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About Heinrich Cornelius AgrippaHeinrich Cornelius Agrippa Von Netteshiem
Attacks:
Red Destiny+1 Keen Short Sword(Melee) +9 1d6+1 15-20x2 L. Crossbow (Ranged]+8 1d8 19-20x2 80’ 18 Bolts Studied Combat +4 to hit/damage Cultists, +2 vs others Studied Strike +2d8 vs Cultists, +2d4 vs others Favored Class Bonus:
1 +1HP 2 +1HP 3 +1HP 4 +1HP 5 +1HP 6 +1HP 7 +1HP Adventuring Skills:
Acrobatics (Dex) 7+3+2-1=+11 Bluff (Cha) 3+3+1=+7 Climb (Str) Diplomacy (Cha) 1+3+1=+5 Disable Device (Dex) 7+3+2=+12 Disguise (Cha) 1+3+1=+5 Escape Artist (Dex) 3+3+2-1=+7 Heal (Wis) 1+3+1= +5 Intimidate (Int) 3+3+3=+9 Knowledge (all) (Int) Arcana 3+3+3+1=+10 Local 2+3+3+1=+9 Nature 1+3+3 =+7 Religion 6+3+3=+12 Dungeoneering 1+3+3=+7 Planes 4+3+3+1=+11 (Focus) Perception (Wis) 7+3+1=+11 Sense Motive (Wis) 7+3+1+2=+13 (+3 to determine if Insane) Spellcraft (Int) 7+3+3=+13 Stealth (Dex) 4+3+3=+10 Use Magic Device (Cha) 2+3+1=+6 Background Skills:
Appraise (Int) Craft (Alchemy) (Int) 1+3+3+1=+8 Artistry (Int) Sleight of Hand (Dex) 2+3+2=+7 Perform (Cha) Profession (Wis) (Private Investigator) 2+3+1=+6 Lore: Dreamlands (Int) 3+3+3=+9 Linguistics (Int) 1+3+3=+7 Knowledge (History ) (Int) 2+3+3=+8 Knowledge (engineering) (Int) 1+3+3=+7 Knowledge (geography) (Int) 1+3+3=+7 Knowledge (nobility) (Int) 1+3+3=+7 Languages: Common, Varisian, Undercommon, Aklo, Abyssal Items/Gear: Traits and Drawbacks
Methodical Mind(Campaign):
When you awake with nothing but hazy memories, you begin carefully cataloging your thoughts to determine the reasons for your condition and where you might be. This comforts you, and you know deep down that you have always relied on your ordered mind and pragmatic approach to face challenges. You use this focus and sensibility to your advantage as you investigate your current dire situation. Choose three Knowledge skills(Local, Planes, Arcana). You gain a +1 trait bonus on Knowledge checks of these kinds and on concentration checks. In addition, choose one Knowledge skill(Planes). When researching, you are considered to have Skill Focus for that Knowledge skill when determining what die you roll to reduce a library’s knowledge points (kp). See Pathfinder RPG Ultimate Intrigue for more information on research rules. Analytical(Regional):
Source Advanced Class Origins pg. 15 Requirement(s) Ustalav You have been trained in the analytical thought process preferred by the professors of mortal sciences at Lepidstadt University, allowing you to consider a question more carefully when you have time for calm contemplation. When you take 10 on a Knowledge check, add 1 to your result. Bruising Intellect (Social):
Source Ultimate Campaign pg. 59 Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier. Drawback: Vain:
Source Ultimate Campaign pg. 65 You are sensitive about the way others perceive you. Whenever you fail an opposed Charisma-based check, you take a –2 penalty on all Charisma-based checks for the next 24 hours. Class Abilities
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. Alchemy (Su):
Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like 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 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 formulae list to determine the extracts he can know. An investigator can prepare an extract of any formulae 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. 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, Bluff, Disable Device, Disguise, Intimidate, Sleight of Hand ,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. Sense Madness (Ex):
A cult hunter adds a bonus equal to 1/2 his class level (minimum +1) on Sense Motive checks, or double that bonus to determine whether a creature suffers from natural or magical insanity. This ability replaces trapfinding. Purify Mind and Body (Ex):
At 2nd level, a cult hunter gains a +1 bonus on saving throws against compulsions and poisons. This bonus increases to +2 at 5th level and +3 at 8th level. At 11th level, a cult hunter who fails a saving throw against a compulsion or poison can expend 1 use of his inspiration to reroll the saving throw (and his inspiration die, if added to the save). He must accept the result of this second roll, even if it is worse.
This ability replaces poison resistance and poison immunity.
Student of the Beyond (Ex):
At 2nd level, a cult hunter gains a bonus equal to 1/2 his class level on Knowledge and Spellcraft checks made to recognize any calling and summoning spells, portals, rifts, and planar travel.
This ability replaces poison lore. Keen Recollection::
At 3rd level, an investigator can attempt all Knowledge skill checks untrained. Ambush Defense (Ex):
At 3rd level, a cult hunter gains a +1 insight bonus during a surprise round triggered by his enemies on Reflex saves and to his AC. This bonus increases by 1 for every 3 investigator levels beyond 3rd.
