Race
formulae 2/3 HD 2/3 HH 1/3 inspiration 3/5 MF 1/1 | conditions:[/ooc] none | effects: none
Gender
[ooc]M NG human investigator 3 | HP 24/24 | AC15 T12 FF13 | F+4* R+6* W+6* (+1 vs aberrations) | CMD13 PSD13 | init+2 | Per+7** SM+8* |
About Ephra'im
A young Garundi man living in Ustalav must piece together the clues to recover his identity and discover what to do with his incredible gifts for medicine and chemistry.
Description Ephra'im is a tall and dark-skinned young man, probably in his mid-20s, wiry and apparently physically healthy, with a deep voice and an infectious laugh. He is dressed in fine clothing and studded leather armor that was clearly made in Ustalav, and he speaks with no trace of an exotic accent. He carries a small collection of medical and chemical supplies, and wields an old-looking longspear that could be some kind of heirloom. His eyes are bright and his wits are uncommonly sharp. He seems to have extensive knowledge, as if he has studied for some years in a place of higher learning. Yet he also seems deferential and humble-- unusual for an academic. He seems to genuinely care about the other people around him, and wants to help them.
Str 8 (-1) Dex 14 (+2) Con 14 (+2) Int 18 (+4) Wis 14 (+2) Cha 8 (-1)
Str 10-2[optional] Dex 10+2[optional]+2[wild] Con 10+2[race]+2[wild] Int 12+2[background]+2[class]+2[race]+2[wild] Wis 10+2[background]+2[wild] Cha 10-2[optional]
Initiative +2 (+2[DEX])
Speed 30 (light armor)
HP 24 (8+5+5[3d8]+6[CONx3])
Fortitude +4* (+1[base]+2[CON]+1[resistance], +1*[vs aberrations (trait)])
Reflex +6* (+3[base]+2[DEX]+1[resistance], +1*[vs aberrations (trait)])
Will +6* (+3[base]+2[WIS]+1[resistance], +1*[vs aberrations (trait)])
AC 15 (10[base]+2[DEX]+3[armor])
AC, touch 12 (10[base]+2[DEX])
AC, flat-footed 13 (10[base]+3[armor])
BAB +2
CMB +1 (+2[BAB]-1[STR])
CMD 13 (10[base]+2[BAB]-1[STR]+2[DEX])
MSB +0(0[CL])
MSD 11 (11[base]+0[MSB])
PSB +1 (+2[BAB]-1[CHA])
PSD 13 (10[base]+2[BAB]-1[CHA]+2[WIS])
Weapons
cherry bomb: +4* vs touch (1d4 bludgeoning damage, 10' range, 20/x2)
(attack: +2[BAB]+2[DEX], +1*[Scout])
longspear: +1*** (1d8-1** piercing damage, 20/x3)
(attack: +2[BAB]-1[STR], -1*[Power Attack], +1*[Scout], +1*[studied combat]; damage: 1d8[base]-1[STR], +3*[Power Attack], +1*[studied combat])
splash weapon: +4* vs touch (20/x2)
(attack: +2[BAB]+2[DEX], +1*[Scout])
Armor
studded leather: armor +3, max Dex +5, ACP -1
Human Bonus Feat, Skilled
FCB (investigator) Add a +3/2 bonus on Perception checks to see through magical disguises or pinpoint invisible creatures.
