Queen Abrogail II

Cornelia d'Malheur's page

480 posts. Organized Play character for Faelyn.

Full Name

Cornelia d'Malheur




Investigator Empiricist 4 | HP 27/27 | AC 18 (22) | T 13 | FF 15 | CMD 17 | Fort +3 | Ref +8 | Will +4 | Init +3 | Perc +11/+12 | Inspiration 3/6







Special Abilities

Alchemy, Inspiration, Trapfinding +1, Ceaseless Observation, Keen Recollection, Trap Sense +1, Studied Combat, Studied Strike +1d6, Unfailing Logic +2


Lawful Neutral






Common, Aboleth, Halfling, Infernal, Azlanti, Draconic, Sylvan, Jistka



Homepage URL

Character Sheet

Strength 13
Dexterity 16
Constitution 12
Intelligence 18
Wisdom 8
Charisma 10

About Cornelia d'Malheur

Cornelia d’Malheur
Female Human Investigator
Lawful Neutral Humanoid
Init +3; Senses Perception +11/+12
AC 18, touch 13, flat-footed 15 (+3 Dex, +5 Armor)
hp 27 (4d8+4)
Fort +3, Ref +8, Will +4
Defensive Abilities Inspiration, Trap Sense +1, Unfailing Logic +2
Speed 30 ft.
+1 Mithral Rapier +7 (1d6+2/18-20/x2)
Masterwork Cold Iron Sword Cane +7 (1d6+1/x2)
Dagger +6 (1d4+1/19-20/x2)
Sap +6 (1d6+1/x2)
Masterwork Composite Shortbow +7 (1d6+1/x3) - 70 ft.
Dagger +6 (1d4+1/19-20/x2) – 10 ft.
Sling +6 (1d4+1/x2) – 50 ft.
Special Attacks Inspiration, Studied Combat, Studied Strike +1d6
Investigator Extracts Prepared (CL 4):
1st (4/day) – Disguise Self, (Open), Longarm, Shield
2nd (2/day) - Blistering Invective, Darkvision
Str 13, Dex 16, Con 12, Int 18, Wis 8, Cha 10
Base Atk +3; CMB +4; CMD 17
Feats Weapon Finesse, Skill Focus: Linguistics, Orator
Skills Acrobatics +8, Appraise +8, Climb +1, Craft – Alchemy +13, Diplomacy +4/+7 *Disable Device +14, Escape Artist +3, *Intimidate +8, *Knowledge: Arcana +8, *Knowledge: Dungeoneering +9, *Knowledge: Engineering +8, *Knowledge: Geography +9, *Knowledge: History +9, *Knowledge: Local +9, *Knowledge: Nature +8, *Knowledge: Nobility +9, *Knowledge: Planes +9, *Knowledge: Religion +8, *Linguistics +13, Perception +11/+12, Sense Motive +9, *Sleight of Hand +8, *Spellcraft +10, Stealth +9, Use Magic Device +12
* Skills eligible for Free Inspiration
Languages Common, Aboleth, Halfling, Infernal, Azlanti, Draconic, Sylvan, Jistka
SQ Alchemy, Inspiration, Trapfinding, Ceaseless Observation, Keen Recollection, Trap Sense +1, Studied Combat, Studied Strike +1d6, Unfailing Logic
Gear Mithral Rapier +1, Masterwork Cold Iron Sword Cane, Dagger, Masterwork Composite Shortbow (+1 Str), Mithral Shirt +1, Cloak of Resistance +1 Spring Loaded Wrist Sheath (Dagger), Spring-Loaded Wrist Sheath (Sap), Explorer’s Outfit, Masterwork Backpack (Bedroll, Silk Rope (50ft.), Journal, Ink Vial, Inkpen, Mess Kit, Trail Rations (4 days), Candle (10), Candle Lamp, Formula Book, Sling), Belt Pouch (Masterwork Thieves’ Tools), Belt Pouch (Flint & Steel, Wayfinder w/ d'Malheur family crest), Bandolier (Alchemist Fire x2, Alkali Flask x3, Wand of CLW 44/50 charges, Wand of Heightened Awareness 50/50 charges), Waterskin
1783gp 2sp 0cp
Arcane Archivist: You have spent years handling magic items and know how to test their functions while avoiding catastrophic results. Benefit: You gain a +1 trait bonus on Use Magic Device checks, and this skill becomes a class skill for you.

