Full Name |
Caspian Panivar Lotheed |
Race |
|HP: 35/35| AC: 18 T:14 FF:14 | F: +4, R: +8, W: +4 | Init: +6 | Bluff +7, UMD +11 [(+d6) Dip +7, DD +13, Per/SM +11, Spl +11, Knw +7/8] | 1: 4/4, 2: 2/2 | Active conditions: |
Strength |
10 |
Dexterity |
18 |
Constitution |
13 |
Intelligence |
16 |
Wisdom |
10 |
Charisma |
10 |
About Caspian Lotheed
Caspian Lotheed
Male Inspired Blade 1/Empiricist 4
Medium LG Humanoid (Human)
Init +6 (+4 dex, +2 trait)
Senses: Perception +11.
DEFENSE
AC 18, touch 13, flat-footed 15 (+3 dex, +4 armor, +1 shield)
HP 35/35 ([10+1]+4x[5+1])
Fort +4 (3.8 base, +1 Con)
Ref +8 (4.3 base, +4 Dex)
Will +4 (4.3 base, 0 Wis)
OFFENSE
Koriana's Blade +11, d8+6, 18-20x2.
Spd 30ft.
Space 5 ft.; Reach 5 ft.
Lvl 1 (3+1/day): Reduce Person, Shield, ?
Lvl 2 (1+1/day): Cats Grace, Cat's Grace
1/day—dancing lights, prestidigitation, read magic, unseen servant.
Base Atk +4 (+1 Fighter, +3 Empiricist)
CMB +4 (4 BAB, +0 Str)
CMD 18 (10, +4 BAB, +4 Dex, +0 Str)
STATISTICS
Str 10 (+0)
Dex 18 (+4) [15 base, +2 racial, +1 level 4]
Con 13 (+1)
Int 16 (+1)
Wis 10 (+0)
Cha 10 (+0)
FEATS
Noble Scion [Human Bonus]: You gain a +2 bonus on all Knowledge (nobility) checks, and Knowledge (nobility) is always a class skill for you. You also gain an additional benefit depending on which family you belong to.
Lotheed: Your family ranks include the greatest wizards and arcane scholars in Taldor, and schooling in some of the most comprehensive arcane libraries in the Inner Sea was your birthright. If your Intelligence is 11 or higher, you gain the following spell-like abilities: 1/day—dancing lights, prestidigitation, read magic, unseen servant. The caster level for these effects is equal to one half your class level.
Weapon Finesse [Level 1]: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Weapon Focus (Longsword) [Fighter 1]: You get +1 to hit with the selected weapon.
Slashing Grace [Level 3]: Choose one kind of light or one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler’s or a duelist’s precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The weapon must be one appropriate for your size.
You do not gain this benefit while fighting with two weapons or using flurry of blows, or any time another hand is otherwise occupied.
Weapon Versatility [Level 5]: When wielding a weapon with which you have Weapon Focus, you can shift your grip as a swift action so that your weapon deals bludgeoning, piercing, or slashing damage instead of the damage type normally dealt by that weapon. You may switch back to the weapon’s normal damage type or another damage type as a swift action. If your base attack bonus is +5 or higher, using this feat is a free action instead.
TRAITS
Child of Oppara (Campaign): You gain a +1 trait bonus on Appraise and Knowledge (nobility) checks, and one of these skills is always a class skill for you. The Noble Scion feat (see the sidebar) does not have a Charisma prerequisite for you. In addition, you start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp.
Reactionary (Combat): You receive a +2 trait bonus on Initiative checks.
Bruising Intellect (Social): Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
Meticulous (Drawback): You take a –2 penalty on skill checks for skills with which you’re untrained.
SKILLS
Appraise* +10 (3 ranks, +3 Int, +3 class, +1 trait)
Bluff +7 (2 ranks, +0 Cha, +3 class, +2 racial)
Craft (Alchemy) +11 (5 ranks, +3 Int, +3 class) [+ ½ level to craft]
Diplomacy +8+d6 (3 ranks, +0 Cha, +3 class, +2 racial)
Disable Device +13 (5 ranks, +3 Int, +3 class, +2 tools)
Intimidate +10 (4 ranks, +3 Int, +3 class)
Knowledge (Arcana) +8+d6 (2 ranks, +3 Int, +3 class)
knowledge (Dungeoneering) +7+d6 (1 rank, +3 Int, +3 class)
Knowledge (Engineering)* +7+d6 (1 rank, +3 Int, +3 class)
Knowledge (Geography)* +8+d6 (2 ranks, +3 Int, +3 class)
Knowledge (History)* +7+d6 (1 rank, +3 Int, +3 class)
Knowledge (Local) +7+d6 (1 rank, +3 Int, +3 class)
Knowledge (Nature) +7+d6 (1 rank, +3 Int, +3 class)
Knowledge (Nobility)* +9+d6 (2 ranks, +3 Int, +3 class, +1 trait)
Knowledge (Planes) +7+d6 (1 rank, +3 Int, +3 class)
Knowledge (Religion) +7+d6 (1 rank, +3 Int, +3 class)
Linguistics* +7+d6 (1 rank, +3 Int, +3 class)
Perception +11+d6 (5 ranks, +3 Int, +3 class)
Profession + +d6
Sense Motive +11+d6 (5 ranks, +3 Int, +3 class)
Spellcraft +11+d6 (5 ranks, +3 Int, +3 class)
Use Magic Device +11 (5 ranks, +3 Int, +3 class)
Total Points: 55 [(2 Fighter + 3 Int + 2 background)+4x(6 Investigator + 3 Int + 2 background + 1 FCB)]
AC penalty is 0
LANGUAGES
Common, Celestial, Elven, Dwarven, Halfling.
