![]()
About Haer KulRace Small Humanoid (Gnome, pyromaniac)
Appearance and Background:
--------------------------------------------------------------------------- -----------------------------------
Haer Kul is fascinated by all things, and loves unsolvable problems. Because he doesn't believe that any problems are unsolvable if he applies his little grey cells. An ardent student of chemistry, he is fascinated by fire. (But don't call Haer Kul a pyro.)
------------------------------------------------------------ AC 15 +1 dodge vs. traps, touch 13, flat-footed 13 (+2 armor, +3 Dex) HP 25 (1d8+3;11+9+5) Fort +4, Ref +5 (Bonuses: +1 vs. traps), Will +3 Temporary bonuses: healing spells and abilities heal an extra 2 hp (1 day) ------------------------------------------------------------ Melee(light,touch) +5 (=BAB 2 + Size 1 + DEX 2); +1 Dagger +6 (1d3 S/19-20 x2) Melee(other) +2 (=BAB 2 + Size 1 + STR -1 =2); Sword cane +2 (1d4-1 P/20 x2); Ranged +5 (=BAB 2 + Size 1 + DEX 2 =5); Sling +5 (50'/1d3-1 B/20 x2); +1 Dagger +6 (10'/1d3 S/19-20 x2) Spell: Produce Flame +5 Melee touch, +5 ranged touch (120'/1d6+4/fire) ----------------------------------------------------------- Statistics -------------------- Str 9 (-1), Dex 14 (+2), Con 16 (+3), Int 15 (+2), Wis 10 (+0), Cha 14 (+2) Base Atk +2; CMB 0 (BAB 2 + Size -1 + STR -1); CMD 12 (10 + BAB 2 + Size -1 + STR -1 + Dex +2) Inspiration uses X X X X O O (2 INT mod, +1 @3/2, +3 feat). --------------------------------------------------------------------------- ----------------------------------- Skills:
--------------------------------------------------------------------------- ----------------------------------- 6 Acrobatics C = Dex 2 Ranks +3 +1 2 Appraise C = Int 2 7 Bluff C = Cha 2 Ranks +3 +1 Tongues +1 -1 Climb C = Str -1 8 Craft(Alchemy) C = Int 2 Ranks +3 +1 Race(obsessive) +2 11 (craft alchemical items) = Int 2 " Comp.(alchemy)@3 +3 7 Diplomacy C = Cha 2 Ranks +3 +1 Tongues +1 7 (gather information) =co Int 2 " 7 Disable Device* C = Int 2 Ranks +3 +1 Trapfinding @3/2 +1 2 Disguise C = Cha 2 6 Escape Artist C = Dex 2 Ranks +3 +1 2 Fly x = Dex 2 - Handle Animal* x = Cha 2 0 Heal C = Wis 0 2 Intimidate C = Cha 2 6+i Knowledge(Arcana) C = Int 2 Ranks +3 +1 6+i Knowledge(Dungeoneering) C = Int 2 Ranks +3 +1 6+i Knowledge(Engineering) C = Int 2 Ranks +3 +1 6+i Knowledge(Geography) C = Int 2 Ranks +3 +1 6+i Knowledge(History) C = Int 2 Ranks +3 +1 6+i Knowledge(Local) C = Int 2 Ranks +3 +1 6+i Knowledge(Nature) C = Int 2 Ranks +3 +1 2+i Knowledge(Nobility) C = Int 2 6+i Knowledge(Planes) C = Int 2 Ranks +3 +1 6+i Knowledge(Religion) C = Int 2 Ranks +3 +1 7+i Linguistics* C = Int 2 Ranks +3 +2 10 Perception C =co Int 2 Ranks +3 +1 Race(keen senses) +2 11 (find traps) =co Int 2 " Trapfinding@3/2 +1 - Perform(____)* C = Cha 2 2 Profession(____) C = Wis 2 2 Ride x = Dex 2 7 Sense Motive C =co Int 2 Ranks +3 +1 Suspicious +1 6 Sleight of Hand* C = Dex 2 Ranks +3 +1 7+i Spellcraft* C = Int 2 Ranks +3 +2 10 Stealth C = Dex 2 Ranks +3 +1 Size(small) +4 2 Survival x = Wis 2 -1 Swim x = Str -1 7 Use Magic Device* C = Int 2 Ranks +3 +2 --------------------------------------------------------------------------- ----------------------------------- * = Cannot use untrained; C = Class Skill; co = Ceaseless observation; i = Free use of inspiration when trained Ranks/Level 8 = 6 + 2 (Int modifier) (@1: 8, @2: 8+1(Favored Class), @3: 8+1(FC))
--------------------------------------------------------------------------- -----------------------------------
Languages Common, Gnome, Sylvan, Draconic, Giant, Goblin, Primordial ------------------------------- Magic and Alchemy ------------------------------- DC 10 + spell or extract level + ability mod +1 caster level for fire spells/extracts ------------------------------- Innate Magic (Cha, caster level=3) O dancing lights (lvl 0, DC 12) O flare (lvl 0, DC 12) O prestidigitation (lvl 0, DC 12) X produce flame [fire] (lvl 1, DC 13, cl 4) ------------------------------- Extracts (Int, caster level=3) ------------------------------- Extracts Level 1 (DC 13, /day: 4 (=3 + 1(INT bonus)) O _ _ _ unprepared O _ _ _ bomber's eye _ _ _ _ cure light wounds 1d8 +3 (+1/lvl max 5) _ _ _ _ detect secret doors _ _ _ _ expeditious retreat _ _ _ _ illusion of calm _ _ _ _ keen senses O _ _ _ long arm O _ _ _ recharge innate magic _ _ _ _ shield ------------------------------- Extracts Level 2 (DC 14, /day: - ( +1 (INT bonus)) unprepared cat's grace cure moderate wounds restoration (lesser) ------------------------------- Extracts Level 3 (DC 15, /day: - ( +0 (INT bonus)) ------------------------------- Racial Traits Small, slow speed, low-light vision, keen senses, obsessive, weapon familiarity, gift of tongues, pyromaniac
