Doon's page

121 posts. Organized Play character for nightdeath.


Full Name

Doon

Race

| HP: 19/19 | AC: 13/13/12 |Init: +5 | Perc: +7 | Fort: +1 | Ref: +4 | Will: +7| CMB: +3 | CMD: 14 | Warhammer: +2; 1d8+2| Shortbow: +1;1d8| Inspiration:2/3 per day|

Classes/Levels

Skills:
Acrobatics: +6| Appraise: +2| Bluff: -1| Climb +6| Craft (Alchemy) +6| Diplomacy+3| Disable Device +6| Heal +2| K.Local/Religion/Enginneering/Arcana/Planes: +6| Linguistics +6| Sense Motive: +2| Spell +6| Stealth: +5|

Gender

Male Dwarf Investigator 2

Size

Medium

Age

124

Special Abilities

Inspiration 3/day

Alignment

Chaotic Good

Languages

Common, Dwarven, Elven, Draconic, Abyssal

Strength 14
Dexterity 12
Constitution 13
Intelligence 14
Wisdom 14
Charisma 8

About Doon

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Play By Forum Carrion Crown 15pt
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Doon

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Character Crunch:

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Male Dwarf Investigator 1
Chaotic Good Medium Humanoid
Init +5; Senses DarkVision 60ft Perception +6

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Defense
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AC 13, touch 13, flat-footed 12 (+0 armor, +0 Shield, +0 Dex, +0 natural)
hp 19 (2d8+2)
Fort +1, Ref +4, Will +7
Resist None

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Offense
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Offenses
Speed 20 ft.
Ranged Shortbow +1 20 Arrows (1d6/x3)
Melee Warhammer +2 (1d8+2/x3)
Special Attacks
Spell-Like Abilities

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Statistics
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Str 14, Dex 12, Con 13, Int 14, Wis 14, Cha 8
Base Atk +1; CMB +3; CMD 14
Languages Common, Dwarven, Elven, Draconic, Abyssal
SQ None (dc XX)

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Feats
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Improved Initiative (1)
You get a +4 bonus on initiative checks.

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Traits
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On the Payroll (Campaign)
Whether he needed a bodyguard in a rough neighborhood, a guide to an isolated archeological dig, or information on a specialized topic, Professor Lorrimor was never shy about hiring professionals to help him attain his goals. Over the course of his long career, thousands of people throughout the world served his needs and benefited from his generous wages

(usually covered by his academic benefactor at the time). He had contacts in most areas of expertise in every corner of the known world, a knack for recognizing talent, and a desire to be surrounded by the best and brightest at all times.

Whatever job the professor originally hired you for, your performance captured his attention, and he hired you many times throughout your career, sometimes even for jobs away from your home, always paying your expenses and compensating you well for your time. In your area of expertise, you are among the best.

Your years of hard work have paid off, granting you an additional 150 gp in starting wealth.

Perseverance (Region)
Your time in the Five Kings Mountains has taught you that any obstacle can be endured and overcome. When you have more than one Will saving throw to overcome an effect (such as from greater command or hold person, or by using the good fortune ability of the Luck domain), you receive a +3 trait bonus on the extra Will saves against that effect.

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Class Features
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Alchemy (Ex):
Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts. 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 make 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. The power they lend creates powerful effects, but also binds the extract’s effect to its 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 1–7.

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 (Pathfinder RPG Advanced Player’s Guide 32), which determines the extracts he can know.

An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have an Intelligence score equal to 10 + the extract’s level.

The saving throw DC for an investigator’s extract is 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 formulae 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 them.

Inspiration (Ex):
An investigator is beyond skilled and knowledgeable—he also possesses keen powers of observation and deduction above and beyond the abilities of others. An investigator typically uses these powers to aid in their investigations, but can use these flashes of inspiration for other situations.

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 bonus, minimum 1.

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 he takes 10 or 20 on). 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 spending a use of inspiration, provided he’s trained in that skill.

Inspiration can also be used on attack rolls and saving throws, though at the cost of expending two uses of inspiration from the investigator’s pool.

In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding (Ex):
An investigator adds half 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.

Poison Resistance (Ex):
At 2nd level, an investigator gains a +2 bonus on all saving throws against poison.

This bonus increases to +4 at 5th level, and then again to +6 at 8th level.

At 11th level, the investigator becomes completely immune to poison.
Poison Use (Ex):
The investigator is trained in the use of poison. Starting at 2nd level, he cannot accidentally poison himself when applying poison to a weapon.