Bruising Intellect: Your sharp intellect and rapier-like wit bruise egos. Benefit: Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
Special Abilities

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 1–8: 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 formula list (Pathfinder RPG Advanced Player’s Guide 32) to determine the extracts he can know. An investigator can prepare an extract of any formula 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 1stlevel 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 f lashes 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 (Ex): 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.

Investigator Talent (Ex or Su): At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once.

Talent List:

Underworld Inspiration (Ex): An investigator can use his inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending uses of inspiration, provided he’s trained in the skill.

Keen Recollection: At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

Trap Sense (Ex): At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Ref lex 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 Combat (Ex): With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. 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 modif ier (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 (Ex): 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 (Ex): 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.

Formula Tome:
1st - Cure Light Wounds, Disguise Self, Endure Elements, Enlarge Person, Long Arm, Reduce Person, Shield
2nd - Blistering Invective, Darkvision

Standard Racial Traits:
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Feat and Skill Racial Traits:
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

The d’Malheur family was once a notable noble family from Old Cheliax and supported the Emperor during the civil war that devastated Cheliax many years ago. The once great family opposed the new diabolist government and paid a dear price for their sedition. The d’Malheur’s were ran out of their home with little more than the clothes on their backs and whatever jewelry and gold that had on their persons. The survivors sought refuge in Absalom, where they have remained for nearly 4 generations. They have since regained some of their former honor with wealth and spoils by joining the ranks of the Pathfinder Society.

The d’Malheur’s are known as talented spellcasters and have been assisting the Society with all things magical for nearly 70 years. So it was that little Cornelia found herself at the young age of 15 helping her mother categorize and identify a case of strange items that had been returned to Absalom following a journey deep into the Darklands. She went to remove an odd fetish depicting a strange creature with innumerous tentacles sprouting from its face and chin. When her flesh touched the bitterly cold item she felt a power rush into her body and suddenly felt an alien presence burst into her mind…

The fetish opened her mind to the horrendous chaos of the Dark Tapestry. A Great Old One sensed her presence and invaded the young woman’s essence, an act which nearly destroyed her… For over a week Cornelia lay in a catatonic-like state. Her eyes would only close when she was seemingly asleep, otherwise they would stare blankly ahead, one pupil naught but a tiny pinprick, while they other grossly dilated. Occasionally she would mumble something in a guttural gibberish, but otherwise never spoke. She would eat and drink if food or liquid were put to her lips.

Then one day, just as suddenly as the stupor came upon her, it broke and Cornelia cried and screamed until her throat was hoarse and blood trickled from her lips. She mumbled over and over for days; “They’re in my head. They’re in my head.” It took poor Cornelia several months to recover from the horrific event, but she was never quite the same again… The exposure to the unknowable chaos of the Dark Tapestry left behind a terrible madness in Cornelia’s mind from which she still suffers to this day. She now lives a very structured lifestyle to combat the ever-present madness which lingers in the deep recesses of her mind.

Her unique experience taught her the ever-present dangers of certain magical items and she decided to devote herself to helping the Society study and catalog such items. Over the years she learned the skills of Archivists and also began learning certain skills in being able to infiltrate locations to assist in recovering dangerous magical items from owners who are less than willing to part ways with potentially dangerous artifacts.

Cornelia leads a very strict lifestyle of order and codification in an attempt to combat the chaotic madness which nearly broke her mind. At times this incessant need for order can put her at odds with the more carefree members of society; however, while Cornelia finds herself terrified of chaos, she does not force her lifestyle upon others. She believes this adherence to order keeps the madness at bay.

