Adowyn

Eris Northanger's page

17 posts. Alias of rdknight.


Full Name

Eris Northanger

Race

Human

Classes/Levels

Investigator 7 | HP: 63/63 | AC: 19 (T: 14, F: 15) | CMB: +8, CMD: 22 | F: +6, R: +10, W: +8 | Init: +4 | Perc: +11, SM: +8 | Speed 30' | Inspiration 7/7 |

Gender

Female

Size

Medium

Age

20

Alignment

NG

Deity

Cayden Cailean

Location

River Kingdoms

Languages

Taldane, Varisian, Elven, Hallit, Silvan, Draconic

Strength 16
Dexterity 18
Constitution 14
Intelligence 18
Wisdom 12
Charisma 10

About Eris Northanger

Eris Art

Statistics:
Female Human Investigator (Cartographer / Natural Philosopher) 7

NG Humanoid (Human)

Init +4; Senses Perception +4
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DEFENSE
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AC 19, Touch 14, Flat-Footed 15 (+5 Armor, +4 Dex)

HP 63

Fort +6, Ref +10 Will +8
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OFFENSE
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Speed 30'

Melee +9 DEX / +8 STR

Ranged +9
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STATISTICS
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Str 16, Dex 18, Con 14, Int 18, Wis 12, Cha 10

Base Atk +5; CMB +8; CMD 22
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TRAITS:

Brigand (Campaign):
You hail from the River Kingdoms or the more lawless reaches of Brevoy. Life has been hard for you. Perhaps your parents and siblings were crooks and con artists, or maybe your rough, lonely life lead you to fall in with thieves and worse. You know how to ambush travelers, bully traders, avoid the law, and camp where no one might find you. Recently, you’ve run into some trouble, either with the law or with other bandits, and you’re looking to get away to somewhere no one would ever think to look for you. An expedition into the rugged wilderness seems like a perfect way to lie low until the trouble blows over. You begin the campaign with an extra 100 gp in ill-gotten gains. You also gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk.

Student of Philosophy (Social):
You were trained in a now defunct philosophical tradition—such as that of the now destroyed Galtan universities or Lirgeni astrologers—and learned to use logic and reason to persuade others. You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat.)
Suggested Characters: Arodenites, Galtans, Sodden Lands natives.

Precise Treatment (Magic):
You treat others with a clear and calculating intellect. You gain a +1 trait bonus on all Heal checks, and you may use your Intelligence modifier when making Heal checks instead of your Wisdom modifier.

Resilient (Combat):
Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your constitution as a result, and gain a +1 trait bonus on Fortitude saves.

Nervous (Drawback):
Living under constant threat of death or worse from your oppressive government, your nerves have frayed terribly. Whenever you take 10 on an ability check or skill check that imparts any penalty for failure (aside from wasted time), you treat your check as if you had rolled an 8 instead of a 10, even if you are able to take your time.

FEATS:

Toughness:
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Healer's Hands:
Your healing efforts are bolstered by positive energy.
Prerequisite(s): Heal 1 rank, Knowledge (planes) 1 rank.
Benefit(s): You can use the Heal skill to treat deadly wounds as a full-round action. You do not take a penalty for not using a healer’s kit when treating deadly wounds this way, and you can do so on a given creature more than once per day. When treating deadly wounds this way, if your result exceeds the DC by 10 or more, add your ranks in Knowledge (planes) to the damage healed. These benefits do not apply to creatures that are not healed by positive energy.
You can use this feat’s benefit a number of times per day equal to your ranks in Knowledge (planes).

Precise Shot:
You are adept at firing ranged attacks into melee.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.

