From a One Ring game, there is Hartgard the Quiet, an axe-man of the Beorning. I'd be looking at slayer for a ME5e version.
Hartgard the Quiet, Beorning Slayer, Mirkwood campaign notes
At first glance, Hartgard appears the archetype of a Beorning warrior. Tall, broad, bearded, bearing a great axe on his shoulder, and unafraid of danger. But his face is scarred, his clothes are weathered, and his weapons have seen hard use.
Hartgard was once more jovial, if still a little taciturn. But now, the songs of the old ways are quiet in his mind, and shadows weigh on his heart. He lost too much, too quickly, and it has affected him badly. He realises this to a degree, and hopes to put his ghosts behind him. While not a subtle man, he understands more than others might think. He is a fine judge of character and enjoys conversation, if not as much as he used to. Not having companions is wearing on him, and that is likely something he seeks whether he realises it or not.
As a youth, Hartgard listened in rapt awe to the tales and songs told by the elders of his people. He committed many to memory and was regarded as having a fine singing voice. Due to his great size and strength, he gravitated towards martial pursuits. For several years, he and a tight-knit band of Beornings dubbed 'The Stoneclaws', got to know well the mountains surrounding the Anduin Vale - and the foes that lurked there. Goblins, Wargs, and occasionally worse. But despite the odd loss or withdrawal, they did themselves and their people proud, slaying or driving off many threats. Hartgard and his companions came and went, but returned to the Beorning dwellings to see family and friends. Hartgard was the pride of his aging parents and of his two elder brothers, both with their own families.
And then the black day came. The Stoneclaws hunted for a troll, a beast that had already killed several Beornings. They eventually cornered the foul creature in a dead-end ravine. Unfortunately, they found themselves trapped between the ravening creature and a force of warg-riders who had shockingly managed to shadow them.
The ensuing battle was ferocious. Hartgard and his brothers-in-arms used every bit of their skill and experience to try and break out. Hartgard volunteered to slow the troll. Fate had a cruel sense of humour that day. Despite receiving many glancing blows from the troll, Hartgard was able to trick the beast into punching the mountain face and knocking loose boulders onto it. That gave him just enough of an opportunity to drive his mighty axe through its neck.
He turned, to see that the Stoneclaws were giving their lives to cover him. The warg-riders had the better of them. Hartgard roared a warcry and charged, driving off the surviving foes, but not one of his companions survived their wounds that night. He brought their bodies from that bloody place but the shock of the day lingered. He found that the songs he once could recite so well would not come to his lips. Food and drink had lost much of their taste.
He long hunted for that band of warg-riders, but they had fled the Vale entirely. He tracked them far north, a curse upon his lips where song once was. He joined with a group of elves from Mirkwood and together they found and slew the goblins and their fierce mounts. But this brought Hartgard little joy. He wandered home, but home felt lacking. Confused and unsure of himself, he wonders what would lift his spirits and allow him to enjoy home.
The other idea that is a brewing is a man of the woods, a hunter of fell things. Maracar, or "The Bowman" as the other foresters call him, a relentless and silent foe of any who threaten his people and his home.
Less well-developed yet but the idea is brewing. A forester wanderer, most likely a hunter of shadows.
I have no issue with leaving it to players to track hp. I also do not object to GM taking that on, or for both to do it for redundancy. My one real concern is that whichever responsibility is agreed upon and communicated clearly.
Posting reliably several times a week is quite doable for me. Which is down from my "usually once a day".
As for "broken", Veig is intended to be very strong in combat, specifically melee, and to be quite hard to kill. That might normally count...except that he's relatively vulnerable to Shadow, a very real concern in a ME5e campaign.
I should expand. Veig is Doomed to Die. My original idea was that he entered Mirkwood seeking a mysterious cloaked figure - the person who had led the orcs that slew the rest of Veig's band.
If this sounds like something you can work with, I'm game. Otherwise, I will go back to the drawing board.
Hope: "The Shadow must be rid of me because I am strong."
Despair: "I know that those who stand beside me are only fated to die beside me."
4' 10" in height, voluminous hair and flowing beard the colour of flax, ruddy complexion and powerful limbs on a barrel chest.
Determined and confident, this dwarf knows his physical prowess. He lends his strength when and where it is needed, which is often and in many places. He is loathe to back down from a fight or an insult.
Veig, son of Svior, grew up underneath the Iron Hills, earning a reputation as a promising miner. He worked tirelessly and alsways volunteered for the toughest work assignments. When Erebor was reclaimed and ruled by a dwarf of the Iron Hills, his heart swelled with pride. Veig offered his mattock in service to King Dáin and was accepted. For some years, Veig's reputation grew. His lengthy and fair hair earned him a nickname, which he wore as a badge of honour.
