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Eris Adler's page

166 posts. Organized Play character for PatheticWretch.


Full Name

Eris Adler

Race

Human

Classes/Levels

Investigator 3 / Swashbuckler 1 | HP 36/36 | AC 18; Tch 14; FF 14 | F +3; R +9; W +3 | CMB+1; CMD 15 | Speed 30 ft | Init +4 | MW Rapier (cold iron): +9 (1d6+4/18-20) | Perc +10

Strength 9
Dexterity 19
Constitution 14
Intelligence 16
Wisdom 10
Charisma 7

About Eris Adler

Eris Adler
Female Human Investigator (Empiricist) 3 / Swashbuckler (Inspired Blade) 1
N Medium Humanoid (Human)
Init +4; Senses Perception +10 (+11 vs. traps)
Languages Common, Abyssal, Draconic, Infernal, Thassilonian, Osirian
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DEFENSE
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AC 18, touch 14, flat-footed 14
    (+4 Dex, +3 armor, +1 shield)
hp 36 (1d10, 3d8, +8 Con, +3 favored)
Fort +3, Ref +9 (+10 vs. traps), Will +3
Defensive Abilities Trap Sense +1
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OFFENSE
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Speed 30 ft. (6 squares)
Melee MW Rapier (cold iron) +9 (1d6+4/18-20)
Ranged Sling +7 (1d4-1)
Base Atk +2; CMB +1; CMD 15 (17 vs. disarm)
Special Attacks Panache (4), Deeds (Derring-do, Dodging Panache, Opportune Parry and Riposte)
Prepared Extract List: Investigator (CL 3, Concentration +6):
    1st - cure light wounds, heightened awareness, long arm, shield
Extracts per Day: (3+1/0/0/0/0/0/ DC:13 + spell level)
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STATISTICS
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Abilities STR 9, DEX 19, CON 14, INT 16, WIS 10, CHA 7 
Feats Weapon Finesse*, Weapon Focus (Rapier)*, Slashing Grace, Combat Reflexes, Power Attack
Traits Accelerated Drinker, Student of Philosophy
Skills Acrobatics +10, Appraise +3, Bluff +7, Climb +2, Diplomacy +10, Disable Device +11, Escape Artist +3, Fly +3, Intimidate -2, Knowledge (Local, Nature, Planes) +8, Knowledge (Arcana, Dungeoneering, Religion) +7, Linguistics +8, Perception +10 (+11 vs. traps), Ride +3, Sense Motive +7, Sleight of Hand +3, Stealth +10, Swim +2, Use Magic Device +8 Armor Check Penalty -1
SQ Alchemy, Inspiration (4; 1d6), Ceaseless Observation, Investigator Talent (Alchemist Discovery: Mutagen), Keen Recollection
Combat Gear wand of infernal healing [50/50], acid flask (x3) Other Gear MW rapier (cold iron), sap, dagger (x2), sling, bullets (10), studded leather armor, MW buckler, MW backpack, MW thieves' tools, bandolier, bedroll, bell, candle, chalk (1 piece), earplugs, fishhook, string, flint and steel, inkpen, parchment (sheet), rations (trail/per day) (x3), rope (silk/50 ft.), sewing needle, tindertwig, signal whistle, bandolier, belt pouch, sack, waterskin, spring-loaded wrist sheath (daggers, x2), 886 gp

Formulae Book:
     Level 1: anticipate peril, cure light wounds, enlarge person, heightened awareness, long arm, shield

SPECIAL ABILITIES:

Alchemy (Su): Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like 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 attempt 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. These extracts have powerful effects, but they are also bound to their 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: Investigator. 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 to determine the extracts he can know. An investigator can prepare an extract of any formulae he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is equal to 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 formula 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 that formulae.
Bonus Feat: Humans select one extra feat at 1st level.
Ceaseless Observation (Ex): An empiricist’s ability to notice the minutiae of almost everything that happens around him allows him to make shrewd and insightful calculations about people and even inanimate objects. At 2nd level, an empiricist uses his Intelligence modifier instead of the skill’s typical ability 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.
This ability replaces poison lore and poison resistance.
Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.
Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.
Inspiration (Ex): An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in 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 modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. 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 on which he takes 10 or 20. 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 expending a use of inspiration, provided he’s trained in the skill.
Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Inspired Finesse (Ex): At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat.
This ability replaces swashbuckler finesse.
Inspired Panache (Ex): Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), instead of just her Charisma modifier.
Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier.
This ability alters the panache class feature.
Investigator Talent (Ex) or (Su): At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once.
Investigator talents marked with an asterisk (*) add effects to an investigator’s studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt.
Keen Recollection:At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Swashbuckler Finesse (Ex): At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.
Trapfinding: An investigator adds 1/2 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.
Trap Sense (Ex): At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).
Weapon and Armor Proficiency: Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers. Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

BACKGROUND:

A thin woman with flowing dark hair wears a rapier at her waist and a neutral facial expression, almost as if her mouth is incapable of either a smile or a frown.

