Falconer

Gavia Volso's page

63 posts. Alias of rdknight.


Full Name

Gavia Volso

Race

Female Half-Elf Investigator 3 | HP: 26/26 | AC: 15 (T: 11, F: 14) | CMB: +3, CMD: 14 | F: +3, R: +4, W: +5 (+2 vs Enchantments) | Init: +1 | Perc: +8, SM: +5 | Speed 30' | Inspiration 5/5

Gender

Female

Size

Medium

Age

24

Alignment

LG

Deity

Irori

Languages

Taldane, Elven, Halfling, Draconic, Kobald, Sylvan, Gnomish

Occupation

Librarian

Strength 12
Dexterity 13
Constitution 12
Intelligence 18
Wisdom 10
Charisma 8

About Gavia Volso

Statistics:
Female Half Elf Investigator (Cryptid Scholar / Mastermind) 3
LG Medium Humanoid (Half Elf)

Init +1
Senses Perception +8, Sense Motive +5
Hero Points:
------------------------------
DEFENSE
------------------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 dex)
hp 26
Fort +3, Ref +4, Will +5 (+2 vs Enchantments)
------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee +3

Ranged +3

------------------------------
STATISTICS
------------------------------
Str 12, Dex 13, Con 12, Int 18, Wis 10, Cha 8
Base Atk +2; CMB +3; CMD 14
.
.
.
TRAITS

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.

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.

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.)

Entomophobe (Drawback):
A harrowing experience with insects when you were young instilled in you a deep-seated fear of vermin of all description, especially when they swarm together. You take a –2 penalty on attacks against vermin, and you take a –2 penalty on saving throws against the nauseated condition of a swarm’s distraction ability.

FEATS

Healer's Hands:
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).

Extra Investigator Talent (Alchemist Discovery Infusion):
You learn a new way to use your training and inspiration.
Benefit: You gain one additional investigator talent. You must meet the prerequisites for this investigator talent.
Special: You can take this feat multiple times. Each time you do, you gain another investigator talent.

Skills (39 points; 18 class, 12 INT, 3 Skilled, 6 Background)
ACP -1

SKILL Total + Ability Mod. + Ranks + Misc.

Acrobatics* +7 = DEX 1+3+3
------------------------------
Appraise +8 = INT 4+1+3 (+1 Background)
------------------------------
Bluff +8 = INT 4+1+3
------------------------------
Climb* +5 = STR 1+1+3
------------------------------
Craft (Alchemy) +10 = INT 4+3+3 (+3 Background)
------------------------------
Diplomacy +10 = INT 4+3+3
------------------------------
Disable Device*† +1 = DEX 1+0+0
------------------------------
Disguise -1 = CHA -1+0+0
------------------------------
Escape Artist* +1 = DEX 1+0+0
------------------------------
Fly* +1 = DEX 1+0+0
------------------------------
Handle Animal† -1 = CHA -1+0+0
------------------------------
Heal +11 = INT 4+3+3+1 (+1 Trait)
------------------------------
Intimidate -1 = CHA -1+0+0
------------------------------
K (Arcana)† +8 = INT 4+1+3
------------------------------
K (Dungeoneering)† +9 = INT 4+2+3
------------------------------
K (Engineering)† +8 = INT 4+1+3
------------------------------
K (Geography)† +8 = INT 4+1+3 (+1 Background)
------------------------------
K (History)† +8 = INT 4+1+3
------------------------------
K (Local)† +9 = INT 4+2+3
------------------------------
K (Nature)† +9 = INT 4+2+3
------------------------------
K (Nobility)† +0 = INT 4+0+0
------------------------------
K (Planes)† +10 = INT 4+3+3
------------------------------
K (Religion)† +10 = INT 4+3+3
------------------------------
Linguistics† +8 = INT 4+1+3 (+1 Background)
------------------------------
Perception +8 = WIS 0+3+3+2 (+2 Half Elf)
------------------------------
Perform -1 = CHA -1+0+0
------------------------------
Ride +1 = DEX 1+0+0
------------------------------
Sense Motive +5 = WIS 0+2+3
------------------------------
Sleight of Hand*† +1 = DEX 1+0+0
------------------------------
Spellcraft† +8 = INT 4+1+3
------------------------------
Stealth* +5 = DEX 1+1+3
------------------------------
Survival +0 = WIS 0+0+0
------------------------------
Swim* +1 = STR 1+0+0
------------------------------
Use Magic Device† +0 = INT 0+0+0
------------------------------

*ACP applies to these skills
Non-Standard Skill Bonuses

+2 Perception (Half Elf)
INT to Bluff, Diplomacy (Trait)
INT to Heal (Trait)

Languages Taldane, Elven, Halfling, Draconic, Kobald, Sylvan, Gnomish

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------

Half Elf

Low-Light Vision:
Half-elves can see twice as far as humans in conditions of dim light.