Then, the day came. Veig and his band battled an orcish raiding party, led by a strange, cloaked figure. Before the end, the figure spoke in Veig's mind.
"Svior's son shall fall, and the shadows shall darken all. No steel can save thine soul, thus your doom shall be whole."
The figure slipped away in the chaos, and after that, Veig and his companions suffered grave losses. Veig eventually decided that it would be best if he struck out and hunted down the cloaked figure, in the hope of undoing this doom. If not, then he could slay Shadow servants until his demise.
This is a really interesting premise. If I get time, I hope to make a character (I generally find Pathfinder character creation much more intensive than playing once completed).
A few questions:
1. How difficult is it to practice arcane and occult magic in this setting and remain undetected? On a scale of "just don't lob fireballs outside and you'll be fine" to "the secret anti-magic police will hunt for any hint of arcane magic at all times".
2. What do you think of rules such as these?
3. What is the demographic breakdown like? Who are the more common or rare species?
@GM: Fair points! I have a picture of a lesser family member who isn't the most prominent socially but keeping an eye out for opportunities. But he absolutely should have some persuasion at least. As for noble, I absolutely recognise that it's effectively two edges - with effectively a built-in hindrance. Being a bit wary makes sense for him methinks!
As for mech, this is where my not-so-detailed Battletech knowledge hits.
What's the sort of missle-loaded, long-ranged mech that a noble scion might see as a good choice?
Also, would Noach Andre Visser make a reasonable noble name? I can't for the life of me find a demographics breakdown of the Federated Suns.
I'm thinking a young, ambitious noble, hoping to make a name for himself in the military.
Notions for the mystery:
1. The shade of an ancient druid is driving Peter on as a sort of protege, to combat a grave threat or to complete "unfinished business".
2. A powerful fey is using Peter as a pawn in some great game.
3. A new (or old) breed of sentience has developed in the new urban areas. One of these powers has chosen to be Peter's patron.
Fair point! How about Haunted? Perhaps slightly reflavoured to indicate Peter's worries about what exactly is driving him on, or the dangers it is leading him to?
Effect You take a –2 penalty on saves against spells with the evil descriptor.
@Oblivion's Scion: Vanara bonus is fine by me. Taking Emissary background and VMC monk.
Looking at these traits for Peter. I think they match the concept.
Conspiracy Hunter (he keeps running into weirdness), Fast-Talker (he gets out of problems by speaking - sometimes), and the Righteous Indignation drawback (he won't stand to leave a true evil alone)
Conspiracy Hunter (campaign trait)
Choose one of the following skills: Bluff, Diplomacy, Knowledge (local), Perception, Sense Motive, or Stealth. You gain a +1 trait bonus on this skill and it is always considered a class skill for you. - Stealth
Fast-Talker (social trait)
You had a knack for getting yourself into trouble as a child, and as a result developed a silver tongue at an early age.
Benefit: You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
Righteous Indignation (drawback)
You have difficulty controlling your temper after living in inhuman conditions.
Effect(s): Whenever a foe provokes an attack of opportunity from you, you must take it unless you succeed at a Will save against a DC equal to 10 + your level. You take a –1 penalty on Will saving throws against spells with the emotion descriptor that do not also have the fear descriptor.
@Oblivion's Scion: That sounds quite fair.
I'm making progress with the mechanics. A few quick questions:
1. I've been chewing over backgrounds, as I wrote Peter initially without looking at them too closely. Do you think Emissary works? He does travel a lot and has resolved matters with words.
2. What do you think of the piper favoured class bonus? Urban druids don't get an animal companion and I like the idea of Peter being especially skilled at dealing with nature.
"Piper Add +½ to all Handle Animal and Knowledge (nature) checks. (+1 to these checks for every 2 times you select this option.)"
3. What do you think of the monk variant multiclass? I am looking ahead to level 7's evasion and level 11's ki pool. The idea being that Peter is incredibly in tune with him surroundings, sometimes acting even before he consciously realises it. That can work with or without VMC monk, and feats are rather handy.
I aim to be finished by this time tomorrow.
@Kevin: Cheers. I managed to overlook a key word or two!
For examples of Savage Worlds system in action, there's currently a fight in the Secrets of Saltmarsh SW campaign.
Core mechanic is roll your skill die and your wild die, with any modifiers. If either gets a 4, you succeed. 4 above that is a raise, which can have effects. E.g. an extra d6 damage, more impressive spell effect, etc. Dice explode which can lead to fun numbers.
