Matrena Goldthorpe

Cardamin Foehammer's page

37 posts. Alias of TheoreticallyYours.


Full Name

Cardamin Foehammer

Race

HP: 16/16 |AC: 18 (tch 14, ff 14) | CMB: 4, CMD +18 | F: +2 R: +7 W: +4 | Init +4 | Perc: +5, Darkvision 60ft

Classes/Levels

| Spd: 30ft. | Active Conditions: None |

Gender

Female Dwarf Investigator (Cartographer) 2

Size

Medium

Age

50

Strength 17
Dexterity 18
Constitution 14
Intelligence 18
Wisdom 13
Charisma 16

About Cardamin Foehammer

BASIC STATS:

Cardamin Foehammer
Female Medium Humanoid (dwarf)
LN Investigator (Cartographer) 2
Str 17 (+3) | Dex 18 (+4) | Con 14 (+2) |
Int 18 (+4) | Wis 13 (+1) | Cha 16 (+3) |

Senses; Perception +5; Darkvision 60ft
Init +4; Speed 30 ft.

BAB +1; CMB 4; (BAB + Str + Size) CMD +18; (10 + BAB + Str + Dex + Size + Misc)


COMBAT STATS:

Defense
AC 18 (22 against giant) , ff 14, touch ?; (+4 Armor, +? Deflection, +4 Dex, +? Dodge, +? Natural, +? Shield, +? Sacred)
HP 16 2d8, +4 CON, +2 favoured
Fort +2 (CON); Ref +7 (DEX); Will +4 (WIS)

Offense
Speed 30ft. 20ft + trait
Melee Battleaxe +4 (1d8 + 3); Shortsword +4 (1d6 +3); Dagger +4 (1d4 +3)
Ranged Shortbow +5 (1d6 +4)

FEATS AND TRAITS:

Traits
Accelerated Drinker (combat) - She did apprentice as a Cartographer, but that didn’t stop her family from trying to get her more interested in Alchemy, something that they saw as more useful and profitable than drawing. So she learnt to down the concoctions pushed upon her without even looking up from her desk, focus undisturbed from her latest map.

Wanderlust (Social) – Always on the move selling whatever the Foehammer clan managed to produce to nearby, and sometimes far off, settlements, Cardamin developed a love of exploration fuelling her desire to accurately map as many places in as much detail as she could. So she has become speedy for a dwarf, for who knows what may need to be charted next?

Feats
Improved Stonecunning - While she enjoys creating maps of all environments, she particularly enjoys ruins and other abandoned or seldom explored areas, so she's had her fair share of close encounters with old, forgotten traps in such places. It only takes a few near-death experiences before you pick up on what a trap looks like


SKILLS AND LANGUAGES:

Bold are class skills; Italic means the skills can’t be used untrained.

( 6+INT | 2 BG )

Adventuring Skills
Acrobatics (2) +9 (DEX)
Bluff (CHA)
Climb (2) +8 (STR)
Diplomacy (CHA)
Disable Device (2) +9 (DEX)
Disguise (CHA)
Escape Artist (DEX)
Fly (DEX)
Heal (WIS)
Intimidate (CHA)
Knowledge (arcana) (1) +8 (INT)
Knowledge (dungeoneering) (2) +9 (INT)
Knowledge (local) (INT)
Knowledge (nature) (2) +9 (INT)
Knowledge (planes) (INT)
Knowledge (religion) (INT)
Perception (2) +6 (WIS)
Ride (DEX)
Sense Motive (WIS)
Spellcraft (1) +8 (INT)
Stealth (2) +9 (DEX)
Survival (1) +2 (WIS)
Swim (STR)
Use Magic Device (CHA)

Background Skills
Appraise (INT)
Craft (Alchemy) (1) +8 (INT)
Craft (Architect) (1) +8 (INT)
Craft (Cartography) (4) +12 (INT)
Handle Animal (CHA)
Knowledge (geography) (2) +9 (INT)
Knowledge (engineering) (INT)
Knowledge (history) (1) +8 (INT)
Knowledge (nobility) (INT)
Linguistics (2) +9 (INT)
Lore (INT)
Perform (CHA)
Profession (WIS)
Sleight of Hand (DEX)

Languages
Common, Draconic, Dwarven, Gnome, Goblin, Orc, Terran, Undercommon


ADVANCEMENT:

INVESTIGATOR ABILITIES(SUMMARY)
Alchemy, Inspiration, Trapfinding , Studied Terrain

INVESTIGATOR ABILITIES (DETAILED):

Archetype – Cartographer
Cartographers are eager trailblazers who explore uncharted terrain, study landmarks, and find new paths through the wilderness. They record this information meticulously so that those who follow in their footsteps can travel swiftly and safely within the studied area. Rather than studying poisons like many investigators do, cartographers use their alchemical expertise to create better inks that allow them to draw maps with an incredible level of detail.

Favoured Class Bonus
Investigator: Gain a +1/4 bonus on Perception checks when underground and +1/2 bonus to the investigator’s trap sense ability regarding stone traps.

