About ChanehaM NE Half-Elf Investigator (Lamplighter/Steel Hound), Level 1, Init +4, HP 9/9, Speed 30, AC 15, Touch 12, Flat-footed 13, CMD 13, Fort 1, Ref 4, Will 4, CMB +2, Base Attack Bonus +0
MELEE
RANGED
Hero Points: 1 MISC COMBAT BONUSES:
Inspiration Pool: 4/day (used = 0) BACKGROUND:
Chaneha's father (a Mwangi elf known as an Alijae) was a former firearms artisan from Alkenstar, poached by the legendarily charismatic Prince of Pitax, Castruccio Irovetti. After spending years getting a gunpowder plant set up and a firearms workshop off the ground, Irovetti slyly maneuvered him out of his promised ownership position in both concerns. When he realized what had happened and how it was nearly impossible that he'd ever be able to recover, his dad decided to strike a blow against Irovetti and blew up the gunpowder plant and firearms factory. While he hadn't meant to blow himself up along with it, something must have gone wrong because Chaneha never saw his father again.
When they realized what had happened Chaneha and his mother (a human) and younger siblings fled for their lives, knowing Irovetti would punish everyone associated with dad. They jumped on the first boat that would take a woman with 3 children and headed south. (Backstory with Jacquelyn Shadowfire has them travel together down to Absalom). Mom (an accomplished alchemist) eventually settled in Absalom with Chaneha's younger siblings. Chaneha, always having felt called to the sea and a natural skill working boats and now nearly an adult, decided to go off and make his fortune. He spent the next several years bumping around the Inner Sea with his friends and eventually ended up in the Shackles, where his knowledge of firearms and way with ships is highly valued. (Background with Jacquelyn Shadowfire has them sailing together and meeting Torgald Frostbeard in the Shackles.) PERSONALITY:
In progress -Evil in a selfish, Han Solo scoundrel-type way. He would shoot a bounty hunter first and dump an illegal cargo if he's about to be boarded by Imperial troops. For another reference, he's a Malcolm Reynolds type- he would kick a tied up enemy into a blender if that enemy threatened to hunt him down if he ever got free. -Very personable and friendly, always glad to meet someone new and make a new friend -Believes that information wants to be shared and loves teaching and learning new things (based in the Alijae tradition of sharing knowledge) -Hates people in power taking advantage of those they're in charge of (like a prince reneging on a promise to an engineer) -Loves the water and sailing, has always felt a natural connection to moving water (rivers as a child and the sea as an adult) -Doesn't believe the gods are divine beings; recognizes that they are supremely powerful magical entities but thinks they aren't "gods" per se (his father spent a long time in Rahadoum and taught him to be an atheist) -Loves to tell stories, especially tall tales and legends, and loves an appreciative crowd -Loves to tell stories where the gods or the powerful are embarrassed or tricked by a mortal -Always has a little gunpowder on his fingertips, just enough that he can snap his fingers and make a small flame APPEARANCE:
Tall, well above average male human height. Broad shoulders and muscular build but his height makes him look deceptively slim.
Typical elven features softened by human heritage, gorgeous, smooth, healthy glowing skin. He doesn't grow facial hair and his elven-smooth skin and soft features keep him looking younger than he actually is. Usually wears a bandana over their hair, which is naturally very tightly curled. His hair is long and twisted into locs but almost always covered by a bandana. RACIAL TRAITS:
+2 bonus to one ability score of their choice Humanoid (human and elf subtypes) Medium size 30 ft mvmt Start with Common and Elven. Elven Immunities: Immune to magic sleep effects and +2 racial saving throw bonus against enchantment spells and effects. Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level. Elf Blood: Half-elves count as both elves and humans for any effect related to race. Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. Child of the Sea (from Coastal Regions): [BOG] Half-elves from a coastal region with this racial trait gain a +4 racial bonus on Swim checks as well as on Profession (sailor) and Wisdom checks to pilot a sea vessel. They also have an innate sense of direction and can never get lost at sea. This racial trait replaces the low-light vision and keen senses racial traits. CLASS FEATURES:
Weapon and Armor Proficiency: simple weapons, plus Alchemy (Su): +CL on Craft (Alchemy) checks and can ID potions as if using Detect Magic Extracts (start with 2+Int mod, DC is 10+extract lvl+Int mod) Inspiration Pool (Ex) [3]: 1/2 Investigator lvl +Int mod per day; 1 point to add +1d6 to any skill roll (no cost for Knowledge, Linguistics, or Spellcraft checks) or 2 points to add 1d6 to an attack or saving throw Trapfinding: +1/2 to Perception checks to locate traps or Disable Device checks against traps (can use against magical traps) Lamplighter (Su): Can take a move action to create a small flame that immediately ignites a lamp, torch, or similar flammable item he’s holding. SKILLS:
Adventuring Skills 9 (6 +3 Int +1/lvl)
Diplomacy 7 = 1 +2 Cha +3 class skill +1 trait Disable Device 7 = 1 +2 Dex +3 CS +1 CB Kn: Arcana 7 = 1 +3 Int +3 CS Kn: Local 7 = 1 +3 Int +3 CS Kn: Nature 7 = 1 +3 Int +3 CS Perception 10 = 1 +2 Wis +3 CS +1 CB +3 feat Swim 5 = 0 +1 Str +4 racial bonus ------ Background Skills 2 (+2 free/lvl) Craft (Alchemy) 8 = 1 +3 Int +3 CS +1 CB Craft (Firearms) 7 = 1 +3 Int +3 CS Kn: Geography 7 = 1 +3 Int +3 CS Linguistics 7 = 1 +3 Int +3 CS Perform (Oratory) 3 = 0 +2 Cha +1 trait Profession (Sailor) 10 = 1 +2 Wis +3 CS +4 racial bonus +1d6 Inspiration die on any skill roll for 1 Inspiration Point (no cost for Knowledge, Linguistics, or Spellcraft checks)
Always knows direction
Once per week can make a DC 15 Knowledge (local) or Intelligence check to see if he knows a popular legendary pirate tale, the telling of which grants a +1 trait bonus on checks made to influence NPCs on the ship. Languages
TRAITS AND FEATS:
Uses Elephant in the Room feat tax revisions.
-Combat Expertise, Deadly Aim, Power Attack, and Weapon Finesse available to all PCs without feat Trait (campaign): Barroom Talespinner
ALCHEMY:
FORMULAE BOOK 1 (2+3 Int): Anticipate Peril, Heightened Awareness, Monkey Fish, Shield, Tears to Wine EXTRACTS PREPARED
Extracts Used Today:
GEAR:
WEAPONS Rapier 1d6 18-20/x2 P 20gp, 2 lbs ARMOR
GEAR
Backpack
Scroll case Belt pouch
Magic items Potions Alchemy crafting kit Total weight: 64 lbs.
Light load <50 lbs.
MONEY
Notes from Gameplay:
|