I have found a battletech name generator.
I have a brewing notion for a military graduate who is striving for a command role. High smarts, etc.
Edit: Hello, Kevin! I just saw your post. Filtvelt Academy sounds like it might be a good fit for my character (if it exists yet). Perhaps they met there?
@Hubaris: I'm in a homebrew campaign that uses commonplace guns. Even as a musket master gunslinger who has obtained a modern rifle, I am not usually putting out much damage. Honestly if anything I find guns weaker on average than the more usual weapons in Pathfinder.
@Oblivion's Scion: Replied to your pm.
I present the background questions and answers for Peter Caffrey, druid of the cities. Feedback appreciated!
Question and Answers:
1) Where were they born?
Near Rockcorry, County Monaghan, Ireland.
2) Who are their parents?
Maurice and Mary Caffrey, an industrial worker and homemaker of good standing.
3) Are they still alive? Are there any other guardians/close family members?
They're still alive. Six brothers and sisters.
Mary, Catherine, and Maurice are older. Bridget, John, and Sarah are younger.
4) What were they doing before now?
As a child, Peter often had vivid dreams of gods, monsters, heros of the past.
In his teenage years, these dreams became more intense, even intruding into his waking hours.
5) Why leave it all?
At the age of sixteen, Peter left to seek his fortune. Or to avoid the whispers about him.
He moved from town to town in Ireland, finding himself in outre situations. When he felt he needed to go somewhere, he normally found that he was needed. Whether to say the right word in the right ear, or to assist with a supernatural incident on the quiet, Peter had found a calling of sorts.
The visions eased in intensity, the more he accepted this.
Then, the vision were of a great city, though not in Ireland.
6) What did they leave behind?
Family. A trail of friends. Any prospect of a normal life or much stability at all.
7) What does your character want?
He wants to know why he has visions. He wants to know why they are driving him to London.
I have some notions which I'll present for viability.
* An Irish urban druid. A savant of sorts who feels "the pulse of civilisation" calling to him. It's not entirely clear where his power really comes from.
* A scholar from India. A bit naive but curious over cautious. Investigator with Empiricist and Natural Philosopher archetypes.
* A Scottish vampire hunter (should that class be acceptable), who is following a family tradition of keeping the Empire safe from the bloodsuckers. This does assume that vampires exist and are a threat known to at least a few.
I am most certainly curious! I will roll and see if inspiration (and time) strike by the weekend.
I also hadn't seen the northern map.
A few questions:
1. Fighter Modification - are these in addition to or instead of features of the base Fighter class?
2. "Once you have gone 60 hours without sleep you are FATIGUED. If the character reaches 66 hours without sleep he is EXHAUSTED.".
Are those the intended numbers? Because there seems no issue until 60 hours and then it rapidly escalates.
1) How long have you played in RPG's?
I had sampled impromptu roleplaying in my teens. I've been playing RPGs since 1999 in college, with occasional breaks of a few months since. My very first proper RPG was a one-off in a Men in Black-type scenario. My first proper campaigns I played in were AD&D and Cyberpunk 2020.
Have played campaigns including:
2) How long have you played Pathfinder 1st Edition?
Started in 2010 but was only in the odd campaign until I joined the Paizo forums in 2017.
3) How long have you played PBP?
Occasional games over the years. But the vast majority have been on zetaboards from early 2017 then Paizo in late 2017 when those campaigns were moved over.
4) How long have you been on the Paizo PBP forums?
5) What is your favorite RPG of all time? (can be more than one)
Ye gods, a tricky question! I have a deep affection for Cyberpunk 2020 (one of the first games I really got into). D&D/PF in its various iterations accounts for a lot of my gaming too.
In the last decade or so, most of my attention in tabletop games has gone towards various Warhammer 40k rpgs. Most noteably: Rogue Trader (sandbox outlandishness), Deathwatch (transhuman supersoldiers), and Dark Heresy (investigation and horror).
6) What is your favorite fantasy novel or series? (can be more than one)
If legends are included, then"The Táin Bó Cúailnge", centre-piece of the eighth-century Ulster cycle of heroic tales and Ireland's take on a great epic.
If not, then The Lord of the Rings.
The Drenai Saga
7) Who are some of your favorite authors?
I'll list ones not already mentioned.
Fiction: Umberto Eco, George Orwell, William Gibson, Dan Abnett, Aaron Dembski-Bowden, Natsuo Kirino.
