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About Fuzzfoot Hogan#150786-1
Male Halfling Empiricist Investigator 3 / Alchemist 5
Current notes:
DEFENSE
Defensive Abilities
OFFENSE
Ranged(+5 BAB, +3 Dex, +1 size / +1 PBR +1 Throw Anything to splash weapons)
Melee (+5 BAB, +0 Str, +1 size)
Prepared Extracts: (Free means 1 minute to prepare in the field)
Mutagen: +4 alchemical bonus to Dex, -2 Wis for 10 minutes, +2 natural armor bonus, 40 minutes STATISTICS
Skills 79 ranks (4+4/6+4/6+4/4+4/6+4/4+4/4+4/4+4 + 8 for added Int)
Knowledge (all allowed untrained)*
Linguistics* +9 +1d6 free (1 ranks + 5 Int + 3 class skill)
! +1d6 if using inspiration
COINS
EQUIPMENT
ring of protection +1 (2000 gp)
Dagger, Cold Iron
2 boro beads (2nd level)
1x Potion, Reduce Person
2x spring loaded wrist sheaths (10gp .5 lb) - potion of reduce and invisibility currently Backpack, Masterwork (1 lb - 50 gp)
Bedroll (1.25 lbs - 1 sp)
Cold-weather outfit (1.75 lbs - 8 gp)
Wand, Cure Light Wounds (22)
Investigator Extracts Allowed per Day: (Bonus: 1st-3rd)
Alchemist Extracts Allowed per Day: (Bonus: 1st-3rd)
Travelling formulae book - Extracts Known: (5 at 1st level, +1 invest 2, +5 Alchemist 1, +1 alc 2, +1 alch 3, +1 alch 4, +1 alch 5 )
2nd Level
Feats & Discoveries:
Traits:
Accelerated Drinker – Drink a potion as a move action as long as you start your turn with it in your hand. Note that this doesn’t allow you to do the same with extracts, although walking around with a potion of a first-level spell and using an extract makes an awesome buffing turn. (Combat) Boons:
Prized Find: You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option). Warm Friend in a Cold Land: You have befriended Uliyara, a stilyagi Jadwiga, and she proves to be a valuable ally in Irrisen. Whenever you are in Irrisen, you can apply a +2 circumstance bonus on all Diplomacy checks. You may additionally bring Uliyara along with you on one mission to any location, allowing her to grant you the effects of this boon outside of Irrisen. When you use this boon outside of Irrisen, cross it off of your Chronicle sheet. Kareia's Gratitude: Guaril Karela remembers the valuable information you provided him. His contacts in Nirmathas offer you a selection of ammunition. You may spend 1,600 gp to purchase 10 pieces of ammunition selected in any combination from the following list, or 800 gp to purchase 5 pieces of ammunition. When you use this boon, cross it off your Chronicle Sheet.
Trusted in Tamran: Venture Captain Oraiah Tolal exonerated the Society without increasing tensions between Nirmathas and Molthune, thanks to the Information you provided. One of the members of the Nirmathi militia offers you a selection of ammunition. You may spend 1,600 gp to purchase 10 pieces of ammunition selected in any combination from the following list, or 800 gp to purchase 5 pieces of ammunition. When you use this boon, cross it off your Chronicle Sheet.
Zurnzal's Foe: You defeated Zurnal's protégée Cetenna. You gain access to the foliowing unique magic item at the listed discount.
Koboldfriend: You negotiated a truce between the Pathfinder Socierty and Yiddlepode of the Sewer Dragon tribe. As part of the bargain, she gave you a token of kobold. When worn about your neck (occupyign the neck item slot), the token grants you a +2 bonus on all Diplomacy checks with humanoids of the reptilian subtype. Envoy of Peace (Silver Crusade): Redeeming a few wayward souls makes the task easier in the future. You gain a +1 bonus on Diplomacy checks made against creatures with a hostile starting attitude toward you, and you reduce the penalty to use a weapon to deal nonlethal damage by 1. You can cross this boon off your Chronicle sheet to reroll such a Diplomacy check or nonlethal attack roll and use the higher result. The Favor of Cartahegn: While in a settlement of 5000 people or more anywhere on the conteninent of Garund, you may purchase mundane equipment (but not armor or weapons) through your favorable connections with the House Cartahegn at a 10% discount. House Thrune’s Favor: Your complete discretion in infiltration the Chelish embassy has earned you a rare token stamped with the House of Thrune, signifying your favor in the eyes of the Cheliax’s ruling house. This grants you a +3 circumstance bonus on Diplomacy checks to influence high-standing members of House Thrune, the Checlish government, or a Hellknight order in good standing. This bonus remains in effect as long as the token remains on your person, and the token imparts its bonus only to you.
