Rogue

Ederion's page

697 posts. Alias of Edeldhur.


Full Name

Ederion Quel'Thalas

Race

Current AC: 22

About Ederion

Ederion
Male elf investigator (empiricist) 6/swashbuckler (inspired blade) 1 (Pathfinder RPG Advanced Class Guide 30, 56, 100, 125)
CG Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +17
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Defense
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AC 22, touch 16, flat-footed 18 (+5 armor, +2 deflection, +4 Dex, +1 shield)
hp 53 (7 HD; 6d8+1d10+7)
Fort +4, Ref +12, Will +7 (+2 save vs. illusion and disbelievable effects); +2 vs. enchantments
Defensive Abilities trap sense +2; Immune sleep; Resist unfailing logic
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Offense
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Speed 30 ft.
Melee +1 rapier +9 (1d6+9/18-20) or
. . dagger +4 (1d4+5/19-20) or
. . light mace +4 (1d6+5)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (4), studied combat (+3, 3 rounds), studied strike +2d6
Investigator (Empiricist) Extracts Prepared (CL 6th; concentration +9)
. . 2nd—alchemical allocation[APG], blur, invisibility, see invisibility
. . 1st—cure light wounds, heightened awareness[ACG], long arm[ACG], monkey fish[ACG], shield
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Statistics
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Str 12, Dex 18, Con 12, Int 16, Wis 13, Cha 8
Base Atk +5; CMB +6 (+4 awesome blow, +4 bull rush, +4 bypass armor, +4 corps a corps, +4 create opening, +4 dirty trick, +4 disarm, +4 drag, +4 enemy cover, +4 feint, +4 garrote opponent, +4 grapple, +4 hinder natural attack, +4 hinder special ability, +4 joint strike, +4 overrun, +4 paralyze opponent, +4 parry attack, +4 pull, +4 push, +4 reposition, +4 rope-a-dope, +4 sacrificial critical, +4 sap, +4 scar opponent, +4 steal, +4 sunder, +4 trip); CMD 22
Feats - Custom Feat -, Alertness, Extra Investigator Talent[ACG], Fencing Grace, Piranha Strike, Weapon Focus (rapier)
Traits natural born leader, student of philosophy
Skills Acrobatics +14, Appraise +8, Bluff +8 (+12 to lie (as a result of using Int instead of Cha)), Climb +5, Craft (alchemy) +10 (+16 to create alchemical items), Diplomacy +8 (+12 to gather information (You can use your Intelligence Modifier instead of Charisma), +12 to persuade others but not to gather information (as a result of using Int instead of Cha)), Disable Device +10, Escape Artist +8, Intimidate +3, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (local) +9, Knowledge (nobility) +7, Knowledge (planes) +9, Knowledge (religion) +7, Linguistics +10, Perception +17, Sense Motive +13, Sleight of Hand +8, Spellcraft +10 (+12 to identify magic item properties), Stealth +12, Swim +5, Use Magic Device +13; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Aboleth, Aquan, Celestial, Common, Draconic, Elven, Giant, Infernal, Sylvan
SQ alchemy (alchemy crafting +6), ceaseless observation, elven magic, inspiration (8/day), inspired panache, investigator talents (extend potion, mutagen[UM], quick study[ACG]), keen recollection, mutagen (+4/-2, +2 natural armor, 60 minutes), trapfinding +3
Combat Gear mutagen[APG], potion of air bubble, potion of mage armor, alchemist's fire, antiplague[APG], glowing ink[UE], marker dye[UE], tanglefoot bag; Other Gear +1 mithral shirt, mwk buckler, +1 rapier, dagger, light mace, cloak of resistance +1, ring of protection +2, alchemy crafting kit[APG], bandolier[UE], belt pouch, chalk, elven trail rations[UE], fine wine (per bottle), investigator starting formula book, masterwork backpack[APG], thieves' tools, waterskin, 3 gp
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Tracked Resources
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Alchemist's fire - 0/1
Antiplague - 0/1
Dagger - 0/1
Elven trail rations - 0/1
Extend Potion (3/day) - 0/3
Glowing ink - 0/0
Inspiration (+1d6, 8/day) (Ex) - 0/8
Marker dye - 0/0
Mutagen: +4 Dex, -2 Wis, +2 Nat AC - 0/1
Panache Pool (4/day) - 0/4
Potion of air bubble - 0/1
Potion of mage armor - 0/1
Tanglefoot bag - 0/1
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Special Abilities
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Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+4)
Deeds
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Extend Potion (3/day) Cause any non-instantaneous potion to have 2x duration.
Fencing Grace Get Dex to dmg with rapiers and +2 CMD vs disarm if you have panache.
Inspiration (+1d6, 8/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 16) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 60 minutes.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Piranha Strike +4/-2 You can subtract from your attack roll to add to your damage with light weapons.
Quick Study (Ex) Use studied combat as a swift action.
Studied Combat (+3, 3 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +2d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Unfailing Logic +2 (Ex) +2 save vs. illusion and disbelievable effects

Odds and ends:

- Cold producing contraptions: There are three of these contraptions. They are little metal squares about 15cm (length, width, height), with three fold-able legs at the bottom. They have vents on three of their six sides, a handle to carry them on the top, and a place to wind them up at the back. Each one weighs 7kg. With your previous knowledge check, you know how to shut them down, start them up, etc. These things are rarer than magic weapons/armour, so there's no set price for them. They will have to be haggled for by someone with a lot of money. They are an absolute marvel of engineering;
- tiny hammer made of stone, expertly carved and polished. Offered by Torga, the dwarven mother.
- fellow gnome known only as 'The Newt', who sells all manner of adventuring supplies. To Bazzle's surprise, he even carries a light crossbow sized for a Gnome, and is an alchemist himself. Newt can sell you the light crossbow, as well as some bolts and basic alchemical stuff (nothing too fancy, no poison). For being a fellow Gnome, the price is reduced by 5%. One day I will actually write down what he has in stock, but today is not that day.
- Laria is fairly plump for a Halfling, but Ederion's keen eyes can see that she's got some muscle to her as well. When his eyes go over her bosom, Laria folds her arms underneath to raise them. She smiles slyly and winks. "Of course sweetheart. Whatever you want." Then she heads back upstairs to the kitchen.
- Ederion has found a fellow alchemist in Nisha. She's preparing her daily extracts.
- Rillia the Mermaid
- Tasks: Rexus replies "Sure. So we have the Poison Pen of Kintargo, sabotaging Vespam Artisans, making more room for our base, locating the Lictor of the Order of the Torrent, and liberating the Mermaids. Additionally, we could get working on writing and spreading Tasha's work. What interests you the most? My favourites are the mermaids and Tasha's writing."

To Ederion, a heavily tattooed mermaid approaches him. She casts a spell, and one of her tattoos slinks out of her skin. It is a sea snake made of ink, and it slithers over to Ederion and coils around his skin. She says that it will help keep him safe from venom, which is something that the merfolk have trouble coping with, just like elves. This is a spell tattoo of a Neutralize Poison spell.
Ederion also receives a bulbous bottle made of smoked glass, which twinkles like a starlit night. He immediately knows what it is, a vial of efficacious medicine. The mermaids explain that this was found in a treasure chest they once found from a sunken ship.