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 (Su)
Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like 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, 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.

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. These extracts have powerful effects, but they are also bound to their 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: Investigator. 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 to determine the extracts he can know. An investigator can prepare an extract of any formulae he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is equal to 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 formula 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 that formulae.

Inspiration (Ex)
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in 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 modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. 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.

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.

Studied Terrain (Ex)
At 2nd level, a cartographer can expend one use of inspiration to sketch a map and take notes of his surroundings. Drawing the map takes 10 minutes. While he is within the studied area, the cartographer can use inspiration on Acrobatics, Climb, Fly, Ride, Stealth, Survival, and Swim checks without expending a use of inspiration, provided he is trained in the skill. If he already has the ability to use inspiration on any of these skills without expending a use of inspiration, he gains an additional +1 bonus on checks with that skill while in the studied area.

A cartographer can draw three types of maps. He cannot combine different map types in the same map, and areas within range that would belong in the other categories are excluded.

Dungeon Map: While indoors, underground, or in any other type of environment where visibility is limited by walls, the radius is 100 feet per level and only areas that the cartographer has explored within the past 24 hours count as studied terrain. Areas explored after drawing the map do not retroactively become part of the studied terrain.

Overland Map: In natural terrain, the radius of the mapped area is equal to 1 mile per investigator level. If he is unable to see the whole area, he extrapolates and uses his knowledge of geography to fill in the blanks.

Town Map: While in an urban area or ruins, the radius is 1,000 feet per level or the entirety of the urban or ruined area, whichever is smaller.

Much like alchemy, cartography requires materials, but the cost of those materials is negligible. However, knowing an area so well as to gain these benefits requires more than just paper and ink—a great deal of memorization and a bit of inspiration are also required. For this reason, a cartographer can maintain these benefits in only one area at a time. The benefits remain in effect until the cartographer studies a new area or refreshes his inspiration pool.

This replaces poison lore and poison resistance.

RACIAL ABILITIES:

Standard Racial Traits
Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.

Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.

Type: Dwarves are humanoids with the dwarf subtype.

Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.

Defense Racial Traits
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.

Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Mountaineer: Mountain dwarves are skilled at climbing and navigating narrow ledges. Dwarves with this racial trait are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces. This racial trait replaces stability.

Feat and Skill Racial Traits
Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.

Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Senses Racial Traits
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.

Offense Racial Traits
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.


FORMUALE:

Save DC = 10 + extract level + 4 | Extracts known – Two 1st; 4 of any

1st 3/dayCure Light Wounds, Heightened Awareness

2nd 1/daySpider Climb

3rd 1/dayBloodhound

4th 1/dayArcane Eye, Echolocation

5th 0/day

6th 0/day

EQUIPMENT AND GOLD (SUMMARY)

EQUIPMENT AND GOLD (DETAILED):

1,037gp
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Weapons and Armor
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  • Chain Shirt (light) | 100gp | +4 AC | +4 DEX | -2 ACP | 20% | 30ft. | 25lbs
  • Shortsword | 10gp | 1d6 | 19-20/x2 | - | 2lbs | P
  • Battleaxe | 10gp | 1d8 | x3 | - | 6lbs | S
  • Dagger | 2gp | 1d4 | 19-20/x2 | 10ft. | 1lbs | P or S
  • Shortbow | 30gp | 1d6 | x3 | 60ft. | 2lbs | P
  • Arrows (20) | 1gp | 3lbs

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    Gear
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  • Alchemist’s Kit | 40gp | 24lbs This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a formula book because an alchemist begins play with a formula book and does not need to purchase one.

  • Bandolier | 5sp | N/A This leather belt is worn over one shoulder and runs diagonally across the chest and back. It has small loops or pouches for holding eight objects the size of a flask or small dagger. You can use the “retrieve a stored item” action to take an item from a bandolier. You can wear up to two bandoliers at the same time (any more than this and they get in each other’s way and restrict your movement).

  • Chronicler’s Kit | 40gp | 4.5lbsThis bundle contains a map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord. The supplies usually suffice for chronicling a single expedition of not more than 2 months’ duration.

  • Compass | 10gp | 0.5lbs An ordinary compass that points to the magnetic north pole grants you a +2 circumstance bonus on Survival checks made to avoid becoming lost. You can also use it to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground.

  • Crowbar | 2gp | 5lbs This versatile tool is designed to help pry open whatever the user desires. A crowbar grants a +2 circumstance bonus on Strength checks made to force open a door or chest. If it is used in combat, treat a crowbar as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of its size.

  • Drill | 0.5gp | 1lbs A drill can create a 1-inch-diameter hole in stone, wood, or metal as a standard action. Harder materials wear down or break the drill more quickly. Hearing the sound of drilling requires a DC 15 Perception check.

  • Deluxe Dungeoneering Kit | 130gp | 15lbs A deluxe dungeoneering kit contains two candles, chalk, a hammer and four pitons, 50 feet of silk rope, two sacks, three sunrods, four tindertwigs, and an everburning torch (This otherwise normal torch has a continual flame spell cast on it. This causes it to shed light like an ordinary torch, but it does not emit heat or deal fire damage if used as a weapon.)

