Background: I served a 10 year apprentice ship at Den Oroshtai, where I learned that Timing, is as they say, Everything. Den Oroshtai is a mid sized citadel with significant placement in the local area, and an atmosphere of complete and utter paranoia. Growing up, Dinte, like everyone else around him, knew full well that any breathe could be his last. The power of life and death over all within, was held by those above in rank, and there is ever, only one punishment for any given crime.
Dinte kept his head down, listened, and worked hard. A few years back, one of his creations used a touch of almond paste, and one of the lords who ate it was impressed with it's delicate flavor, but displeased that one of the other guests was mildly allergic.
His years of service, and excellent food crafts were about to be over in a flash, but, somehow, he managed to run. He thus far thanks his learning to listen, and time everything to perfection. He's been running nigh on constantly since, across to the mainland, and far to the west. In his heart of hearts, he knows he has run far enough, but, he's not 100% sure in the shadow of his soul. Today, he is more than 15000 miles away, and freely tells those who ask where he was trained, knowing that none will ever know where he is from.
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Dinte Dolce, "Sweet Tooth" Male Half-Elf Investigator, (Empiricist) 1
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Stats
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Size / Type: Medium Humanoid (Half-Elf)
Alignment: LN
Deity: Age: Speed: 30 Ft.
Initiative:+2 Senses: Perception +7 Languages: Common, Elven, D'Shai? or perhaps Tien? Infernal(2 Others - pending)
Attributes STR 10(+0) DEX 14(+2) CON 10(+0) INT 18(+4) WIS 12(+1) CHA 13(+1)
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Offense
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BAB: +0
No weapon selected yet
Attack: 1d20 +0(0 BAB +0 str )
Damage: 1d?? +[/smaller]
Crit: 20 x2
HP: 8 [smaller](1d8 +0 Con per Level) AC: 12(10 Base +2 Dex + 0 Armour +0 Dodge ) Touch: 12 / Flat-Footed: 10
Notes:
+4 AC Shield Extract.
CMB: 0(0 BAB + 0 Str) CMD: 12(10 Base + 0 BAB + 0 Str + 2 Dex + 0 Dodge)
Fort +0(+0 Base +0 Con) Refl +4(+2 Base +2 Dex) Will +3(+2 Base +1 Wis)
Notes:
+0 to saves against traps.
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Skills
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For Background: 2 Per Level Inv: 10(6 Base + 4 Int
[]Bluff +5(+1 Ranks +3 Class Skill +1 Cha)
[]Craft (Sweets) +14(+1 Ranks +3 Class Skill +4 Int +2 equipment +1 trait +3 Skill Focus)
[]Diplomacy +5(+1 Ranks +3 Class Skill +1 Cha)
[]Disable Device +8(+1 Ranks +3 Class Skill +4 Int)
[]Perception +7(+1 Ranks +3 Class Skill +1 Wis +2 Race)
[]Profession (Chef) +8(+1 Ranks +3 Class Skill +1 Wis +3 Skill Focus)
[]Sense Motive +5(+1 Ranks +3 Class Skill +1 Wis)
[]Sleight of Hand +6(+1 Rank +3 Class Skill +2 Dex)
Spellcraft +8*(+1 Ranks +3 Class Skill +4 Int)
[]Stealth +6(+1 Ranks +3 Class Skill +2 Dex)
[]Use Magic Device +5(+1 Rank +3 Class Skill +1 Cha)
Kn Local +8*(+1 Rank +3 Class Skill +4 Int)
Notes:
* +1d6 Inspiration on any of these skills for free.
- Anything else can get +1d6 Inspiration for 1 Inspiration point.
+1 (Class Level) added to Craft Alchemy checks when creating something.
Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.
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Traits
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Alchemical Prodigy ( Regional) - If you have the alchemy class feature, your alchemist level is considered 1 higher when calculating the duration of your extracts.
Spark of Creation ( Magic) - You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%.
Patient Calm – Craft Sweets ( Faith) - Choose one Craft or Profession skill. Whenever you take 10 with that skill, determine the result as if you had rolled a 12 instead of a 10.
Paranoia ( Drawback) - You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone.
Effect: Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check
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Feats
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Skill Focus (Craft: Sweets): You gain a +3 bonus on all rolls you make using the selected skill. (Level 1)
Skill Focus (Profession: Chef): You gain a +3 bonus on all rolls you make using the selected skill. (Race)
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Special Abilities
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Proficiencies - 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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Investigator Abilities
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Inspiration (5 / Day) - You have an Inspiration Pool equal to ½ your Investigator Level + Intelligence modifier. This pool refreshes each day. As a free action, you can spend one inspiration from your pool to add 1d6 to the result of a Skill check. This choice is made after the check is rolled but before the result is revealed. You can only use inspiration once per roll. You can use Inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of Inspiration, provided you are trained in the skill. You can also spend 2 uses of Inspiration to get +1d6 on a single attack roll or saving throw.
Studied Combat - You can use a Move action to study a single enemy that you can see. Having done so, you add ½ your Investigator level as an Insight bonus on Melee Attack Rolls and as a bonus on Damage rolls against the creature. This lasts for a number of rounds equal to your Intelligence modifier, or until you deal damage, whichever comes first. The bonus damage is precision damage, and is not multiplied on a critical hit. You can only have one target of studied combat at a time, and once a creature has been studied, he cannot be again for 24 hours, unless the Investigator expends 1 use of Inspiration.
Studied Strike - As a Free Action, when you deal damage to your Studied Combat target, you can deal an additional 1d6 damage. This is precision damage and is not multiplied on a critical hit. Creatures that are immune to Sneak Attack are also immune to Studied Strike. 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.