About Corvin VossarInitiative: +6 [+2, then +2 from Forewarned (Su), and +2 from Sleuth’s Initiative (Ex)]
Corvin's Spellbook: Memorized Spells
0-level Spells resistance, acid splash, detect magic, detect poison, read magic, daze, dancing lights, flare, light, ray of frost, ghost sounds, arcane mark, prestidigitation
1st-level Spells comprehend languages, heightened awareness, identify, magic missile, floating disk, charm person, disguise self 2nd-level Spells detect thoughts, locate object, see invisibility, scorching ray 3rd-level arcane sight, aura sight 0-level prestidigitation, detect magic, detect poison, ray of frost 1st-level heightened awareness, disguise self, comprehend languages, magic missile 2nd-level detect thoughts, locate object, see invisibility 3rd-level arcane sight, aura sight ------- BAB +5, CMB +6, CMD 18 Feats Additional Traits, Skill Focus Sense Motive, Scribe Scroll (Item Creation), Extra Inspiration, Extra Investigator Talent - Underworld Inspiration (Ex), Focused Inspiration, Skill Focus Diplomacy, Extra Investigator Talent - Empathy (Ex, Su), Fast Study ------- Adventuring Skills (Investigator) 6 + 3 Int + 2 Background, (Wizard) 2 + 3 Int + 2 Background [☆ = use inspiration on any skill checks without expending a use of inspiration, provided he’s trained in the skill. ★ = Focused Inspiration] Acrobatics +7 (2 Ranks, 3 Class, 2 Dex) Appraise +16 (10 Ranks, 3 Class, 3 Int) Bluff +12☆ (2 Ranks, 3 Class, 2 Cha, 5 mullberry pentacle) Climb +1 (0 Rank, 0 Class, 1 Str) Craft +3 (0 Rank, 0 Class, 3 Int) Diplomacy +21, (gather information) +22☆ (7 Rank, 3 Class, 2 Cha, 3 Skill Focus, 1, Silvertongued, 5 mullberry pentacle) Disable Device +6☆ (1 Rank, 3 Class, 2 Dex) Disguise +2☆ (0 Rank, 0 Class, 2 Cha) Escape Artist +7 (2 Rank, 3 Class, 2 Dex) Fly +6 (1 Rank, 3 Class, 2 Dex) Heal +6☆ (2 Rank, 3 Class, 1 Wis) Intimidate +7☆ (2 Rank, 3 Class, 2 Cha) Knowledge (arcana) +17☆ (10 Rank, 3 Class, 3 Int, 1 Comprehensive Education) Knowledge (dungeoneering) +9☆ (2 Rank, 3 Class, 3 Int, 1 Comprehensive Education) Knowledge (engineering) +8☆ (1 Rank, 3 Class, 3 Int, 1 Comprehensive Education) Knowledge (geography) +9☆ (2 Rank, 3 Class, 3 Int, 1 Comprehensive Education) Knowledge (history) +10☆ (3 Rank, 3 Class, 3 int, 1 Comprehensive Education) Knowledge (local) +11☆ (3 Rank, 3 Class, 3 Int, 1 Truth's Agent, 1 Comprehensive Education) Knowledge (nobility) +4☆ (0 Rank, 0 Class, 3 Int, 1 Sivertongued) Knowledge (planes) +8☆ (1 Rank, 3 Class, 3 Int, 1 Comprehensive Education) Knowledge (religion) +8☆ (1 Rank, 3 Class, 3 Int, 1 Comprehensive Education) Linguistics +7☆ (1 Rank, 3 Class, 3 Int) Perception +12★ (8 Rank, 3 Class, 1 Wis) Perform +2 (0 Rank, 0 Class, 2 Cha) Profession +1☆ (0 Rank, 0 Class, 1 Wis) Ride +2 (0 Rank, 0 Class, 2 Dex) Sense Motive +15★ (8 Rank, 3 Class, 1 Wis, 3 Skill Focus) Sleight of Hand +11☆ (3 Rank, 3 Class, 2 Dex, 3 Familiar) Spellcraft +18☆ (10 Rank, 3 Class, 3 Int, 2 Eldritch Auditor) Stealth +11 (1 Rank, 3 Class, 2 Dex, 5 pale ruby trillian) Use Magic Device +2 (0 Rank, 0 Class, 2 Cha) ----- Special Abilities/Class Features:
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. Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard’s movements, which can cause his spells with somatic components to fail. Sleuth’s Luck (Ex) 2/2 At 1st level, a sleuth gains a fluctuating pool of luck, measuring her ability to get out of scrapes. At the start of each day, a sleuth has a number of luck points equal to her Charisma modifier (minimum 1). Her luck goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats, magic items, and spells that grant either grit or panache points can also grant a sleuth luck points equal to the amount of grit or panache they grant. A sleuth spends luck to accomplish deeds (see below), and regains luck in the following ways. Rolling a Natural 20 on a Knowledge or Sense Motive Check: While on an investigation, a sleuth regains luck by