Non-fiction: John Gray, Tom Holland, Jared Diamond, Nassim Nicholas Taleb.
8) What are some of your favorite movies or televison series?
Full Metal Jacket, The Lord of the Rings, Conan the Barbarian (the first one), Stargate: SG-1, Battlestar Galactica (the newer one), The Outer Limits, Planet of the Apes, Millennium, Red Dwarf, Blackadder, It's Always Sunny in Philadelphia, The Prisoner, The Expanse, Fringe.
9) Have you been a GM of a RPG Game?
Oh yes. Since 2000, with breaks of only a few months since. The first one I ran was a set of Fallout Pen-and-paper rules. These days, I mostly GM 40k rpgs, with some Pathfinder 1e and D&D 5e.
10) Have you been a GM of a PF1E Game?
Yes. But it's a surprisingly recent development. I started running War for the Crown as a tabletop game when I visit friends. I started running D&D in the 3.5 era, skipped 4e, and in the last year ran a session of 5e.
1) What was your longest running character in Paizo PBP?
Queen Amadeen Irian, Queen of Thorneholme and elf witch, in a Kingmaker campaign. She's still active!
2) What was your favorite Paizo PBP Game you where/are part of?
A very tough call.
I'm loving the Kingmaker campaign and am very fond of Amadeen as a character. Pushes things on, if somewhat reckless and occasionally greedy.
Joy Summers had fantastic character development in a Shadow of the Demon Lord game. A scared changeling teen in hiding slowly came out of her skill and took action against evil forces.
I thoroughly enjoyed playing Garm Dariyal with his Conan-esque background. A deathworld savage taken by Dark Eldar slavers and made to fight in the pits. Campaign started not long after breaking free from the idiot who bought him afterwards.
My sole Xoth character has been a great experience. A scholar from The Kingdom, Patenemheb Sitayet mulls over all sorts of matters, great and small. He would return to Yar-Ammon and change it for the better, once he works out the means and the exact critieria.
3) Post three of your favorite Gameplay posts you made on the Paizo Forum?
2. Miron Vladimerscu's [url=https://paizo.com/campaigns/RiseOfTheRunelords6qcet/gameplay&page=2#54]first battle in Sandpoint. It demonstrates his calculating yet ethical approach to both speech and combat.
3. Talther Augenlos taking the initiative to help put out a house fire, while his worse-than-useless sergeant watches.
4) Post your worst Gameplay post you made on the Paizo Forum?
My worst posts have either been the ones I didn't make or made very short and description-poor because I was tired and/or distracted.
The post that annoys me the post is this one. It was part of a split party sequence where two groups were making their way through their crippled starship. I forgot to put that post in spoilers and only realised that after the window to edit it went. To this day, it still remains unspoilered despite me asking on Paizo support about it.
5) How many times have you dropped a game as a player? Why?
Technically, none. I have dropped out of recruitments. However, I have come close to dropping out due to frustrating lack of communicaiton or cooperation, then found myself relieved when said games collapsed anyway. In future, I aim to be more pro-active and leave before those points.
6) Have you been a GM of an adventure or a campaign on Paizo PBP Forum?
I briefly took a stint as a GM for the Doomsday Dawn PF2e playtest, which could have gone a lot better. Unfamiliar ruleset and a lot going on in life meant that I posted far too irregularly.
I've recently started a Dark Heresy 2e game which is so far going much more smoothly. It's a system and setting that I'm very familiar with.
7) Have you had to close a game as a GM?
No. I managed to finish my section of Doomsday Dawn but myself the group jointly decided not to carry on after.
1) Do you enjoy playing in PF1E that use house rules, variant rules, and 3PP Stuff?
Yes, though the rules have to make sense to me.
2) What are some red flags for you that will cause you to step away or lose interest in the game?
Pedantry on the part of GM and players, which can be a debateable matter. It tends to indicate more interest to adhering to a mythical "correct" way of playing as opposed to emphasis on creating an enjoyable experience for all involved.
Egotism run rampant. Some GMs and players do not want to hear criticism or differing opinions, and take them as personal attacks.
3) Anything that makes you feel uncomfortable as a player?
I am not keen on explicit sexual intimacy in rpgs. It's not a red line but it's not something I will post myself. Fade to black is fine though.
I have no problem with graphic violence in games so long as it makes sense in context.
Gritty and desperate settings are fine by me.
4) What are your favorite types of characters you like to play?
I like variety in motives and styles. That said, I tend towards very competent characters. I don't generally enjoy playing bumbling fools outside of one-offs. Even my dumb characters tend to be very skilled at *something*, if only bashing someone's head in with an enchanted tree made into a club (actual character).