Cornelia follows the edicts of Nethys closely, she believes that magic is simply a force that exists; it is not inherently good or evil. It is the wielder of magic that makes that determination. So goes the same for magical items; however, given her own personal experiences, she understands there are many magical items that can be inherently dangerous. She does whatever necessary to acquire such items from their owners legitimately when possible and illegitimately when not possible.

Reference Image!
Height 5’9” Weight 130 lbs
Skin Pale Eyes Blue Hair Raven

Cornelia stands tall at 5’9” with a slender frame. Her pale skin, raven hair, and dark blue eyes easily betray her Chelish blood. She is a pretty woman, yet the close eye can see a hint of madness hidden behind her dark blue eyes. Everything about Cornelia is flawless and in perfect order; every hair is in its place, her clothing smooth and wrinkle free.

When working in the Archives she is typically seen wearing simple, yet comfortable clothing of dark hues, often incorporating the dark burgundy color of House d'Malheur. Reference Image.

In the field, Cornelia wears dark leather with a black leather hood to cover her face. Reference Image.

PFS Character Information:

PFS#: 13693-1
Faction: Dark Archives
XP: 10
Fame: 18
Prestige: 9/18
Inventory Tracking Sheet
The Godsmouth Heresy [3 XP, 4 PP, 1398gp, 20gp Day Job] Chronicle Sheet
- Boons: Pharasma's Blessing: Pharasma blesses you for your service to the Godsmouth Cathedral. You may reroll any single attack roll targeting an undead creature or any single saving throw against an undead creature's ability or effect, always taking the result of the second roll. You must make this reroll before the results of the first roll are known. Once this ability has been used, cross it off the Chronicle.

Scions of the Sky Key, Part 1 [1 XP, 2 PP, 515gp, 20gp Day Job] Chronicle Sheet
- Boons: None.
Scions of the Sky Key, Part 2 [1 XP, 2 PP, 508gp, 50gp Day Job] Chronicle Sheet
- Boons: Gripplis’ Favor: You have earned the recognition of the Krihirik tribe in the Kaava Lands, granting you a +2 bonus on Charisma-based checks made to influence gripplis. In addition, this boon may be used in conjunction with other boons to grant one or more of your characters access to grippli-related options.

Scions of the Sky Key, Part 3 [1 XP, 2 PP, 508gp, 50gp Day Job] Chronicle Sheet
- Boons:
- Sky Key Component (Sargava): You have recovered one of the five lost components of the strange relic known as the Sky Key. This piece once belonged to Sigrin, who founded the now abandoned settlement of Ashkurhall in the Bandu Hills.
- Stinkeye’s Friend: Playing with a domesticated basilisk has taught you to be careful around creatures with gaze attacks. When you are subjected to a gaze attack, you can cross this boon off your Chronicle sheet to gain a +4 insight bonus on a saving throw to avoid the gaze’s effects.
- Vanei’s Friend: You have befriended Vanei Thaskin, who now works as an informant for the Pathfinder Society. Once per scenario, you can recall information Vanei provided in order to reroll a failed Bluff, Diplomacy, or Knowledge check pertaining to the Aspis Consortium. If the second check fails, cross this boon off your Chronicle sheet; your reckless use of Vanei’s information has compromised her cover and led to her capture.

School of Spirits [1 XP, 2 PP, 1202gp, 20gp Day Job] Chronicle Sheet
- Boons: New Recruit (J. Dacilane): Your team of Pathfinders sponsored J. to join the Pathfinder Society. In exchange, she is eager to assist you on one of your future missions. You can direct J. to cast a spell from the spiritualist list (Pathfinder RPG Occult Adventures 76) as a standard action. The spell's level can be up to one third of your character level (minimum 0). J's caster level is equal to your character level -3 (minimum 2nd), and her Wisdom score is 17. J is a noncombatant, and she is considered to be in your square for the purpose of determining the origin of her spell. When you use this boon, cross it off your Chronicle Sheet.