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Skills
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Acrobatics +6 (+2 Rank, +3 trained, +1 Ability, -0 Armor)
Appraise +2 (+0 Rank, +0 trained, +2 Ability)
Bluff -1 (+0 Rank, +0 trained, -1 Ability)
Climb +6 (+2 Rank, +3 trained, +1 Ability, -0 Armor)
Craft (Alchemy) +6 (+2 Rank, +3 trained, +1 Ability, -0 Armor)
Diplomacy +3 (+1 Rank, +3 trained, -1 Ability)
Disable Device +6 (+2 Rank, +3 trained, +1 Ability, -0 Armor)
Disguise -1 (+0 Rank, +0 trained, -1 Ability)
Escape Artist +1 (+0 Rank, +0 trained, +1 Ability, -0 Armor)
Fly +1 (+0 Rank, +0 trained, +1 Ability, -0 Armor)
Handle Animal -1 (+0 Rank, +0 trained, -1 Ability)
Heal +2 (+0 Rank, +0 trained, +2 Ability)
Intimidate -1 (+0 Rank, +0 trained, -1 Ability)
Knowledge (Dungeoneering) +2 (+0 Rank, +0 trained, +2 Ability)
Knowledge (Nature) +2 (+0 Rank, +0 trained, +2 Ability)
Knowledge (Local) +6 (+1 Rank, +3 trained, +2 Ability)
Knowledge (Engineering) +6 (+1 Rank, +3 trained, +2 Ability)
Knowledge (Arcana) +6 (+1 Rank, +3 trained, +2 Ability)
Knowledge (Planes) +6 (+1 Rank, +3 trained, +2 Ability)
Knowledge (Religion) +6 (+1 Rank, +3 trained, +2 Ability)
Linguistics +6 (+1 Rank, +3 trained, +2 Ability)
Perception +7 (+2 Rank, +3 trained, +2 Ability)
Ride +1 (+0 Rank, +0 trained, +1 Ability, -0 Armor)
Sense Motive +2 (+0 Rank, +0 trained, +2 Ability)
Sleight of Hand +1 (+0 Rank, +0 trained, +1 Ability, -0 Armor)
Spellcraft +6 (+1 Rank, +3 trained, +2 Ability)
Stealth +5 (+1 Rank, +3 trained, +1 Ability, -0 Armor)
Survival +2 (+0 Rank, +0 trained, +2 Ability)
Swim +2 (+0 Rank, +0 trained, +2 Ability, -0 Armor)
Use Magic Device -1 (+0 Rank, +0 trained, -1 Ability)

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Magic
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Bonus Extracts (1st: 1, 2nd: 1, 3rd:0)
Caster Level: 1
Investigator Extracts Prepared (CL 1): Shield, Cure Light Wounds, Cure Light Wounds
Investigator Extracts Known (CL 1): Cure Light Wounds, Shield, Reduce Person, Expeditious Retreat, Crafter's

Fortune

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Special Abilities
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Inspiration
3/day

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Equipment
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Equipment list]
Melee Weapons Warhammer
Ranged Weapons Shortbow, 20 Arrows
Armor
Other Gear Rogue's kit :This kit includes a a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), and a waterskin.
Traveller's Outfit
Cold Weather Outfit
Magic Item
Wealth 161gp

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Racial Traits
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Dwarf Racial Traits:

+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and receive no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Stubborn: Dwarves are renowned for their stubbornness. Dwarves with this racial trait receive a +2 racial bonus on Will saves to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) schools. In addition, if they fail such a save, they receive another save 1 round later to prematurely end the effect (assuming it has a duration greater than 1 round). This second save is made at the same DC as the first. If the dwarf has a similar ability from another source (such as a rogue’s slippery mind), he can only use one of these abilities per round, but he can try the other on the second round if the first reroll ability fails. This racial trait replaces hardy.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

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Background Story
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Doon's Beginning:

Inquistive and not haveing much common sense when he was a dwarfling. Countless troubles has he gotten in and many has he gotten out. His Keen senses and mind helping him, in fact, he favors them more than brawn. After years of experience, getting in and out of hard to reach places, He receives a letter on the demise of an old friend and thus he sets off on a journey once more.

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Appearance
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Doon Appearance:

Hints of grey in them with spectacles perched on his nose. Dark Explorer clothing cut to allow maximum movement yet practical enough for outdoors work. A shortbow with a quiver of arrows on his back and a warhammer knotted to a sling of his belt.

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GM Cookie
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Under Pressure:

Once(+INT mod) per day you may use a "take 10" action in a single round for any skill related to a mental stat. You may boost it up to 15 by taking a point of wisdom damage, this ability damage can only be recovered through rest and not spells like restoration.