"Must we bring our personal political opinions into a Society mission? " she wonders.

"While this is my first foray, I would anticipate we will all get along well if we will keep to the mission at hand. For instance, the briefing from our gender-neutral halfling mission secretary seems quite vague and/or confused; the literature regarding Saringallow is sparse, at best; and this Grippli has just joined polite society and has yet to learn that his already heavy accent is made more difficult to understand with a mouth full of biscuits. Good day," she says to the halfling as she turns to leave.

"I am Eris Adler, by the way," she adds. "This is all a big game, one at which I intend to excel."

PFS:

PFS# 132076-42
XP 9
Prestige/Fame 2/4
Faction The Exchange
-Faction Card [0 goals]
*Gallows of Madness (A Foul Breed) [3 XP, 4 PP, 1436 gp]
-Bought MW rapier (cold iron) [-340 gp], wand of infernal healing [-2 PP], MW buckler [-155 gp]

***Add Chronicles

Level Progression:

Level 1:
Class Taken: Swashbuckler
Class Feature Gained: deeds, panache, swashbuckler finesse
Hit points Gained: 1d10 + 2 Con
Skill Points (4+3+1): acrobatics (1), bluff (1), climb (1), diplomacy (1), perception (1), sense motive (1), stealth (1), swim (1)
Feats: weapon finesse*, weapon focus (rapier)*, slashing grace, combat reflexes

Level 2:
Class Taken: Investigator
Class Feature Gained: alchemy, inspiration, trapfinding
Hit points Gained: 1d8 + 2 Con, +1 favored
Skill Points (6+3+1): acrobatics (1), diplomacy (1), disable device (2), knowledge (arcana)(1), knowledge (dungeoneering)(1), knowledge (planes)(1), perception (1), stealth (1), use magic device (1)

Level 3:
Class Taken: Investigator
Class Feature Gained:
Hit points Gained: 1d8 + 2 Con, +1 favored
Skill Points (6+3+1): acrobatics (1), diplomacy (1), disable device (1), knowledge (local)(1), knowledge (nature)(1), knowledge (planes)(1), linguistics (1), perception (1), stealth (1), use magic device (1)
Feat: power attack

Level 4:
Class Taken: Investigator
Class Feature Gained:
Hit points Gained: 1d8 + 2 Con, +1 favored
Skill Points (6+3+1): acrobatics (1), diplomacy (1), disable device (1), knowledge (local)(1), knowledge (nature)(1), knowledge (planes)(1), linguistics (1), perception (1), stealth (1), use magic device (1)
Ability Score Increase: Dex

Dice:

[dice=knowledge (arcana/dungeoneering/local/nature/planes/religion)(inspiration)]1d20+7+1d6[/dice]

[dice=MW rapier (cold iron)]1d20+9;1d6+4[/dice]
[ooc]If attacked, attempt Opportune Parry and Riposte.[/ooc
[dice=parry vs. opponent's attack roll]1d20+9[/dice]
[dice=MW rapier (cold iron)]1d20+9;1d6+4[/dice]
[ooc]Panache remaining [/ooc

[dice=MW rapier (cold iron) (flank)]1d20+9+2;1d6+4[/dice]

[dice=MW rapier (cold iron)(power attack)]1d20+8;1d6+6[/dice]
[ooc]If attacked, attempt Opportune Parry and Riposte.[/ooc
[dice=parry vs. opponent's attack roll]1d20+9[/dice]
[dice=MW rapier (cold iron)(power attack)]1d20+8;1d6+6[/dice]
[ooc]Panache remaining [/ooc

[dice=MW rapier (cold iron) (flank, power attack)]1d20+8+2;1d6+6[/dice]

*power attack (-1/+2)

http://paizo.com/threads/rzs2t3am?Building-an-investigator-Thoughts