SKILLS: (91 points; 42 class, 28 INT, 7 skilled, 14 background)
ACP -1

Acrobatics* +12 = DEX+4+5+3
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Appraise +4 = INT+4+0+0
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Bluff +12 = INT+4+5+3 (INT Based)
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Climb* +7 = STR+3+1+3
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Craft (Alchemy) 11 = INT+4+4+3 (+4 Background)
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Diplomacy +12 = CHA +4+5+3 (INT Based)
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Disable Device +11 = DEX +4+2+3+2 (+2 MWK Thieves Tools)
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Disguise 0 = CHA 0+0+0
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Escape Artist +4 = DEX=4+0+0
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Fly +4 = DEX+4+0+0
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Handle Animals 0 = CHA 0+0+0
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Heal +14 = INT 4+7+3
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Intimidate 0 = CHA 0+0+0
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K (Arcana)† +10 = INT 4+3+3
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K (Dungeoneering)† +10 = INT 4+3+3
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K (Engineering)† +4 = INT 4+0+0
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K (Geography)† +11 = INT 4+4+3
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K (History)† +10 = INT 4+2+3 (+3 Background)
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K (Local)† +10 = INT 4+3+3
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K (Nature)† +12 = INT 4+5+3
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K (Nobility)† +4 = INT 4+0+0
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K (Planes)† +14 = INT 4+7+3
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K (Religion)† +10 = INT 4+3+3
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Linguistics† +8 = INT 4+1+3 (+1 Background)
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Perception +11 = WIS 1+7+3
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Perform 0 = CHA 0+0+0
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Profession† +1 = WIS 1+0+0
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Ride +4 = DEX 4+0+0
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Sense Motive +8 = WIS 1+4+3
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Sleight of Hand*† +9 = DEX 4+2+3 (+2 Background)
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Spellcraft† +8 = INT 4+1+3
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Stealth* +19 = DEX 4+7+3+5 (+5 Magic)
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Survival +8 = WIS 1+4+3 (+3 Tracking)
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Swim* +5 = STR 3+2+0
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UMD 7 = CHA 0+4+3
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*ACP applies to these skills
Non-Standard Skill Bonuses

Languages: Taldane, Elven, Varisian, Hallit, Silvan, Draconic

Special Abilities:

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SPECIAL ABILITIES
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HUMAN:

Skilled:
Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.

INVESTIGATOR (Cartographer / Natural Philosopher):

Weapon and Armor Proficiency:
A natural philosopher is proficient with simple weapons, plus the handaxe, kukri, shortbow, throwing axe, and whip. A natural philosopher is proficient with light armor but not with shields.
This replaces the investigator’s weapon and armor proficiency.

Class Skills:
A natural philosopher gains Survival as a class skill, but doesn’t gain Perform as a class skill.
This alters the investigator’s class skills.

Inspiration (Ex): (1d6 7 Rounds / Day)
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 f lashes 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.

Natural Philosopher’s Inspiration (Ex):
Natural philosophers employ a skill set suited to studying the natural world. A natural philosopher can use inspiration on Heal and Survival checks without expending a use of inspiration, provided he is trained in the skill, but cannot do so for Linguistics or Spellcraft checks. He can later trade an investigator talent for the ability to use inspiration on Linguistics and Spellcraft checks without expending a use of inspiration, provided he is trained in the skill.
This alters inspiration.

Alchemy (Su):
Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike 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 1–8: 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 formula list to determine the extracts he can know. An investigator can prepare an extract of any formula 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 1stlevel 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.

Studied Combat (Ex):
With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modif ier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.
An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, he cannot become the target of the same investigator’s studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.

Studied Strike (Ex):
At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.
If the investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.
The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.

Studied Terrain (Ex):
At 2nd level, a cartographer can expend one use of inspiration to sketch a map and take notes of his surroundings. Drawing the map takes 10 minutes. While he is within the studied area, the cartographer can use inspiration on Acrobatics, Climb, Fly, Ride, Stealth, Survival, and Swim checks without expending a use of inspiration, provided he is trained in the skill. If he already has the ability to use inspiration on any of these skills without expending a use of inspiration, he gains an additional +1 bonus on checks with that skill while in the studied area.
A cartographer can draw three types of maps. He cannot combine different map types in the same map, and areas within range that would belong in the other categories are excluded.

Dungeon Map: While indoors, underground, or in any other type of environment where visibility is limited by walls, the radius is 100 feet per level, and only areas that the cartographer has explored within the past 24 hours count as studied terrain. Areas explored after drawing the map do not retroactively become part of the studied terrain.

Overland Map: In natural terrain, the radius of the mapped area is equal to 1 mile per investigator level. If he is unable to see the whole area, he extrapolates and uses his knowledge of geography to fill in the blanks.

