Argith

Danyel Moordun's page

1 post. Alias of Martain.


Full Name

Danyel Moordun

Race

Human

Classes/Levels

Investigator - 2

Gender

Male

Size

5'5"

Age

24

Special Abilities

inspiration, poison lore, poison use, trapfinding +1

Alignment

GN

Languages

Aquan, Auran, Celestial, Common, Sylvan

Occupation

Herb & Potion crafting (Alchemist)

Strength 14
Dexterity 14
Constitution 12
Intelligence 16
Wisdom 10
Charisma 8

About Danyel Moordun

An employee of the city herb and potion shop where he's learned which herbs and compounds are NOT good for use via his supervisors tendency to use Danyel as a guinee pig for his latest creations.

While his employer is goodhearted and always ensures there are various remedies on hand should the latest concoction prove to be... unfriendly, Danyel spends as much time hiding out in the local library where he's exhausted most of the material there.

While this has lead to a wide knowledge base on a wide variety of not always useful topics, it has also honed his intelligence to a razer sharp degree. In addition to a developing eidetic memory, Danyel has developed a talent for languages and has learned a number of languages spoken by city residents.

Alas, the time spent with his head in a book has it's drawbacks. He recognizes that he's not the most charismatic fellow and that he's rather plain looking but does his best to make up for all that by striving to be honest and sincere which is good because he's a terrible liar.

Character StatBlock:

Danyel
Male Human Investigator 2
NG Medium humanoid (human)
Init +2; Senses Perception +5
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 15 (2d8+2)
Fort +1, Ref +5, Will +3; +2 bonus vs. poison
Resist poison resistance
--------------------
Offense
--------------------
Speed 30 ft.
Investigator Spells Prepared (CL 2nd; concentration +5):
1st—crafter's fortune (3, DC 14)
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 12, Int 16, Wis 10, Cha 8
Base Atk +1; CMB +3; CMD 15
Feats Bludgeoner, Persuasive
Traits clever wordplay
Skills Acrobatics +6, Appraise +7, Craft (alchemy) +7 (+9 to create alchemical items), Diplomacy +10, Intimidate +1, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +7, Perception +5 (+6 to locate traps), Sense Motive +5, Sleight of Hand +6, Spellcraft +7; Racial Modifiers alchemy
Languages Aquan, Auran, Celestial, Common, Sylvan
SQ inspiration, poison lore, poison use, trapfinding +1
--------------------
Special Abilities
--------------------
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bludgeoner Inflict nonlethal damage with bludgeoning weapons
Inspiration (+1d6) (4/day) (Ex) Use 1 point, +1d6 to skill or ability check. Use 2 points, to add to attack or save.
Poison Lore (Ex) An investigator has a deep understanding and appreciation for poisons. Starting at 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator takes minute and physical examine the poison, he can make a Know
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
--------------------
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.