| Race |
| HP 23/36 | AC 20, T 14, FF 16 | CMD 17 | F +4 R +10 W +5 | Init +7 | [Perc +16 SM +8 ]+1d6 |
| Classes/Levels |
| Speed 30ft | Panache 5/5; Inspiration 4/5 | Active Conditions: long arm |
| Gender |
Male LN Tiefling Swashbuckler 1, Investigator 3 |
About Elrus
Elrus
Male Tiefling Swashbuckler (Inspired Blade) 1, Investigator (Empiricist) 3
N Medium humanoid (human)
Init +6; Senses Perception +16
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Defense
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AC 19, touch 14, flat-footed 15 (+4 armor, +4 Dex, +1 Natural Armor)
hp 36 (1d10+3d8+8(Con)+3(FCB))
Fort +4, Ref +10, Will +3;
Resistances Fire (5)
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Offense
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Speed 30 ft.
Melee Masterwork Cold Iron Rapier +9 (1d6+4/18–20)
Ranged Darkwood Shortbow +7 (1d6/3x)
Extracts Prepared (CL 3th)
1st—Long Arm 2x, Heightened Awareness, Touch of the Sea (4)
Special Attacks
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Statistics
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Str 10, Dex 18, Con 14, Int 18, Wis 12, Cha 5
Base Atk +3; CMB +3; CMD 17
Feats Fencing Grace, Combat Reflexes
Skills Acrobatics +10, Appraise +8, Bluff +10, Climb +4, Craft (alchemy) +11, Diplomacy +8, Disable Device +11 (+12 vs traps), Disguise +1, Escape Artist +8, Heal +5, Intimidate +1, Knowledge(Arcana, Planes, Religion) +9, Knowledge (Dungeoneering, Nature, Local) +8, Knowledge (rest) +8, Linguistics +8, Perception +16 (+17 vs. traps), Sense Motive +8, Sleight of Hand +8, Spellcraft +8, Stealth +10, Swim +4 Use Magic Device +8; Armor Check Penalty 0
Traits Reactionary ,Student of Philosophy,
Languages common, Infernal, Celestial, Elven, Dwarven, Draconic, Ancient Thassalonian, Undercommon
SQ deeds (derring-do, dodging panache, opportune parry and riposte), inspired panache, inspired finesse (Weapon Finesse and Focus with Rapier), alchemy, keen recollection, inspiration (5/day), investigator talents (expanded inspiration), swift alchemy, trap sense +1, trapfinding
Combat Gear acid (2), alchemist’s fire (2), antiplague, antitoxin, meditation tea, smokestick, potion of countless eyes, potion of fly, potion of heroism, soothe syrup, twitch tonic;
Other Gear mithril chain shirt, mwk Rapier, cloak of resistance +1, wand of cure light wounds (46 charges), Eyes of the Eagle, Headband of Vast Intelligence +2 mwk backpack, waterskin, mwk thieves’ tools, smelling salts, formula book containing (all prepared 1st-level extracts plus ant haul, comprehend languages, crafter’s fortune, negate aroma, touch of the sea;) Pathfinder Chronicles (1 for each knowledge)
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Special Abilities
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Derring-Do Elrus can spend 1 panache point after rolling an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to add 1d6 to her result. On a 6, he rolls another d6 and add that result too. This process continues as long as he rolls 6 up to a total 4d6.
Dodging Panache When an opponent attempts a melee attack against Elrus, she can spend an immediate action and 1 panache to move 5 feet, gaining a +0 dodge bonus against that attack (though not negating it). All other enemies who threaten him can make attacks of opportunity.
Opportune Parry and Riposte When an enemy attempts a melee attack against Elrus (but before it rolls its attack roll), Elrus can spend an attack of opportunity and 1 panache to make an attack roll as if she was making an attack of opportunity with a –2 penalty for every size larger than Elrus the enemy is. If Elrus's result is higher than the enemy’s, the attack misses, and Elrus can then spend an immediate action to make a counterattack against that enemy, as long as he can reach it.
Inspired Panache Elrus starts each day with 5 panache, and her total panache can never be higher than 5. He gains a point of panache whenever she confirms a critical hit with his rapier, but he doesn’t gain a panache if the creature is helpless or unaware.
Inspired Finesse Elrus gains Weapon Finesse and Weapon Focus, but only for the Rapier.
