Harrowed Summoning

Camil D'este's page

718 posts. Alias of Torilgrey.


Full Name

Camil D'este

Race

Human

Classes/Levels

Investigator (Empiricist) 8; HP 60 AC 17(19) T14(F15) F13 (14); F+4, R+11, W+7; Init+3, Perc +12 Active effect: NONE

Gender

Male

Size

Medium

Age

23

Special Abilities

HP: 32/32 ; AC 17; Fort 2, Ref 7, Will 4;

Alignment

CG

Deity

Desna

Location

Sandpoint

Languages

Common, Varisian, Dwarven, Shoanti, Goblin

Occupation

Gambler

Strength 12
Dexterity 18
Constitution 12
Intelligence 16
Wisdom 10
Charisma 14

About Camil D'este

Camil D’Este

Background:
Camil was born in Riddleport, where his parents: Esthena and Carron, made a small living selling herbs and tinctures. As the young man grew up, he preferred the company of scoundrels and vagabonds to spending hours in the shop. Always observant, he became a quick study of the cards and dice; more than once legitimately beating adults twice his age. This inevitably led Camil into some scraps, and with a resigned sigh, they sent him to Sandpoint to live with his cousin in a small apartment.
Sandpoint has been good for Camil, although he idolized his cousin, Raoul, who left for Magnimar after about two years, knowing the young man could fend for himself in a smaller community like Sandpoint. Now barely into adulthood, Camil has blended some of the skills his parents practiced in Riddleport with the vagabond lifestyle he so greatly prefers.
Camil is of average height, his tattoos and olive complexion clearly marking him as Varisian, with brownish-red hair and dark eyes alight with jest, a habit carefully cultivated for the card tables. He wears a somewhat ridiculous dark leather hat, and his varisian style scarf wound around his neck. Often wearing vests and undershirts with no sleeves, so he cannot be accused of cheating at cards. His ability to master new skills quickly has led him to study engineering and his easy way of talking to people at local watering holes has led him to a quick mastery of the past in Sandpoint.

vCamil D'este
Male human (Varisian) investigator (empiricist) 8 (Pathfinder RPG Advanced Class Guide 30, 100)
CG Medium humanoid (human)
Init +2; Senses Perception +16
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Defense
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AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 73 (8d8+23)
Fort +2 (+2 trait bonus vs. disease and poison), Ref +9, Will +5 (+4 save vs. illusion and disbelievable effects); +1 trait bonus vs. charm and compulsion, +1 morale vs. fear, +2 morale bonus vs. charm and fear
Defensive Abilities trap sense +2; Resist unfailing logic
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Offense
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Speed 30 ft.
Melee bladed scarf +12/+7 (1d6+1 plus 4 melee precision damage) or
. . cold iron dagger +12/+7 (1d4+1/19-20 plus 4 melee precision damage) or
. . dagger +12/+7 (1d4+1/19-20 plus 4 melee precision damage) or
. . dagger +12/+7 (1d4+1/19-20 plus 4 melee precision damage) or
. . mwk cold iron starknife +13/+8 (1d4+1/×3 plus 4 melee precision damage)
Ranged composite shortbow +12/+7 (1d6+2/×3)
Special Attacks studied combat (+4, 5 rounds), studied strike +3d6
Investigator (Empiricist) Extracts Prepared (CL 8th; concentration +13)
. . 3rd—channel vigor, fly, heroism
. . 2nd—alter self, false life, investigative mind[ACG], invisibility, spider climb
. . 1st—abjuring step[UC], adhesive spittle[ACG] (DC 16), cure light wounds, enlarge person (DC 16), heightened awareness[ACG], long arm[ACG]
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Statistics
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Str 12, Dex 19, Con 12, Int 20, Wis 10, Cha 15
Base Atk +6; CMB +12; CMD 21
Feats Combat Expertise, Extra Inspiration[ACG], Extra Investigator Talent[ACG], Extra Investigator Talent[ACG], Point-Blank Shot
Traits hagfish hopeful, varisian tattoo
Skills Acrobatics +8, Appraise +7, Bluff +10, Climb -1, Craft (alchemy) +11 (+19 to create alchemical items), Diplomacy +10 (+13 to gather information (You can use your Intelligence Modifier instead of Charisma)), Disable Device +20, Disguise +0, Escape Artist +9, Fly +3, Heal +2, Intimidate +7, Knowledge (arcana) +13, Knowledge (dungeoneering) +12, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +16, Knowledge (local) +13, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +10, Knowledge (religion) +10, Perception +16, Profession (gambler) +8, Ride +2, Sense Motive +14, Spellcraft +8, Stealth +23, Survival -2, Swim -1, Use Magic Device +12
Languages Common, Dwarven, Giant, Goblin, Orc, Shoanti, Varisian
SQ alchemy (alchemy crafting +8), ceaseless observation, human investigator, inspiration (12/day), investigator talents (empathy[ACG], expanded inspiration[ACG], infusion, mutagen[UM], quick study[ACG]), keen recollection, mutagen (+4/-2, +2 natural armor, 80 minutes), trapfinding +4
Combat Gear cold iron arrows (50), mutagen[APG], alchemist's fire (2), ghast retch flask[UE], tanglefoot bag, thunderstone; Other Gear +1 mithral chain shirt, arrows (40), bladed scarf[ISWG], cold iron dagger, composite shortbow (+1 Str) with 1 grappling arrow, dagger, dagger, mwk cold iron starknife, belt of incredible dexterity +2, cloak of resistance +1, headband of vast intelligence +2, ioun torch ioun stone[APG], ring of chameleon power, alchemy crafting kit[APG], bedroll, belt pouch, flint and steel, grappling arrow[UE], ink, inkpen, investigator starting formula book, masterwork backpack[APG], masterwork thieves' tools, mess kit[UE], pot, silk rope (50 ft.), soap, tindertwig (3), torch (8), torch (2), trail rations (5), waterskin, 589 gp, 9 sp, 3 cp
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Special Abilities
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+6 formulas in formula book Add one extract formula from the investigator’s formula list to his formula book. This formula must be at least 1 formula level below the highest level the investigator can create.
Alchemy +8 (Su) +8 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+3)
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Empathy (1/day, DC 19) (Ex, Su) Roll sense mot 2x (take high). Full-rd & 1 point for detect thoughts on foe in 30 ft (Will neg).
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Infusion Create an extract can be used by anyone but takes up a slot until used.
Inspiration (+1d6, 12/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 19) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 80 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Quick Study (Ex) Use studied combat as a swift action.
Studied Combat (+4, 5 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +3d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +4 Gain a bonus to find or disable traps, including magical ones.
Unfailing Logic +4 (Ex) +4 save vs. illusion and disbelievable effects

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