  • Waterproof Bag | 0.5gp | 0.5lbs This leather sack sealed with tar or pitch keeps delicate items from being ruined by water. Items kept inside remain relatively dry, making the bag ideal for carrying maps, scrolls, spellbooks, and the like, although the bag is not impervious and can only be completely immersed for 10 rounds before enough water seeps in to ruin such items.

  • Tents, medium x4 | Tents come in a variety of sizes and accommodate between one and 10 people. Two Small creatures count as a Medium creature, and one Large creature counts as two Medium creatures. Packing up a tent takes half as long as assembling it.

  • Cots x8 | This elevated camp bed is made of wood and canvas, and is particularly useful when the ground is wet or rocky. It is large enough for a full-grown human, but folds down into a 4-foot-by-9-inch cylindrical bag.

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    Tools and Skill Kits
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  • MW Artisan’s Tools (Cartography) | 55gp | 5lbs These tools serve the same purpose as artisan’s tools, but masterwork artisan’s tools are the perfect tools for the job, so you get a +2 circumstance bonus on Craft checks made with them.

  • Mapmaker’s Kit | 10gp | 2lbs This small kit contains a simple slate with a grid carved into its surface and a number of differently colored pieces of chalk. If you use this kit to draw a map as you travel, you receive a +2 circumstance bonus on Survival skill checks to avoid becoming lost.

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    Work Animal
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  • Donkey | 8gp | 600-800lbs Donkeys and mules are stolid in the face of danger, hardy, surefooted, and capable of carrying heavy loads over vast distances. Unlike a horse, a donkey or mule is willing (though not eager) to enter dungeons and other strange or threatening places. Donkeys and mules have the same statistics as ponies (see the Bestiary).

  • Bit and Bridle | 2gp | 1lbs This is headgear used by a rider to control a mount. Bit and bridles for horses, ponies, and riding dogs can be readily purchased in most settlements and bits and bridles can be crafted for any creature that serves as a mount.

  • Feed (7 days) | 3.5gp | 70lbs Horses, donkeys, mules, and ponies can graze in some regions to sustain themselves, but feed provides more reliable nourishment. Riding dogs and other carnivores can be fed meat for the same cost. Except for horses, other Large creatures need to eat twice the feed of other animals each day. Huge creatures need four times the feed.

  • Saddle (Pack) | ?? | ?? A pack saddle holds gear and supplies, but not a rider. It holds as much gear as the mount can carry.

  • About Cardamin:

    A female dwarf busies herself over an assortment of items, carrying what looks to be a clipboard.

    “Why am I going on the expedition? Isn’t it obvious?” she motions at all the equipment around her. “All these adventurers, gearing up with weapons and trinkets, like they are going on a trip somewhere. This is history! We are going to be there for Gods knows how long and we’re going to need provisions, a map, a plan. And since I’m the only Cartographer this side of the mountains young and crazy enough to agree to go, I’m going.”

    She looks back through her list and sighs.

    “Honestly though, I’m pretty excited. I basically made up any reason to get chosen. The fact that I’ve done this kind of thing before, mapping old cities I mean, really helped. These aren’t just random dwarves being sent to Agnur'Khul, they are my family and kinsmen. If I can be of any help, even if that’s just by being the one who drags my body weight of gear along with me, then that’s what I’ll do. No one’s getting lost on my watch.

    I’ve gotten ready to give those willing to delve into danger as much information as possible ahead of time.” she says as she reaches into her bandolier and pulling out a flask. “See this? Lets me climb walls and ceilings, and this one creates an invisible disembodied eye that gives me visual information, while this one lets me detect things using high pitch noises. Here is one that allows me to track by scent, this one for when we set up camp and I can clearly recall everything for the last hour to draw up with perfect accuracy. If all that fails well,” she taps the top pouch with her inkpen “This one will fix you up in a jiffy, if it isn’t too bad…” Formulae: Spider Climb, Arcane Eye, Echolocation, Bloodhound, Heightened Awareness, and Cure Light Wounds

    “I’m still gathering supplies, but I’ll make sure we want for nothing, and if we do, have the tools to get it ourselves. Whatever happened in those ancient halls is a well-kept secret, so we must be prepared. I’m just hoping we have a healer and some kind of survivalist. I mean, I can pack the gear, but I’m a mapmaker and architect, not someone who can find food or water.”

    Cardamin had a point, and she had the background to be useful enough to take.

    Raised by travelling merchants who would sell the wares of Ulverin to settlements far and wide, she came into her own mapping routes and facing the bandits and goblins that sometimes patrolled them, with back up from her caravan of course.

    Strong, agile, and smart, Cardamin was a dwarf who got what she set out to get. Originally trained to be an architect, her love of drawing blueprints and thorough building plans expanded to her Wanderlust and she began to learn cartography, apprenticing to the only trained cartographer in the area, who was also the town archivist and librarian, because cartography wasn’t taken very seriously when compared to all the problems the diminished clan was facing.