EQUIPMENT
+1 Studded Leather Armor (1175gp)
Mithril Longsword (1010gp)
Sleeves of Many Garments (Free [trait])
Noble’s Outfit x2 (free/75gp)
Signet Ring (free)
Masterwork Thieves Tools (110gp)
Alchemist’s Lab (200gp)
Masterwork Buckler (160gp)
226 platinum 16 gold 55 silver 0 copper
Weight Carried:
SPECIAL ABILITIES
Bonus Feat: Humans select one extra feat at first level.
Silver Tongue: Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.
Proficiencies: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”
Alchemy: 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: 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.
Ceaseless Observation: An empiricist’s ability to notice the minutiae of almost everything that happens around him allows him to make shrewd and insightful calculations about people and even inanimate objects. At 2nd level, an empiricist uses his Intelligence modifier instead of the skill’s typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information.
This ability replaces poison lore and poison resistance.
Keen Recollection: At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Trap Sense: At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).
Studied Target: At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.
An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, he cannot become the target of the same investigator’s studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.
Studied Strike: At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.
If the investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.
The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.
Unfailing Logic: An empiricist’s grasp of facts and data teaches him to anchor himself in reality, granting resistance to even the most potent illusions. At 4th level, an empiricist gains a +2 insight bonus on all Will saving throws against illusion spells or spell-like abilities that allow a save to disbelieve their effects. In addition he can spend one point from his inspiration pool as an immediate action to use his Intelligence bonus instead of her Wisdom bonus on all such saves for one round. At 8th level, the empiricist’s insight bonus increases to +4. At 16th level, he gains immunity to all illusion spells and spell-like abilities that allow a save to disbelieve the effects.
This ability replaces swift alchemy.
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Appearance
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Standing fairly tall and with the sharp, symmetrical features, deep chestnut hair and clear eyes of the Lotheed family Caspian, while handsome, would not stand out particularly at any party. He is capable of charm, but he is prone to analyse people – both subconsciously and more unhelpfully aloud. This has caused a fair few social faux pars, but when he minds his manners Caspian has genuine warmth and his wide smile can make a heart flutter.
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Personality
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Caspian has spent many years feeling that he was a disappointment, first to his father and then to his elder brother. When he moved to Oppara he deliberately threw off their values and has spent his time dabbling in his own interest - people and their habits.
None-the-less he is a Lotheed and shares many of the family traits, a sharp eye, excellent memory and considerable charm when he chooses to use it. Unfortunately this is paired with a considerable superiority complex and a determination to win at almost any cost. When Caspian wants something he lets very little stand in his way but unlike his brother he maintains a belief in intrinsic values, which means there are some lines he won't cross.
Likes: Good friends, experimenting with new things, fine clothes, winning.
Dislikes: Magicians (he assumes that they are all arrogant snobs like his father), dull books, lectures, anything slow or requiring excessive patience.
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Motivation
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As a second son himself Caspian appreciates Eutropia’s effort to overturn Primogeniture for what it is, and hopes that it will presage a wider change in Taldor – a chance to shake up the old order and jerk nobles such as his brother from their complacence.
He also has a strong sense of justice instilled in him, not that he’d ever admit it, by his father and holds a lingering regret about how Bartelby treated Martella and his own complicity in it. Therefore, when his sister got in contact and asked him to accompany her to the Exaltation Gala Caspian was glad to oblige.
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Background
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The second son of Count Mercater Lotheed, Caspian grew up surrounded by wealth and some of the most comprehensive private magical libraries in all of Avistan. By the time Caspian was born relations between his parents were already rocky, due to the presence of Mercater’s bastard daughter Martella, in the household and shortly after Caspian was weaned his parents gave up the pretense and lead, to all intents and purposes, separate lives.
When he was young Caspian looked up to both Martella and his older brother Bartelby who, even as a child, was everything that a Lotheed should aspire to be. Unfortunately, while Bartelby took to magic as had generations of their family before them, Caspian found arcane study almost mind-numbingly tedious. After generations of breeding he possessed magical ability but little inclination to go through the tedious processes required to master it, preferring instead to experiment with alchemy rather than suffer through the rigorous study his brother thrived on. His mother encouraged these interests, mostly to spite her husband who always held magical puissance and skill as the high point of his family legacy.
It was only after Martella was dispatched to the Sinora Academy, and Mercater took a renewed interest in his son’s education that Caspian finally found an outlet that was acceptable to himself and his father – dueling. While Bartelby out-performed him in every magical test, the dueling matches were much closer and Caspian gave as good as he got, his speed and determination making up for Bartelby’s greater height and reach.
His father’s death came at an opportune time for Caspian, who never felt close to his arrogant and condescending father. While Bartelby took advantage of his new position as count to ‘clean up the family’ as he put it – commanding Martella never to return to Lotheedar and sending his mother on an ‘extended holiday’ to ‘study the historical artefacts in Cheliax’, there was nothing he could do about his younger brother. Their relationship, never close, was decidedly cool but Caspian was not only a true-born Lotheed but Bartelby’s own heir. The brothers therefore reached a compromise. Caspian would go to Oppara, where he would be supported by the family purse, in exchange for keeping up the Lotheed name, performing various social functions, and staying out of his brother’s way.
This arrangement has suited Caspian well, and for the past few years he has played the role of ‘man about town’ to perfection, honing his skills at the cities innumerable social functions and making occasional appearances on the cities dueling circuit as well.