Harpram Gavers

Cortland's page

289 posts. Organized Play character for Ietsuna.


Full Name

Cortland

Race

| HP 27/27 | AC 16, T 12, FF 14 | CMD 14 | F +4 R +6 W +4 | Init +2 | Perc +10 (+11 vs. traps) SM +10

Classes/Levels

| Speed 30ft | Inspiration 8/8 | Active Conditions: None

Gender

”Cortland” | Male LN Medium Human Investigator (Empiricist) 3

About Cortland

Cortland
Male human investigator (empiricist) 3
LN Medium humanoid (human)
Init +2; Senses Perception +9
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Defense
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AC 16, touch 12, flat-footed 14 (+3 armor, +2 Dex)
hp 19 (2d8+6)
Fort +4, Ref +6, Will +4
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Offense
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Speed 30 ft.
Melee mw rapier +6 (1d6+1/18-20)
Melee dagger +4 (1d4+1/19-20)
Ranged dagger (thrown) +4 (1d4/19-20)
Ranged alchemist's fire (flask) +4 (1d6-1)
Ranged acid (flask) +4 (1d6-1)

Extracts Prepared (CL 1st, concentration +5)
1st—Cure Light Wounds, Heighten Awareness, Heighten Awareness
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Statistics
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Str 12, Dex 15, Con 14, Int 18, Wis 10, Cha 7
Base Atk +1; CMB +2; CMD 14
Feats Extra Inspiration, Weapon Finesse, Weapon Focus (Rapier)
Skills Acrobatics +5, Bluff +8, Climb -2, Craft (Alchemy) +8, Diplomacy +8, Diplomacy (Gather Information) +8, Disable Device +8, Disguise +2, Escape Artist +5, Fly +1, Heal +5, Knowledge (Arcana) +8, Knowledge (Dungeoneering) +8, Knowledge (Engineering) +8, Knowledge (Geography) +8, Knowledge (History) +8, Knowledge (Local) +8, Knowledge (Nature) +8, Knowledge (Nobility) +8, Knowledge (Planes) +8, Knowledge (Religion) +8, Linguistics +8, Perception +10, Perception (Trapfinding) +12, Ride +1, Sense Motive +10, Spellcraft +10, Stealth +5, Swim 0, Use Magic Device +9
Armor Check Penalty -1
Traits Precise Treatment, Student of Philosophy,
Languages Azlanti, Celestial, Common, Draconic, Undercommon
SQ alchemy, bonus feat, inspiration, skilled, trapfinding, weapon and armor proficiency,
Combat Gear acid (flask), alchemist's fire (flask), torch, rations (trail/per day) (2), Wand of Cure Light Wounds (50 Charges);
Other Gear masterwork chain shirt, masterwork rapier, acid (flask), alchemist's fire (flask) (2), dagger (2), outfit (explorer's), masterwork backpack, common, waterskin, thieves' tools, formula book, ink (1 oz. vial), inkpen, alchemy crafting kit, cloak of resistance +1, 1192.88 gp

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Special Abilities
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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, you gain a competence bonus equal to 1 on the skill check. In addition, you can use Craft (alchemy) to identify potions as if using detect magic. You 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 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 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.
Bonus Feat Humans select one extra feat at 1st level.
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.
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 of 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 8. 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.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Precise Treatment You treat others with a clear and calculating intellect. You gain a +1 trait bonus on all Heal checks, and you may use your Intelligence modifier when making Heal checks instead of your Wisdom modifier.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Student of Philosophy You were trained in a now defunct philosophical tradition-such as that of the now destroyed Gaitan universities or Lirgeni astrologers-and learned to use logic and reason to persuade others. You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat.)
Trapfinding An investigator adds 1 to Perception skill checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.
Trapsense +1 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).
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.

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Alchemical Items
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Formula Book:
Investigator Spells
1st -anticipate peril, comprehend languages, cure light wounds, endure elements, enlarge person, long arm, heighten awareness

Background:
Within the University of Absalom there is a school of thought derived from that of the now destroyed Universities of Galt. Key to this group are the tenets of logical reasoning and intelligent discussion. They teach that the gathering of information from the senses and the distillation of this stimulus into logical conclusions is the key to understanding the mysteries of the universe. Several of them also practice alchemical distillation as a way to heighten certain senses and distill what others call magic into physical being. Cortland comes from this tradition. Average in height and looks he is greying at the temples, but his keen eyes look out from behind his spectacles, taking in everything. He is well dressed in the current fashion of Absalom and has a slight air of superiority about him. He is starting his adventuring career a little late, having spent his twenties in the university honing his mind, but now his keen intellect is focused on solving the mysteries put before him by the Pathfinder Society.