Verus

Hoid Cauthon's page

41 posts. Alias of J4RH34D.


About Hoid Cauthon

Hoid works for some import/export business that has fallen on hard times and the owner starts doing fishy business like not declaring all goods for tax and such. Taking on smuggled wares and he has to look the other way about it but doesn't want to.

He decides to take on the orphanage for Jimmy and Gwen

Character Sheet:
Hoid Cauthon
Male Human investigator 8
None Medium humanoid (human)
Init +1, Senses Perception +13
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DEFENSE
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AC 11, touch 11, flat-footed 10 (+1 Dex, )
hp 37 ((8d8)-8)
Fort +1, Ref +7, Will +8, +6 vs. poison, +2 Reflex to avoid traps
Defensive Abilities trap sense +2,
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OFFENSE
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Speed 30 ft.

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TACTICS
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STATISTICS
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Str 10, Dex 12, Con 8, Int 18, Wis 14, Cha 14,
Base Atk +6; CMB +6; CMD 17
Feats Cosmopolitan (Handle Animal, Heal), Extra Investigator Talent (3x), Scholar
Skills Appraise +10, Bluff +6, Climb +4, Craft (Alchemy) +15, Craft (Calligraphy) +8, Craft (Leather) +8, Diplomacy +10, Disable Device +9, Disguise +6, Escape Artist +5, Handle Animal +11, Heal +6, Intimidate +6, Knowledge (Arcana) +8, Knowledge (Dungeoneering) +8, Knowledge (Engineering) +8, Knowledge (Geography) +15, Knowledge (History) +10, Knowledge (Local) +8, Knowledge (Nature) +15, Knowledge (Nobility) +8, Knowledge (Planes) +8, Knowledge (Religion) +8, Linguistics(Elven, Gnome, Halfling) +10, Perception +13, Perception (Trapfinding) +17, Profession (Librarian) +6, Profession (Scribe) +11, Sense Motive +6, Sleight of Hand +5, Spellcraft +8, Stealth +5, Survival +8, Swim +1, Use Magic Device +13,
Traits Worldly,
Languages Azlanti, Common, Dwarven, Elven, Gnome, Halfling, Sylvan, Undercommon
SQ alchemist discovery (2x), alchemy, amazing inspiration, bonus feat, combine extracts, expanded inspiration, infusion, inspiration, inspired intelligence, keen recollection, poison lore, poison resistance, scholar ~ geography, scholar ~ nature, skilled, studied combat, studied strike, swift alchemy, trapfinding, underworld inspiration, weapon and armor proficiency, ,
Combat Gear
Other Gear formula book, 150.0 gp
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SPECIAL ABILITIES
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Add Spoken Language (Dwarven, Elven)

Alchemist Discovery (2x) (Ex) You can select one alchemist discovery as an investigator talent. When selecting an alchemist discovery, you must be high enough level to qualify for that discovery, using your investigator level as your alchemist level to determine if you qualify. This talent can be selected multiple times; each time grants a new alchemist discovery.

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, you gain a competence bonus equal to 8 on the skill check. In addition, you can use Craft (alchemy) to identify potions as if using detect magic. You 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 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 (Pathfinder RPG Advanced Player's Guide 32) 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.

Swift Alchemy (Ex) You can create alchemical items with astounding speed. It takes you half the normal amount of time to create alchemical items. You can also apply poison to a weapon as a move action instead of a standard action.

Combine Extracts (Ex) When you create an extract, you can place two formulae into one extract. When the extract is consumed, both formulae take effect. This extract has a level two levels higher than the highest-level formulae placed in the extract.

Infusion (Ex) When you create an extract, you can infuse it with an extra bit of your own magical power. The extract created now persists even after you set it down. As long as the extract exists, it continues to occupy one of your daily extract slots. An infused extract can be imbibed by a non-Investigator to gain its effects.

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 of 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 8. 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 1d8 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.

Amazing Inspiration (Ex) You roll d8 instead of d6 for inspiration.

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.

Inspired Intelligence (Ex) An investigator can add his inspiration die to all Knowledge, Linguistics, or Spellcraft checks without expending a use of inspiration, even those he's not trained in.

Underworld Inspiration (Ex) An investigator can use his inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending uses of inspiration, provided he's trained in the skill.

Keen Recollection You can attempt all knowledge checks untrained

Town Gossip (Magnimar) Choose a community that you've lived in for at least 5 years. You gain a +2 trait bonus on Diplomacy checks while in that community.

Bonus Feat Humans select one extra feat at 1st level.

Poison Lore (Ex) You have a deep understanding and appreciation for poisons. You cannot accidentally poison yourself when applying poison to a weapon. If you spend 1 minute physically examining the poison, you can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison's saving throw DC). Lastly, once a poison is identified, you can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison's saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. You have no chance of accidentally poisoning yourself when examining or attempting to neutralize a poison.

Poison Resistance (Ex) You gain a +6 bonus on all saving throws against poison.

Scholar ~ Geography You gain a +2 bonus on Knowledge (Geography).

Scholar ~ Nature You gain a +2 bonus on Knowledge (Nature).

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Studied Combat (Ex) With a keen eye and calculating mind, you can assess the mettle of your opponent to take advantage of gaps in talent and training. You can use a move action to study a single enemy that you can see. Upon doing so, you add 4 as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for 4 rounds or until you deal 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.

Studied Strike (Ex) You can choose to make a studied strike against the target of your studied combat as a free action, upon successfully hitting your studied target with a melee attack, to deal additional damage. The damage of studied strike is 3d6 precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike. If you used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), you may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If you 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. You 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.

Trapfinding An investigator adds 4 to Perception skill checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.

Trap Sense (Ex) You gain a +2 bonus on Reflex saves made to avoid traps, and a +2 dodge bonus to AC against attacks made by traps.

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.

Worldly You have acquired an unusual breadth of life experience--more than others of your age, race, or culture. Once per day when attempting a skill check for a skill you're untrained in, you can roll twice and take the better result.


Formula Book:
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Formula Book
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1st: 6
Ant Haul
Comprehend Languages
Cure Light Wounds
Polypurpose Panacea
Tears to Wine
True Strike

2nd: 1
Restoration, Lesser

3rd: 1
Remove Disease
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Investigator Spells
1st: 5
2nd: 5
3rd: 3