Ceaseless Observation Elrus uses his intelligence modifier for all Disable Device, Perception, Sense Motive, and Use Magic Device Checks. He can also use his intelligence modifier instead of charisma on any diplomacy checks made to gather information.
Trap Sense Elrus receives a +1 dodge bonus to AC and a +1 to Reflex saves against traps.
Trapfinding Elrus can disarm magical traps and can spot the few traps in the game that explicitly can only be found by characters with trapfinding (like symbol traps).
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Alchemical Items
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Acid Elrus’s acid deals 1d6 acid damage on a hit and 1 damage to all adjacent creatures (a “splash”).
Alchemist’s Fire Elrus’s alchemist’s fire deals 1d6 fire damage on a hit and 1 damage to all adjacent creatures (a “splash”). On the next round, the target of a direct hit takes another 1d6 damage.
Antiplague Elrus’s antiplague grants the drinker a +5 alchemical bonus against diseases for an hour or the ability to take the better of two rolls on the ongoing saving throw against disease for the day.
Antitoxin Elrus’s antitoxin grants the drinker a +5 alchemical bonus against poison for an hour.
Meditation Tea Elrus’s meditation tea grants the drinker a +2 alchemical bonus against mind-affecting effects for 10 minutes. Once per day, drinking it can also grant a new save against a mind-affecting effect that existed before drinking.
Smelling Salts Elrus’s smelling salts grant a new save against any effect that makes the smeller unconscious or staggered, and they can wake a dying creature. It still must make stabilization checks each round and takes 1 damage, falling unconscious, if it takes a standard action or other strenuous action.
Smokestick Elrus’s smokestick fills a 10-foot cube with smoke, granting everything inside concealment (total concealment to creatures and objects more than 5 feet through the smoke).
Soothe Syrup Elrus’s soothe syrup grants the drinker a +5 alchemical bonus against nausea and sicken effects for 1 hour.
Twitch Tonic Elrus’s twitch tonic grants the drinker a +2 alchemical bonus against sleep, paralysis, and staggered. Once per day, drinking it can also grant a new save against any such effect that existed before drinking.
Alchemy Elrus can identify potions with a Craft (alchemy) check by examining them for 1 round. He can brew extracts each day from his book (like preparing spells).
Inspiration Elrus can spend 1 use of inspiration to add 1d6 to a skill check after rolling. For Knowledge, Linguistics, Spellcraft, Diplomacy, Perception, Heal, and Sense Motive he can add the 1d6 for free. He can also spend two uses to add to an attack roll or saving throw after rolling. For saving throws, this takes an immediate action.
Cure Light Wounds Elrus’s wand heals a touched target for 1d8+1 damage.
Expeditious Retreat The drinker’s base speed increases by 30 ft. for 4 minutes.
Shield The drinker gains a +4 shield bonus to AC for 4 minutes and becomes immune to magic missile.
Formula Book:
Ant Haul The drinker gains triple carrying capacity for 8 hours.
Comprehend Languages The drinker can understand all languages he reads or hears for 40 minutes, though he can’t speak them.
Crafter’s Fortune The drinker gains a +5 luck bonus to his next Craft check within 4 days.
Touch of the Sea The drinker gains a 30 ft. swim speed for 4 minutes. This grants a +8 bonus to Swim checks, allows the drinker to always Take 10 on them, and lets the drinker use the run action while swimming.
Background Elrus was raised in an Magnimar, the third out of four children of a minor noble house. He always felt the need to make a name for himself and from the earliest time he could remember he was keen to investigate any mystery that he became aware of. He was classically trained in academies and it was here he gained a love of fencing. Knowing that his families lands and titles would pass to his older siblings, he sought out a life of adventure. He investigates crimes in Magnimar for the city guard, and in one such investigation came upon an absentminded alchemist named Valrus. Although he ruled him out for that crime, he was intrigued by his offer of guard work in exploring some nearby ruins. He joined this team to delve some ruins and learned that this team was a much larger part of a group know as the pathfinder society. He continued exploring with Valrus for a while, before decided once and for all to join the pathfinder society and travelled to Absolom. He trained extensively with Kreighton Shane, who reinforced the numerous tips and tricks he’d learned from Valrus and Marcus Fabellus, who showed him a few new tricks the Varisians were unaware of with a rapier. Able to brew potent magical draughts and use his sword, he competently completed his confirmation and became a fully fledged member of the pathfinder society.