Valeros

Dremoran Alterna's page

6 posts. Alias of Ellix.


Full Name

Dremoran Alterna

Race

Human

Classes/Levels

Investigator 1

Gender

Male

Size

Medium

Age

22

Alignment

Neutral Good

Deity

Brigh

Languages

Common, Celestial, Elven, Infernal, Aklo

Strength 12
Dexterity 15
Constitution 14
Intelligence 18
Wisdom 10
Charisma 7

About Dremoran Alterna

Dremoran Alterna
Male Human Investigator 1
NG Medium humanoid (human)
Init +2; Perception +4
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 10 (1d8+2)
Fort +2, Ref +4, Will +2
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Offense
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Speed 20 ft.
Melee morningstar +1 (1d8+1)
Ranged hand crossbow +3 (1d4+1)
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Statistics
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Str 12, Dex 15, Con 14, Int 18, Wis 10, Cha 7
Base Atk +0; CMB +0; CMD 13
Languages Common, Elven, Celestial, Infernal, Aklo
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Feats
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Point Blank Shot
Skill Focus (Disable Device)
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Traits and Drawbacks
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Rich Parents You were born into a rich family, perhaps even the nobility. Your starting cash increases to 900 gp.

Magical Talent (Prestidigitation) Either from inborn talent, whimsy of the gods, or obsessive study of strange tomes, you have mastered the use of a cantrip. You may cast Prestidigitation once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st. The spell-like ability's save DC is Charisma-based.
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Skills
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Acrobatics +5
Appraise +8
Bluff -2
Climb -2
Craft (Alchemy) +9
Diplomacy -2
Disable Device +10
Disguise -2
Escape Artist -1
Fly -1
Heal +0
Intimidate -2
Knowledge (Arcana) +8
Knowledge (Dungeoneering) +8
Knowledge (Engineering) +4
Knowledge (Geography) +4
Knowledge (History) +4
Knowledge (Local) +8
Knowledge (Nature) +4
Knowledge (Nobility) +4
Knowledge (Planes) +8
Knowledge (Religion) +4
Linguistics +4
Perception +4
Perform (Untrained) -2
Ride -1
Sense Motive +4
Spellcraft +8
Stealth +5
Survival +0
Swim -2
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Gear
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chain belt; masterwork lamellar (leather); dagger; fuse grenade; pellet grenade, iron (x3); sneezing powder (x2); tanglefoot bag; tar bomb (x2); thunderstone (x2); morningstar; Hand Crossbow ; Backpack, Masterwork [ Alchemical Cement; Alchemist's Fire (Flask) (x3); Alchemist's Kit; Antiplague (Vial); Antitoxin (Vial); Crossbow Bolts (10) (x2); Bolts (Crossbow/10/Alchemical Silver) (x2); Bolts (Crossbow/10/Cold Iron) (x2); Caltrops (x2); Flint and Steel; Halfling Trail Rations (x5); Hammer; Ink (1 oz. Vial); Inkpen; Liquid Ice (Flask) (x2); Mellowroot; Rope (Silk/50 ft.); Smelling Salts; Sunrod (x2); Thieves' Tools; Tindertwig (x3); Vial (x5); Waterskin (Filled); ]; Vial ;
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Special Abilities
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Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Favored Class Bonus Skill Gain an additional skill point.

Focused Study All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, you gains a +1 competence bonus on the Craft (alchemy) check. In addition, you 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.

Trapfinding Adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). You can use Disable Device to disarm magic traps.

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 f lashes 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. An
investigator’s inspiration pool refreshes each day, typically
after he gets a restful night’s sleep.
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.
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Background
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Dremoran Alterna was never satisfied with the concept of the unknown. To him, all things should be able to be both verified and quantified. Ever since he was a boy growing up in Magnimar, Dremoran has been on the hunt for answers. The Alterna family was a very well off one due to their grandfather’s life as an adventurer.

Most of the family was content to attend social events and live their lives in luxury. Dremoran found this boring indeed, by the time he was seven he had already read and digested most all the books in the estates personal library, and spent most of his days either at Magnimar’s enormous library, or hard at work in his alchemist’s lab in the basement of his parent’s mansion.

Another of Dremoran’s passions was inventing. At a young age he created a hand crossbow for himself after his mother signed him up for archery lessons. The exertion of using a bow and the amount of practice necessary to use one properly, seemed woefully inefficient to Dremoran, and so he built a device to do most all the work for him, much to his mother’s exasperation.

Dremoran’s boredom around the house soon turned to mischief as his parents would routinely lock the doors to rooms they were entertaining guests in to avoid the children bothering them. And so Dremoran became quite adept at picking locks. This trait that proved useful when an explosion from his alchemist’s lab while experimenting with volatile materials blew Dremoran backwards through a false wall in his parent’s basement.

Behind the wall lay a locked door, curiosity overtook Dremoran and he rushed upstairs to retrieve his tools. It took Dremoran much longer than normal to pick the lock on the door, but it eventually gave way. Inside he found a small room with an ornate chest, excited he opened the chest and inside he found a small silver key. Dremoran was ecstatic but it quickly subsided when he realized the key fit none of the doors in his house, and after checking everywhere he could, found no more false walls within the estate. Still, Dremoran couldn’t bring himself to throw away a trinket that he had earned, and so fashioned it into a necklace he wore around his neck.

As the years past and he grew into a young adult, Dremoran felt he had extracted all he could from his life at home, and decided to set out into the world in search of new curiosities, mysteries, and hopefully, more answers.