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![]() Anton Black: Human Medium Human N Hgt.6” Wgt.198 Age: Init:+2 Perception +4 HP:11 |1d8+3 XP: Defense: Armor: AC:18 |10+4+2+2| Hide |+4|Max Dex:+4|Penalty:-2|AP:20%|speed20ft|25lbs Heavy Wooden Shield|+2|-|-2|AP:15%|-|15lb Fortitude:+4 |2+2 Reflex:+2 |0+2 Will: +5 |2+3 Offense:
BAB:+0
Melee:
Ranged
Sling+2|1d4+2*|x2|50ft|Bludgeoning
Traits:
Statistics:
Skills:6
Background:2
Language:Common,
Explorer’s Outfit
PP: GP:19 SP:8 CP: 8
Class Features:
Focus Weapon: Gets Weapon Focus for free, this was taken in Shuriken, Lliira’s Weapon of Choice. Sacred Weapon:Any weapon in which the War Priest has Weapon Focus in is capable of dealing divine damage with the weapon.
Travel:
Spells: 0-(DC13) 3
0-Mending,Spark, Guidance
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![]() EltonJ wrote:
She has a militant sect called the Scarlet Mummers who help to protect preists and festivals. As well as fight against Lliiras enemies. ![]()
Male Aasimar Wizard 18/ Rogue2
![]() I think her known moniker is "Cherry Pitt" as she loves cherries and often eats them. Lol workinf on a name, but I know she was given Mainentance duties or Cook on Vesk ships and built weapons, armor and Tin Man on her down time. Thinking of picking up a
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Male Aasimar Wizard 18/ Rogue2
![]() Burlap 'LongTail' wrote:
Yep Duct tape, chicken wire and bubblegummed this baby together ![]()
![]() Digger Crunch: Human 1st NG Age:20 Hgt:2 Wgt: 33lb Hair: Brown Eyes:Hazel Init: Perception: Speed:30ft Str13 Dex12 Con14 Int16 Wis14 Cha10 Defense: AC| 15|10+4+1|Touch:11|FF:14| Chain Shirt:+4+1 CMD:12 |10+1+1| CMB:+1 |+1| HP:11 Fort:+2|+0+2 Reflex:+3|+2+1 Will:+4|+2+2 BAB:+0
Ranged
Skills:11
Background 2
Traits:
Feats:
Equipment:
Human:
Bonus Feat: Humans select one extra feat at 1st level.
Investigator:
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-leve lplus 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)4
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. Weapon and Armor Proficiencies
A gravedigger is proficient with light armor, but not with shields. Limited Alchemy
Grave Magic (Sp)
Relic Focus (Su)
Mind Fear (Sp)
The target must be within 30 feet of you, and it can attempt a Will saving throw to negate the effect. If the target fails the save and has a number of Hit Dice less than or equal to yours, it is frightened for 1d4 rounds. If the target fails the saving throw and has a number of Hit Dice greater than yours, it is instead shaken for 1d4 rounds. This is a mind-affecting fear effect.
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