Alignment Neutral Good
Deity none
Background none
Traits Adopted * (halfling) (social, from Additional Traits), Battlefield Disciple * (combat, from Additional Traits), Foe of the Strange (campaign)
Investigator 3 combat training (Proficient/Int), course of study (Medicine: Expert Medicine), inspiration (half level+INT), martial tradition (Field Medic), studied combat (move action, +half level attack/damage for INT rounds); quick wits; danger sense +1, investigator talent x1, keen recollection, studied strike +2d6
Investigator Talents Effortless Aid (Aid Another as move, or swift for 1 inspiration point)
Martial Tradition Field Medic
Combat Talents x8 (x1 combat training, x3 feats, x4 martial tradition); CAM INT; DC 14 (10[base]+0[half BAB]+4[INT])
Alchemy sphere (from martial tradition), Formulae (half Craft Alchemy ranks+[formulae] talents+1/4 Craft Alchemy);
- Alternative-Brew drawback (Heal)
• Cherry Bomb [formulae] (from investigator 2)
- Salve * [formulae] (from base sphere)
Prepared Formulae x3 (half Heal ranks + formulae talents) Cherry Bomb x1, Salve x2
Equipment sphere (from martial tradition)
- Fast Draw * (from base sphere)
• Finesse Fighting (from Weapon Finesse*)
Scout sphere (from martial tradition) , Scout
• Advisory Scout (from martial tradition)
• Find Gap (from Extra Combat Talent)
• Identify Rhythms (from Extra Combat Talent*)
- Study Technique * (from Veteran Warrior drawback)
- Veteran Warrior drawback
Feats Combat Expertise* (bonus), Deadly Aim* (bonus), Extra Combat Talent (level 1), Extra Combat Talent* (race), Power Attack* (bonus), Weapon Finesse* (bonus, exchanged for Finesse Fighting talent); Additional Traits (level 2) ; Healer's Hands (level 3)
Skills (6 ranks/level, +4 INT, +1 Skilled)
Acrobatics +8** (3[ranks]+2[DEX]+3[class], -1*[ACP], +1d6*[inspiration])
Craft (alchemy) +10* (3[ranks]+4[INT]+3[class], +1d6*[inspiration])
Disable Device +8** (3[ranks]+2[DEX]+3[class], -1*[ACP], +1d6*[inspiration])
Escape Artist +8** (3[ranks]+2[DEX]+3[class], -1*[ACP], +1d6*[inspiration])
Heal* +13*** (3*[free ranks, from Alchemy sphere]+4[INT]+3[class]+2[course of study], +1*[identify poisons, medical evidence (half level)], +1d6*[inspiration], +2*[stabilize(trait)])
Influence +3 (1[ranks]-1[CHA]+3[class])
Knowledge (arcane) +10* (3[ranks]+4[INT]+3[class], +1d6*[free inspiration])
Knowledge (civilization) +8* (1[ranks]+4[INT]+3[class], +1d6*[free inspiration])
Knowledge (divine) +10* (3[ranks]+4[INT]+3[class], +1d6*[free inspiration])
Knowledge (dungeoneering) +8* (1[ranks]+4[INT]+3[class], +1d6*[free inspiration])
Knowledge (engineering) +8* (1[ranks]+4[INT]+3[class], +1d6*[free inspiration])
Knowledge (history) +8* (1[ranks]+4[INT]+3[class], +1d6*[free inspiration])
Knowledge (martial) +8* (1[ranks]+4[INT]+3[class], +1d6*[free inspiration])
Knowledge (nature) +8* (1[ranks]+4[INT]+3[class], +1d6*[free inspiration])
Knowledge (occult) +10* (3[ranks]+4[INT]+3[class], +1d6*[free inspiration])
Knowledge (planes) +10* (3[ranks]+4[INT]+3[class], +1d6*[free inspiration])
Linguistics +8* (1[ranks]+4[INT]+3[class], +1d6*[free inspiration])
Perception* +7** (3*[level]+4[INT], +1d6*[inspiration], +1*[vs magic disguises/invisible creatures (FCB)])
Sense Motive +8* (1[ranks]+4[INT], +1d6*[inspiration])
Spellcraft +8* (1[ranks]+4[INT]+3[class], +1d6*[free inspiration])
Languages Aklo, Azlanti, Common*, Draconic, Halfling, Mwangi* (Polyglot), Necril
Automatic bonuses +1 resistance
Gear acid flask 2/2, alchemist's fire 4/4, alchemy crafting kit, belt pouch, boline, candle 2/2, canteen, chalk [x3 colors], explorer's outfit, flint and steel, healer's kit 8/10, lamp, lamp oil 6/6, longspear, masterwork backpack, mess kit, string [250'], studded leather armor, surgeon's tools, thieves' tools
Actions: 1 minute
• regain martial focus
Standard
• Advisory Scout
• apply Salve
• attack/aid another
• throw Cherry Bomb
• throw splash weapon
• total defense (and regain martial focus)
Move
• aid another
• studied combat
Swift
• aid another (-1 inspiration)
• Scout
Immediate
• inspiration (saving throw)