Bonus Extracts
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Feats, Traits, Abilities:
-------------------- Traits -------------------- 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
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Skills:
Skill Name: Total Bonus = Ranks + Ability + Misc Acrobatics`: 4 = 0 + 4 + 0
*trained only
Items:
Gold: 35 gp 3 sp --------------------
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Light Load: 58 lbs. or less
Player Notes:
Combat Reflexes Weapon Finesse Deadly Agility OR Fencing Grace Scarlet Throne Maneuvers
Possible: 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
In Harm's Way ### 1. What position do you see yourself eventually in on a ship?
2. How do you feel about piracy in general? (This includes stealing, killing, plundering, etc.)
3. Which campaign trait are you selecting and why?
Background
Who raised him?
What was happening in the region when your character was growing up?
Does your character have any relatives?
Motivation What are your character’s immediate goals? What would he like to do in the coming year?
What are his long-term goals?
What type of person would be his ideal mate?
Who is his patron deity? Is he a devout worshiper?
Is he a devout member of any nonreligious cause?
Is there any race, creed, alignment, religion or the like against which he is strongly prejudiced?
What is his greatest fear?
What is the one task he absolutely refuses to do?
Idiosyncrasies What is your character’s motto or favorite saying?
What is his favorite color?
Describe what he would wear if money were no object?
What is his favorite food? Drink?
What is his favorite animal?
What habits of his friends annoy him most?
What well-known media figure from sports, movies or politics most closely resembles your character?
What would be his theme song?
If his friends were to write his epitaph, what would it be?
What would be his job in modern society?
Introduction Questions Do you have any nicknames, street names, titles, or aliases?
What is your full birth name?
Where do you live?
Why do you live there?
What is your citizenship status?
What is your most obvious blessing or strength?
What is your most obvious flaw or weakness?
Was there any event or cause to cause these weaknesses?
Physical Traits What is your general body type, frame, bone structure, and poise?
What is your skin colour?
What is your hair colour?
What is your hair style?
Do you have any facial hair?
What is your eye colour?
Does it change?
How attractive are you?
What is your most distinguishing feature?
Do you have any scars, tattoos, or birthmarks?
What is your handedness (left/right)?
Do you resemble some currently known person?
Do you wear a uniform?
What kind of clothing do you wear?
History Where is your homeland?
Did you have any childhood friends?
What conflicts might arise from your past?
Do you have any sort of criminal record?
Family Who were your parents?
What did your parents and/or foster parents do for a living?
Are they still alive?
Personality/Beliefs Do you, or did you, have any role models?
Do you have any great rational or irrational fears or phobias?
What, if anything, would it take for you to be able to overcome this?
How do you react when this fear manifests itself?
Are you willing to discuss, or even admit to, the situation?
What are your attitudes regarding material wealth?
Do you have any unusual or nervous mannerisms, such as when talking, thinking, afraid, under stress, or when embarrassed?
What is your most treasured possession?
Do you have a good luck charm?
Describe your worst nightmares.
XP Tracking:
Encounter 1 (behind the tavern robots) - 75 Encounter 2 (blindheim) - 100 |