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Everon Nemnis's page

35 posts. Organized Play character for Diaz Ex Machina.

Full Name

Everon Nemnis


Init +3; Senses low-light vision; Perception +9 |


AC 15, touch 13, flat-footed 12 | Fort +1, Ref +5, Will +2; +2 vs. enchantments


Male half-elf investigator (empiricist) 1 | hp 9 |

About Everon Nemnis


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Stat Block:

Male half-elf investigator (empiricist) 1 (Pathfinder RPG Advanced Class Guide 30, 100)
LN Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +9
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +2; +2 vs. enchantments
Immune sleep
Speed 30 ft. (20 ft. in armor)
Melee rapier +3 (1d6/18-20)
Ranged light crossbow +3 (1d8/19-20)
Investigator (Empiricist) Extracts Prepared (CL 1st; concentration +5)
. . 1st—cure light wounds, heightened awareness[ACG]
Str 10, Dex 16, Con 12, Int 18, Wis 10, Cha 8
Base Atk +0; CMB +0; CMD 13
Feats Skill Focus (Perception), Weapon Finesse
Traits alchemical adept, ambitious
Skills Acrobatics +0 (-4 to jump), Craft (alchemy) +8 (+9 to create alchemical items, +10 to craft alchemical items), Diplomacy +3 (+7 to influence creatures with 5+ HD more than you), Disable Device +3, Knowledge (arcana) +8, Knowledge (local) +8, Linguistics +8, Perception +9, Spellcraft +8, Stealth +4, Use Magic Device +3; Racial Modifiers +2 Perception
Languages Azlanti, Common, Draconic, Elven, Gnome, Kelish, Osiriani
SQ alchemy (alchemy crafting +1), elf blood, inspiration (4/day), trapfinding +1
Combat Gear acid; Other Gear leather armor, crossbow bolts (20), light crossbow, rapier, alchemy crafting kit[APG], backpack, bedroll, belt pouch, Everon's formula book, flint and steel, ink, inkpen, mess kit[UE], pot, soap, thieves' tools, torch (10), trail rations (5), waterskin, 13 gp
Special Abilities
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Inspiration (+1d6, 4/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

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  • Elixir of Renewal: You gain a special elixir that you can consume as if it were a potion in order to restore 2d8+5 hit points as well as 1d4 points of one type of ability damage. You can use the potion only once, even if the user is under the effects of alchemical allocation (Pathfinder RPG Advanced Player’s Guide 201) or a similar effect that would allow one to benefit from a potion multiple times. (Welcome to Pathfinder)
  • Sewer Sense Your time spent in Absalom's sewers has given you an innate familiarity with the complex network of tunnels and underground streams. You gain a single-use +5 bonus on any Knowledge (local) or Survival check to learn about or navigate the sewers under the City at the Center of the World, applied before the roll is made. (Ambush in Absalom)