uncovering secrets. Rolling a natural 20 on these skill checks while actively investigating causes the sleuth to regain 1 luck point. Such skill checks made for more mundane reasons (such as normal research or using Sense Motive to gain information during normal bargaining or while gambling) do not regain luck for the sleuth. Determining which skill checks qualify is up to the GM. Rolling a 6 or Higher on an Inspiration Roll: When a sleuth rolls an inspiration die while on an investigation and the die comes up a 6 or higher, she regains 1 luck point. (If she rolls multiple inspiration dice at a time, she regains 1 luck point if the total is 6 or higher.) Like regaining luck via a natural 20 on a qualifying skill check, inspiration checks made for more mundane reasons don’t qualify for regaining luck. The GM is the final arbitrator for what rolls qualify. It’s possible for a investigator to regain 2 luck points on the same Skill check, if both the qualifying skill check is a natural 20 and any inspiration roll made is a 6 or higher. This and the 1st-level deeds below replace alchemy. A sleuth cannot take the alchemist discovery talent or any investigator talent that affects alchemy.
At 1st level, a sleuth gains the following deeds. Daring (Ex)
Opportunistic Evasion (Ex)
Sleuth’s Initiative (Ex)
At 4th level, a sleuth gains the following deeds. These abilities replace swift alchemy. Make It Count (Ex)
Run Like Hell (Ex)
Second Chance (Ex)
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 rathe[/b][/i]r than a free action.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction. Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard’s spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
Expanded Inspiration (Ex)
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.
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. Racial Traits +2 to any One Ability Score (Int), Medium, Normal Speed, Focused Study (replaces Bonus Feat), Comprehensive Education (replaces Skilled), Languages. ------- Traits (Magic) Eldritch Auditor, (Social) Truth's Agent, (Faith) Fate's Favored and (Regional) Sivertongued ------- Items A burglar's outfit (mask thrown away), spellbook, an investigator's 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.), a journal book, a bag of concealment, type I, an investigator's hat, an investigator's pipe, some dust of illusion, an ioun torch, a clear spindle ioun stone, a mulberry pentacle ioun stone, a pale ruby trillian ioun stone Combat Gear A +1 stanching mithril shirt, wore underneath his burglar's outfit; Debate, +1 keen inspired rapier Wealth (75gp) Carrying Capacity Light (51 lbs or less); Medium (52-101 lbs.); Heavy (102-152 lbs.) Current Load: 29.5 Height 6'2", Weight 250 lbs., Eyes Blue, Hair Brown ============================================== Short Backstory:
Corvin Vossar had become apprenticed to a Cowled Wizard in Athkatla as a young boy, when he was observed completing advanced puzzles and mathmatics in his spare time. Corvin's Master was a Cowled Wizard who was tasked with investigating illegal spellcasting and magical contraband. The young apprentice assisted his Master in cataloging magical evidence, identifying spells used in crimes, and investigating unlicensed mages.
After his apprenticeship had ended and Corvin was made a Cowled Wizard, the young man began his career as a Magistrate's Examiner. Corwin weaved himself in and out of court investigating fraud, murder, and smuggling. The Examiner traveled throughout Athkatla collecting testimonies, examining crime scenes, and advising judges.
It did not take long for the disgraced court investigator to find his new career. Noble families, merchant houses, and individuals in need came to Corvin Vossar to help them solve their problems, whether it was a kidnapping, theft, or even murder. Corvin's name was spoken in Amn merchant board rooms, Amn pleasure houses, and the guildhalls of The Shadowed Thieves. |