Play-by-Post Gameday IV Boon [0 XP, 0 PP, 0gp, 0gp Day Job] Chronicle Sheet
- Boons: Soothsayer: There are countless traditions of folk divination on Golarion, and you have recruited a reliable soothsayer into your service. Once per adventure, this mystic can predict imminent events and grant you a +4 insight bonus on one skill check, a +2 insight bonus to your Armor Class against one attack, or a +2 insight bonus on one attack roll or saving throw. You must use this ability before you roll the attack, check, or save or before you hear the final result of the attack against you. Dreadful portents accompany the soothsayer’s insights, and you are shaken for 1 round after using this ability. This does not cause you to become frightened or panicked if you were already shaken. The soothsayer otherwise follows all of the rules for follower vanities on pages 60–61 of the Pathfinder Society Field Guide.

The Disappeared [.5 XP, 1 PP, 592gp, 50gp Day Job] Chronicle Sheet
- Boons: House Thrune's Favor: Your complete discretion in infiltrating the Chelish embassy has earned you a rare token stamped with the insignia of the House of Thrune, signifying your favor in the eyes of Cheliax's ruling house. This grants you a +3 circumstance bonus on Diplomacy checks to influence high-standing members of House Thrune, the Chelish government, or a Hellknight order in good standing. This bonus remains in effect as long as the token remains on your person, and the token imparts its bonus only to you.

The Overflow Archives [.5 XP, 1 PP, 589gp, 10gp Day Job] Chronicle Sheet
- Boons:
- Darklands Study (Dark Archive faction): Zarta Dralneen has perused a cursed tome that you recovered known as The Darklands Precepts, and she has shared some of her findings with you. You gain a +2 bonus on Sense Motive checks against humanoids native to the Darklands, such as drow, derro, and duergar. In addition, you gain a +2 bonus on Knowledge checks to identify and learn about such creatures.
- Upstanding Archivist (Dark Archive faction): You have demonstrated excellence in the Grand Lodge’s vaults and improved the Dark Archive faction’s reputation. As a result, Zarta Dralneen has provided you a choice pick from among the treasures rescued from the flooded library. You can cross this boon off your Chronicle sheet when purchasing one of the items found below to purchase that item at 75% of its listed price.

Faithless and Forgotten, Part 1 [1 XP, 2 PP, 1850gp, 20gp Day Job] Chronicle Sheet
- Boons:
- ○○○Ally of the Green: You have communed with the fugitive leshys of Angelmire and demonstrated your respect for their humble treasures. As a parting gift, the leshy Harvest Stripe gave you three gourd seeds imbued with some of the leshy’s primal magic. As a standard action, you can check one of the boxes that precede this boon and consume one of these seeds as if it were a goodberry, though the seed heals 1d4+1 points of damage. Alternatively, you can feed a seed to an adjacent plant creature to grant it 5 temporary hit points and the benefit of divine favor (CL 6th) for 1 minute. When you check the last box, cross the entire boon off your Chronicle sheet.

Faithless and Forgotten, Part 2 [1 XP, 2 PP, 1850gp, 10gp Day Job] Chronicle Sheet
- Boons:
- Archaeological Expert: The Pathfinder Society has a strong tradition of archaeological exploration, and you have proven yourself a capable excavator and historian. You gain a +1 bonus on Appraise and Knowledge (History) checks to identify the cultural significance of art and objects. If you would fulfill the primary success conditions of an adventure but fail its secondary conditions, you can cross this boon off your Chronicle sheet and attempt an Appraise, Knowledge (History), or Profession (Archaeologist) check (DC = 10+plus twice your character level). If you succeed, you make a small but significant archaeological discovery that allows you-and only you-to earn the Prestige Point reward anyway. You cannot Take 10 on this check.

- Imperium Initiate: Your study of Jistkan ruins and golems has taught you a few tricks for handling the supernatural soldiers of ancient Garund. You can cross this boon off your Chronicle sheet before casting a spell to make it especially effective against constructs and divs. Those creatures take a -2 penalty on all saving throws made against the spell for 1 round. Alternatively, you can cross this boon off your Chronicle sheet as a free action to treat the hardness and damage reduction of all constructs and divs as 5 lower against your attacks for 1 round.