Special Abilities:
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks. Slow Speed: Halflings have a base speed of 20 feet. Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck. Halfling Luck: Halflings receive a +1 racial bonus on all saving throws. Keen Senses: Halflings receive a +2 racial bonus on Perception checks. Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon. Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks. The investigator's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha). The alchemist's class skills are Appraise (Int), Craft (any) (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha). Weapon and Armor Proficiency: 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. Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields. 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. An alchemist/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 the table above. 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 re-prepare 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 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. An alchemist can create three special types of magical items—extracts, bombs, and mutagens. Bombs are explosive splash weapons, and mutagens are transformative elixirs that the alchemist drinks to enhance his physical abilities—both of these are detailed in their own sections below. Bomb (Su): In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier. Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster's component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years. Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier. Alchemists can learn new types of bombs as discoveries (see the Discovery ability) as they level up. An alchemist's bomb, like an extract, becomes inert if used or carried by anyone else. 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. When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma. A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end. Throw Anything (Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature. 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. 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. Poison Resistance (Ex): At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison. Poison Use (Ex): Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon. Empiricist (Archetype)
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
BACKGROUND
DESCRIPTION
HISTORY:
Initial purchases: 150 - 62 - 47.2 = 40.8 1.1 - 08: Slave Pits of Absalom (+1XP/+2PP/+2FP/+458GP) 1 from day job Start: 40.8 End: 498.8 1.2 - Overflow Archives (+1XP/+2PP/+2FP/+1177+5GP) Start: 498.8 End: 1679.8 1.3 - GM Credit for Wounded Wisp (+1XP/+2PP/+2FP/+430GP) Start: 1679.8 538.4 ... - Reworked character completely. Purchased mithral chain, MW backpack, MW thieves tools, etc. Added Investigator 1 2.1 - #6-18 From Under Ice (+1XP/+2PP/+2FP/+513GP) Start: 538.4 End: 1051.4 ... - Recruited an aristocrat (Uliyara) to cooperate with the Sovereign Court Faction 2.2 - Penumbral Accords (+1/+2/+2/+557) Start: 1051.4 End: 1608.4-972=636.4 1 Wand CLW for 2 PP Purchased: Dagger, Cold Iron 4gp , Dagger, Silvered 22gp, Hand crossbow (100 gp), Sunrods (3) 2gp, Smokestick (3) 20gp, Congealer spray (3) 15 gp, Holy water (3) 25 gp, Pellet grenade, iron (3) 50 gp, Pellet grenade, cold iron (3) 100 gp, Pellet grenade, silver (3) 70 gp : 987 gp total Used 1 bolt, 1 sunrod, 1 vial acid, 3 charges CLW, 1 alchemists fire, gained 2 alchemist fires
Added Investigator 2
3.2 - Trouble in Tamran (+1XP/+2PP/+2FP/+1137GP) - Start: 2239.4 gp End: 3,376-908=2468.4
3.3 - Trial By Machine GM Credit (+1XP/+2PP/+2FP/+1178GP) Start: 2468.4 gp End: 3646.4 Level 4: Added Alchemist 2, +1 Int 4.1 - #3-02 Sewer Dragons of Absalom (+1XP/+2PP/+2FP/+1307GP) Start: 3646.4 End: 4953.4
4.2 - The Traitor's Lodge (+1XP/+2PP/+2FP/+1293+20GP) Start: 4953.4 End: 6,266.4
4.3 - #02-01: Before the Dawn P1 Bloodcove Disguise (+1XP/+2PP/+2FP/+1262+50gp) Start: 6,266.4 End: 7,578.4
Added Alchemist 3
5.2 - #04-11: The Disappeared (+1XP/+2PP/+2FP/+1850+50gp) Start: 9,887.4 End: 2687.4
5.3 - #09-00: Assault on Absalom (+1XP/+2PP/+2FP/+2500+5gp) Start: 2687.4 End: 5192.4
Added investigator 3
6.2 - Trial of the Beast (AP#44 - GM credit) (+3XP/+4PP/+4FP/+11787gp) Start: 9192.4 End: 20,979 Added alchemist 4
Level 8: Added Alchemist 5, +1 Int
8.2 -
(waiting to apply at level 14: Giants Anvil of Fire) [spoiler=Available from Chronicles]
Future Notes:
Focused shot? Poisoned bolts? |