This ability replaces trap sense. Cultic Study (Ex):
A cult hunter can spend 8 hours studying a specific deity or religion to gain a +1 bonus on Bluff, Intimidate, Knowledge, Perception, and Sense Motive checks against followers of that deity or religion and against extraplanar creatures. These bonuses increase by 1 for every 4 investigator levels beyond 4th. If he studies a new deity or religion, the bonuses replace the former bonuses. This ability replaces swift alchemy. Studied Combat (Ex):
With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator's studied combat, he cannot become the target of the same investigator's studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability. Cult Combat (Ex) A cult hunter’s bonuses on attack and damage rolls when using studied combat increase by 1 against followers of the cult he chose with his cultic study ability and decrease by 1 against other targets. This ability alters studied combat. Studied Strike (Ex):
At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike. If the investigator's attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage. The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment. Cult Strike (Ex) A cult hunter’s studied strike uses d8s for the bonus damage against targets that belong to the cult he’s studied. Against other targets, his studied strike uses d4s for the bonus damage. This ability alters studied strike. Summoning Sense (Su):
At 7th level, a cult hunter gains the benefits of uncanny dodge and improved uncanny dodge against summoned creatures. Investigator Talents 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. Underworld Inspiration (Ex)::
An investigator can use inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending a use of inspiration, provided he's trained in the skill.) Quick Study (Ex):
An investigator can use his studied combat ability as swift action instead of a move action. Expanded Inspiration (Ex):
An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he’s trained in the skill. Feats LVL1 Weapon Finesse:
Benefit: With a light weapon, elven curve blade, 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. Human Bonus Feat Extra Inspiration:
You are more able to draw upon inspiration than most. Prerequisite: Amateur Investigator or inspiration class feature. Benefit: You gain three extra use per day of inspiration in your inspiration pool. Special: If you have levels in the investigator class, you can take this feat multiple times. Each time you do, you gain three extra uses of inspiration per day. LVL3 Extra Investigator Talent:
(Underworld Inspiration (Ex): An investigator can use inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending a use of inspiration, provided he's trained in the skill.) LVL5 Extra Investigator Talent:
Expanded Inspiration (Ex) An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he’s trained in the skill. LVL7 Feat: Extra Investigator Talent:
Amazing Inspiration (Ex) When using inspiration, the investigator rolls a d8 instead of a d6. At 20th level, the investigator rolls 2d8 and adds both dice to the result. An investigator must be at least 7th level to select this talent. Personality and Description:
Agrippa is an analytical, methodical thinker who solves problems with his brain. He has a sharp tongue and takes excessive pride in his expertise or skills. His obsession with detail and planning lead him to sometimes come across as brusque or unempathetic. Agrippa is a tall gaunt man with thick eyebrows and piercing grey eyes. The words thin, sinewy, intense, and austere can all be used to describe Agrippa. Agrippa dresses in simple plain and utilitarian clothing. Gear/Money:
Red Destiny (+1 Keen Short Sword) +1 Studded Leather Cloak of Resistance +1 Sipping Jacket +2 Dex Belt Light Crossbow Bolts x18 Lesser Bag of Holding with Monograph E.L. (It measures 2 feet by 4 feet and can carry up to 50 pounds or 6 cubic feet of material.) Books: On the Treatment of Ambitions, Disappointments,and Regrets by Doctor Beaurigmand Trice, On Violent Sands by Doctor Henri Meirtmane, and a signed copy of Ailson Kindler’s Galdyce’s Guest: Feast of the Nosferatu, Chain of Nights 0 GP Pnakotic Manuscripts:
An ancient Aklo text that contains information about portals and conjuration magic. The book is relatively large, weighing 10 pounds and containing over 500 pages of parchment. The book also encompasses knowledge about flying polyps, yithians, and many other creatures associated with the gods of the Elder Mythos. Spending a week of continual study grants the reader a +4 circumstance bonus on all Knowledge checks pertaining to conjuration magic or the gods and magic of the Old Cults. In addition, the book functions as a spellbook and contains the following arcane spells: gate, greater teleport, greater planar binding, interplanetary teleport, lesser planar binding, planar binding, plane shift, teleport, teleport object, and teleportation circle. Chain of Nights:
Written in the late 1200s by the Keleshite doctor and seer Valhadis, The Chain of Nights explores the brain as an organ, as the lens of perception, and as the throne of something more. The Chain of Nights is first and foremost a text on the anatomy and workings of the brain, and the first several hundred pages concern themselves with diagnosing, analyzing, and treating—via therapy, drugs, and basic surgeries—numerous physiological and psychological afflictions. Only in the final third does the tome turn toward more esoteric topics, such as the source of nightmares, accounts of the Dimension of Dreams, and descriptions of the creatures that live there. Any reader who spends 1 hour consulting The Chain of Nights can immediately after use the hypnotism occult skill unlock (Pathfinder RPG Occult Adventures 195) once per day even if that character isn’t capable of casting psychic spells or doesn’t possess the Psychic Sensitivity feat. Also, after 1 hour of consulting the tome, the reader gains a +2 bonus on a single Knowledge (planes) check related to the Dimension of Dreams. Additionally, the tome contains the spells dream, dream council, dream scan, dream travel, and nightmare. Most notoriously, it contains an elaborate—and some say flawed—ritual for releasing one’s dreams. While the rite functions, the side effects of failure can create dangerous beings known as oneirogens. RELEASE NIGHTMARE
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