Dual-Minded
The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.

Elven Immunities:
Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.

Keen Senses:
Half-elves receive a +2 racial bonus on Perception checks.

Multitalented: Half-elves choose two favored classes at 1st level and gain 1 additional hit point or skill point whenever they take a level in either one of those classes.

Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

INVESTIGATOR (Cryptid Scholar / Mastermind)

Weapon and Armor Proficiency:
Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword caneUE. They are proficient in light armors, but not 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.
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.

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 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.

Intuitive Monster Lore (Ex):
A cryptid scholar adds his Wisdom modifier on Knowledge skill checks in addition to his Intelligence modifier when attempting skill checks to identify the abilities and weaknesses of creatures. At 5th level, a cryptid scholar can take 10 on such checks, even when threatened or distracted.
This ability replaces poison lore and poison resistance.

Mastermind’s Inspiration (Ex):
A mastermind can use inspiration on any Diplomacy and Intimidate checks without expending a use of inspiration, but can't do so for Linguistics or Spellcraft checks. This ability alters inspiration.

A Quiet Word (Ex) 2/Day:
A mastermind’s reputation precedes him. At 1st level, once per day a mastermind can spend 10 minutes preparing an ally to make a single Diplomacy or Intimidate check (mastermind’s choice when preparing the ally) within the next 24-hour period at the mastermind’s behest. This skill check uses the mastermind’s skill ranks instead of the ally’s. The mastermind’s affected ally still uses its own ability bonus for the check.
Furthermore, when a mastermind uses this ability, he can expend one use of inspiration to give the ally use of the inspiration die when making the check.

Keen Recollection:
At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

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 Ref lex 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).

INVESTIGATOR TALENTS

Effortless Aid (Ex):
The investigator can use an aid another action as a move action instead of as a standard action. An investigator can expend one use of inspiration to instead perform an aid another action as a swift action.

Alchemist Discovery (Ex):
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.

Formulae:

------------------------------
Formulae
------------------------------

1st (1+1/day)

Coin Shot
Crafter's Fortune
Cure Light Woundsx2
Heightened Awareness
Long Arm
Monkey Fish
Shield
Tears to Wine

2nd

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Carried:
MWK Long Spear
Dagger
Chain Shirt
MWK Backpack
Alchemy Crafting Kit
Formula Book
Waterproof Bag x2
Plain Silver Ring
Belt Pouch
Whetstone
Flint & Steel
Rope, Hemp 50'
Waterskin
Bedroll
Grooming Kit
Soap
Mirror
Inkpen
Journal
Mess Kit
Lantern

-------------------
Magic:

Formula Alembic
Potion: Shield
Potion: Protection from Evil

-------------------
Consumables:

Healer's Kit (10)
Oil Flasks (4)
Tinder Twig (2)
Antiplague (2)
Antitoxin
Alchemist Fire (2)
Acid Flask (2)
Holy Water (2)
Tanglefoot Bag
Caltrops

Carrying Capacity
Light Medium Heavy
Current Load Carried

Money 29 GP 4 SP 8 CP

Background:

1. Gavia has only been in Belhaim for a few months, maybe a year.

2. Gavia is originally from Cassomir. She received a comfortable inheritance (details still in the works). It included a couple of properties, one of which is a nice big house in Belhaim.

3. She visited the house and quickly fell in love with the idea of moving to Belhaim. An introvert who pursues an ascetic lifestyle, Gavia believes a quiet, small town life is perfect for her. She also wants to be of service to the town in some way, and decided providing the town with the region's best library would be how she would do it.

4. Gavia liquidated everything she inherited aside from the Belhaim house and used most all of it buying books. She shipped the collection to Belhaim, and went to work setting up the house as a residence/public library.

5. The town's residents have largely been underwhelmed and indifferent regarding her project.

6. Gavia is something of an oddball in town, and she's had considerable trouble integrating into local life.

Appearance and Personality:

Height: 5'6" Weight: 125 Hair: Auburn Brown Eyes: Hazel Brown