5) What are three classes you would like to play in this game (include archetypes if you want to use them)?
1. Whichever fits the concept of a nature-linked "shaman" the best: Druid (menhir savant) or Cultist (no idea if archetypes will be relevant)
2. Fighter (Lore Warden (PFSFG version), Martial Master) for a martial savant.
3. Investigator (Empiricist, Natural Philosopher) for a would-be explorer of this strange world.
6) What are three races you are interested in playing from the Player's Guide?
I am also interested in the Picts.
7) What are you looking for in this game from a story perspective and a gaming perspective?
I am looking for interesting and evocative interactions between party members and with the groups they deal with. That and a sense that a driven and talented group can effect their goals.
8) How much do you know about the World of Xoth?
Quite a lot! I have played in a campaign for a few years. I have purposefully avoided reading the adventures to not spoil myself.
9) Do you enjoy Sword and Sorcery/Dark Fantasy/Low Magic settings?
Yes, yes I do. Not exclusively but it is a refreshing change from more standard fantasy campaigns.
If you have any additional comments that might help me understand you as a player put them in here.
I think that I am quite flexible as a player. I make a point of being open to comments and criticism. I enjoy understanding game mechanics as well as creating character concepts that both speak to me and fit well into their campaigns. Ideally, I get to mesh a compelling character concept with solid mechanics that support their approach, in a campaign where they get to contribute and pursue their goals.
I can be slow to finalise a character for a pbp game. I find creating a character is more time and energy investment than playing them. That said, once created, things flow much more smoothly.
A pet peeve is players consciously or unconsciously being disruptive and then protesting "But I'm only playing my character!". That excuse really annoys me, as both they and the GM should have put in more effort to ensure that the character will fit the campaign.
Life can get in the way and I may not have heads up to post about delays. That said, I usually post daily, and I try to contribute suggestions to other players in discussion where it occurs to me. The idea in my view is for all to enjoy themselves.
* I'll drop the cracked ioun stone then. Gets me the cost of the longspear plus 200 gold to start with.
* Most of Xathanael's gear would be in his handy haversack. Would you like me to note what's in there?
* Oh! His languages are then common, elven, sylvan, celestial, draconic, gnome, and orc.
* With asterixes by the ones I've prepared to begin with:
Thank you and I shall!
Here is Xathanael, Male Elf Investigator (empiricist) 6, with a keen eye for detail.
A roving mercenary and agent for hire, constantly seeking opportunities for coin and adventure. He has an altruistic streak so is sometimes willing to take jobs for less than he might or gratis "for the right cause".
I'm thinking that he's been moving amongst humans since he was very young, orphaned early on.
Male Elf Investigator (empiricist) 6
CG Medium Humanoid (elf)
Init +4; Senses vision type range; Perception +X
Investigator: Increase the total number of points in the investigator’s inspiration pool by 1/3.
Level 6 -> +2 inspiration
Price +1 bonus; Slot none; CL 7th; Weight —; Aura moderate enchantment
This special ability can be placed only on simple weapons, hand crossbows, rapiers, shortbows, short swords, and sword canes. In the hands of an investigator, an inspired weapon reduces the cost of using inspiration on attack rolls made with the weapon. The weapon’s wielder needs to expend only one use of inspiration to augment his attack rolls with this weapon, as with the combat inspiration investigator talent. If the wielder already has the combat inspiration talent, the wielder must still expend one use of inspiration, but in addition to adding the result of the inspiration roll to the attack roll, the investigator adds twice the result of the inspiration roll to the weapon’s damage roll.
L4: +1 Int
Forlorn: Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. You gain a +1 trait bonus on Fortitude saving throws.
Skill Ranks per Level: 6 + 4 Int modifier.
Armour Check Penalty:
+Acrobatics +12 |+3 Dex +6 rank +3 class skill
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Envoy: Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf’s level. This racial trait replaces elven magic.
Long-Limbed: Elves with this racial trait have a base move speed of 35 feet. This racial trait replaces weapon familiarity.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Weapon and Armor Proficiency
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-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.
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.
Ceaseless Observation (Ex)
This ability replaces poison lore and poison resistance.
Investigator Talent (Ex) or (Su)
Investigator talents marked with an asterisk (*) add effects to an investigator’s studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt..
L3 Alchemist Discovery (Extend Potion)
Trap Sense (Ex)
Studied Combat (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.
Studied Strike (Ex)
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)
This ability replaces swift alchemy.
Kit, Investigator’s 40g
Weight 37 lbs.