Town Map: While in an urban area or ruins, the radius is 1,000 feet per level or the entirety of the urban or ruined area, whichever is smaller.

Much like alchemy, cartography requires materials, but the cost of those materials is negligible. However, knowing an area so well as to gain these benefits requires more than just paper and ink—a great deal of memorization and a bit of inspiration are also required. For this reason, a cartographer can maintain these benefits in only one area at a time. The benefits remain in effect until the cartographer studies a new area or refreshes his inspiration pool.
This replaces poison lore and poison resistance.

Geographic Lore (Ex):
At 3rd level, a cartographer gains a deeper understanding of wilderness terrain. Whenever he is on the Material Plane, he can determine where true north is as a full-round action. Furthermore, he can create and sell maps to earn a number of gold pieces per week of dedicated work equal to half his Knowledge (geography) check result per week.
This replaces keen recollection.

Swift Travels (Ex):
At 4th level, while in studied terrain, a cartographer intuitively knows the easiest, shortest, and fastest way through the wilderness. For the purpose of determining overland speed, the cartographer treats any trackless terrain as though he were on a trail, and he treats any terrain with a road or trail as though it were a highway. He can extend the benefit to up to one creature per investigator level traveling with him.
This replaces swift alchemy.

Track (Ex):
A natural philosopher adds half his level (minimum 1) on Survival checks to follow tracks. This replaces trapfinding.

Herbalism (Su):
At 3rd level, a natural philosopher augments his knowledge of alchemy with herbal lore. He gains the infusion discovery and can use Knowledge (nature) in place of Craft (alchemy) and Profession (herbalist) checks. He also gains a competence bonus equal to his class level on Craft (alchemy) checks to create alchemical items, and he gains half that bonus on Profession (herbalist) checks to find herbs (for more information on herbalism, see page 152).
This alters alchemy and replaces trap sense and the investigator talent gained at 3rd level.

TALENTS

Quick Study:
An investigator can use his studied combat ability as swift action instead of a move action.

Alchemist Discovery:
Infusion:When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.

Alchemist Discovery:
Mutagen (Su): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.

Formulae:

1st (4+1/day)

Coin Shot
Cure Light Wounds
Expeditious Retreat
Heightened Awareness
Monekeyfish
Shield
Tears to Wine

2nd (3+1/day)

Alchemical Allocation
Cure Moderate Wounds
Darkvision
Investigative Mind
Invisibility
Lesser Restoration
Resist Energy

3rd (1+1/day

Channel Vigor
Displacement
Fly
Heroism

Gear/Possessions:

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GEAR/POSSESSIONS
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Kukri (MWK Cold Iron)
Long Spear (MWK Cold Iron)
Light Mace (Alchemical Silver)
Compound Shortbow (+3 Str)
Dagger
Traveler's Outfit
Bandolier
Belt Pouch
MWK Thieves Tools
Mapmaking Kit
Alchemy Crafting Kit
Silk Rope (50')
Chalk (x2)
Flint & Steel
Whetstone
Soap
Mirror
Grooming Kit
String (50')
Candle (x2)
Journal
Vial of Ink
Pen

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Magic

Hand Axe +1
Mithril Shirt +1
Ring of Resistance +1
Cloak of Elvenkind
Handy Haversack
Boro Bead 2nd level
Hex Nail
Potion: CLW x2
Potion: Endure Elements
Potion: Protection from Evil

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Consumables
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Healers Kit (10)
Alchemist Fire x2
Acid Flask x2
Antiplague x2
Antitoxin x2
Calistria's Kindness x2
Caltrops

Carrying Capacity
Light 0-43 lb. Medium 44-86 lb. Heavy 87-130 lb.
Current Load Carried

Money 15 GP 7 SP 8 CP

Background:

Eris was born in Edme, a city that was in the past the intellectual capital of Galt. Her grandfather was a university professor there who was well known for his expertise in the natural sciences. Edme became even more famous as the home of Hosetter, also an academic, and a key figure in the beginning of the Red Revolution.