Racial Traits details:
--------------------------------------------------------------------------- -----------------------------------
Class Features Alchemy, inspiration (uses Class Feature detail:
--------------------------------------------------------------------------- -----------------------------------
Weapon and Armor Proficiency: all simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient with light armor, but not with shields. Alchemy(Su) 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.
Inspiration(Ex) 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 (his inspiration die) to the result of that check, including any on which he takes 10 or takes 20. This choice is made after the check is rolled and before the result is revealed. An investigator can use inspiration once only per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft checks without expending a use of inspiration, provided he's trained in the skill.
Trapfinding Adds 1/2 his level (minimum 1) to Perception checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps. @2 @2 Ceaseless Observation (Ex) At 2nd level, an empiricist uses his Intelligence modifier instead of the skill's normal key 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. @3 Infusion (Su) (Investigator talent, alchemist discovery): Extracts created now persist 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. @3 Keen recollection Attempt all Knowledge checks untrained. @3 Trap sense +1 (Ex) +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).
Campaign traits: xenopidgin Campaign trait detail:
Xenopidgin (Legendary Planet Players Guide) While many people dabble in a wide range of hobbies, you’ve explored a wide range of languages and dialects. When exposed to a new language, you may make a Linguistics check against a DC of 15. If successful, you gain a very rough understanding of the nuances of such conversation. This understanding only amounts to an informed hunch, but is usually enough to give the same level of understanding as a human toddler would be capable. Feats Extra Inspiration (3 extra uses/day), Weapon Finesse
Feat detail:
Extra inspiration (3 extra uses/day) Weapon Finesse(Combat): With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Special: Natural weapons are considered light weapons. Background traits Suspicious (advanced trait) Growing up, a trusted authority figure lied and cheated Haer Kul's family, and now he is quick to question the claims of others. Gain +1 trait bonus on Sense Motive. Gear:
--------------------------------------------------------------------------- -----------------------------------
Not carried (unless necessary) blanket,winter ..... 0.1 ... 0.75
-------------------- Advancement:
--------------------------------------------------------------------------- -----------------------------------
+1 to a Single Ability Score @ 4, 8, 12, 16, 20
--------------------------
At 8th level, the empiricist's insight bonus increases to +4. At 16th level, he gains immunity to all illusion spells and spell-like abilities that allow a save to disbelieve their effects. This ability replaces swift alchemy. Master Intellect (Ex) An empiricist's powers of reason and deduction ultimately become almost superhuman, and he is able to use them in nearly all aspects of life. At 20th level, an empiricist can use inspiration on all skill checks (even for skills he is not trained in) and all ability checks (including initiative checks) without spending uses of inspiration. This ability replaces true inspiration. ----------------------------
Other suggestions
|