Yimni

Haer Kul's page

563 posts. Alias of Poor Zathras.


Full Name

Haer Kul

Race

Gnome

Classes/Levels

Investigator Lvl:3 HP:25 AC:15(16)/13/13 F:+4 R:+5 W:+3 Init:+2 Perception:+10 low-light

Gender

Male

About Haer Kul

Race Small Humanoid (Gnome, pyromaniac)
Class Investigator, empiricist 3 Align CG
Init+2, Senses Low-light vision, Perception +6
Speed 20, Climb 5/Swim 5 (Enc. 15, 3.75/3.75)

Appearance and Background:

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Appearance and Background
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Age 72 H 39 in. W 38 lb Homeland Galt
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Haer Kul is a distinguished looking gnome, always impeccably dressed. He often wears an overcoat over his suit, and sports a Homburg hat. He often wears pince-nez glasses and always carries a cane although he does not appear to limp.

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.)
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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)
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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)
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Statistics
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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).
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Skills:

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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
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* = 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))
Modifiers
Heal +2 with use of healer's kit,
Craft(alchemy) +1/level to craft alchemical items
Ceaseless observation Use INT modifier instead
Xenopidgin When exposed to a new language, make a Linguistics check (DC 15) to gain a very rough understanding of the nuances of such conversation (toddler level).

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Languages Common, Gnome, Sylvan, Draconic, Giant, Goblin, Primordial
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Magic and Alchemy
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DC 10 + spell or extract level + ability mod
+1 caster level for fire spells/extracts
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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)
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Extracts (Int, caster level=3)
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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
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Extracts Level 2 (DC 14, /day: - ( +1 (INT bonus))
unprepared
cat's grace
cure moderate wounds
restoration (lesser)
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Extracts Level 3 (DC 15, /day: - ( +0 (INT bonus))
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Racial Traits Small, slow speed, low-light vision, keen senses, obsessive, weapon familiarity, gift of tongues, pyromaniac

Racial Traits details:

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Gnome Racial Traits Core rulebook
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Small Gain a +1 size bonus to AC, a +1 size bonus on attack rolls, a –1 penalty to Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed Gnomes have a base speed of 20 feet.
Low-Light Vision Gnomes can see twice as far as humans in conditions of dim light. See Additional Rules
Defensive Training replaced by Gift of tongues
Gnome Magic replaced by Pyromaniac
Hatred replaced by Gift of Tongues
Illusion Resistance replaced by Pyromaniac
Keen Senses Gnomes receive a +2 racial bonus on Perception skill checks.
Obsessive Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Weapon Familiarity: Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.
Languages Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
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Alternate Racial Traits Advanced Race Guide
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Gift of Tongues Gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. Replaces the defensive training and hatred racial traits.
Pyromaniac Treated as one level higher when casting spells with the fire descriptor,..., and when determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers, only affecting the powers they could use without this ability). Gnomes with Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome's level; the DCs are Charisma-based. This racial trait replaces the gnome magic and illusion resistance racial traits.
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Class Features Alchemy, inspiration (uses 6 5/6), trapfinding, ceaseless observation, infusion, keen recollection, trap sense +1
Class Feature detail:

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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.

Advanced Class Guide

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.
An investigator uses the alchemist formula list to determine the extracts that he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have an Intelligence score equal to at least 10 + the extract's level. The saving throw DC of an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier.
At 1st level, an investigator starts with two + INT modifier 1st-level formulae. At each new investigator level, he gains one new formula of any level that he can create. An investigator can also add formulae to his book just as 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. Decipher arcane writings, then copy into the 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 formulae.

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.
Inspiration can also be used on attack rolls and saving throws, at the cost of 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 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 Poison lore replaced by ceaseless observation
@2 Poison resistance replaced by ceaseless observation

@2 Empiricist archetype

@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).
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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

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:

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Gear
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Item .............. gp .... lb .... #
daggers ............ 2 ..... 1 .... 2
sword cane ........ 45 ..... 2
leather armor ..... 10 ..... 7.5
backpack ........... 2 ..... 0.5
thieves' tools .... 30 ..... 1
formula book ...... 15 ..... 3
alchemist kit ..... 25 ..... 5
traveler's outfit .. 1 ..... 1.25
rations ............ 0.5 ... 0.25
tindertwig ......... 2 ..... 0 .... 2
waterskin .......... 1 ..... 1

Not carried (unless necessary)

blanket,winter ..... 0.1 ... 0.75
rations ............ 0.5 ... 0.25 .. 6
common lamp ........ 0.1 ... 1
oil, pint (x2 2sp) 1
sling (-) -
10 sling bullets (1sp) 2.5
belt pouch (x2, 2gp) 0.25
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Advancement:

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Advancement
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New Feat @ 1, 3, 5, 7, 9, 11, 13, 15, 17, 19 Choose from:
- Gnome Feats

+1 to a Single Ability Score @ 4, 8, 12, 16, 20
Favored class Investigator. Whenever a character gains a level in his favored class, he receives either + 1 hit point or + 1 skill rank or
Add one extract formula from the investigator's list to his formula book. This formula must be at least 1 level lower than the highest level of formula the investigator can create.

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Empricist Archetype advancement
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Unfailing Logic (Ex) An empiricist's grasp of facts and data enables him to anchor himself in reality, granting resistance to even the most potent illusions. At 4th level, an empiricist gains a +2 insight bonus on all Will saving throws against illusion spells or spell-like abilities that allow a save to disbelieve their effects. In addition, he can expend one use of inspiration as an immediate action to use his Intelligence bonus instead of his Wisdom bonus on all such saves for 1 round.

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.

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Suggested build from The Investigator’s Grand Turnabout: N. Jolly’s guide-addendum to the Pathfinder Investigator
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Dexterity (Finesse build)
1F Weapon Finesse
3F Weapon Focus
3T Infusion
5F Slashing/Fencing Grace
5T Quick Study
7F Potion Glutton
7T Sickening Offensive
9F Extra Talent: Mutagen
9T Combat Inspiration
11F Combat Reflexes
11T Expanded/Underworld Inspiration
13F Weapon Versatility
13T Tenacious Inspiration
15F Any
15T Extend Potion
17F Any
17T Eternal Potion
19F Any
19T Combat Inspiration, Greater

Other suggestions
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