Despite the high-minded aspirations of the original revolutionaries, the political and social situation in Galt quickly spun out of control. After Hosetter’s fall, the repercussions in Edme were swift and severe. Family and friends of the philosopher, and even those who shared some sort of connection with him, fell under suspicion. Suspicion meant guilt. Eris’s grandfather knew Hossetter casually, another academic who he sometimes crossed paths with, but that was enough for him to be arrested and executed as well. It was the end of higher learning in Edme, with only a small handful of academics and writers surviving the purge. Those few who did only bought themselves time by serving the government of the moment. When it fell in its turn, they were doomed as traitors along with it.

Eris never knew her grandfather, she grew up knowing the university only as a feared political prison, a place where inmates arrived and never left. Her father, the Professor’s son, educated Eris in the library of books left behind when his own father was taken. They were hidden away, possession of such books, or reading such subversive works was illegal. Eris’s parents had to turn to new ways of making a living. Both her father and mother had some alchemical knowledge, and both of their businesses made use of their training. Her father started a small bakery. As he told Eris often, “baking is edible chemistry”. Eris’s mother sold medicines and tinctures, and offered simple medical services in the back of her apothecary. Eris helped out in both places as needed when she was young.

The family managed, but life was always difficult and unpredictable. Food shortages, disease, and banditry became the new routine, with lethally unpredictable politics always lurking in the background. When her parents were arrested, it was not because of the illegal books. Suspicion fell on them when a politician in Edme was assassinated with poison. The chatter afterwards asked where such a poison might be made, and Eris’s parents were suggested as the culprits. After all they had knowledge of chemicals. It was enough for heir arrest, and an arrest was enough to prove their guilt.

Fortunately for Eris, who was a young teen at the time, she was overlooked for a while. Eris knew how things worked though. She packed up some essential belongings and fled into the Boarwood. Eris hadn’t been educated through books alone. Her grandfather had carried out all of his own fieldwork and was an expert outdoorsman. As he had passed on that knowledge to his son, so had he passed it on to Eris. From a young age Eris had been trekking into the Boarwood with her father. Eris never came back to Edme. Well, strictly speaking she did engage in a little theft from outlying houses and farmsteads to get by at first. But as her skills sharpened, she moved farther into the forest and lived self-sufficiently.

When Eris had mastered the daily struggle to keep herself fed and sheltered, she lived comfortably for a while. Eris occupied herself with traveling to see other parts of the region. The Boarwood is expansive and quite long, stretching deep into Galt and approaching Isarn, the capitol city. What she found was disheartening. Edme wasn’t a particularly bad place; it was typical of everywhere in Galt. When she ran out of forest, Edme decided to venture out and follow the river from Isarn. It was not a long journey before she came to the Sellen River and the border.

Eris swam the Sellen and found herself at the edge of more wilderness. As she wandered on, Eris learned that the far side of the Sellen River was called the River Kingdoms, and that the name was a bit grander than the reality. Really it was a decentralized region of small, or occasionally mid-sized settlements. It was a free place where Eris could freely walk about in the towns, coming and going as she pleased. She quickly adopted it as her new home.

She also found that she was hardly the only refugee from Galt there. In fact there were lots of Galtans, mostly gathered in a couple of ‘kingdoms’, and mostly plotting to somehow regain control of their homeland. Eris didn’t think very highly of those places, but she did know they were far better than anything across the river.

It was at that point when Eris embarked on a career of sorts. After getting to know the lay of the land on both sides of the river, she began to smuggle refugees from Galt across to the River Kingdoms. Eris never considered what she was doing a business. She only charged enough to meet her meager needs. She did charge those who could easily afford it more in order subsidize taking others who had nothing across.

Eris never took on any partners or tried to expand what she was doing in scale. It was always occasional, spaced out trips to avoid falling into a predictable pattern. She never took more than a dozen people in a trip, and preferred even smaller groups. Things went well for over a year, but then Eris had a couple of consecutive close scrapes with Galtan hunters from local militias. It was apparent to Eris that she had become known to them, and they were actively trying to catch her.

She decided the best response would be to go black for a while. She would do some exploring further into the River Kingdoms, them after a prudent amount of time has passed she will go back a start up again. While she waits, Eris has been wandering and taking jobs here and there to support herself.

Appearance and Personality:

Height: 5'4 Weight: 135 Hair: Auburn Brown Eyes: Hazel

Personality