Rotrovio

Ignati Vashnarstill's page

174 posts. Alias of Xynen.


Race

Quick Ref (Stats):
Init 3, HP 8/13, Speed AC 16, Touch 13, Flat-footed 13, CMD 14, F: 1 , R: 7, W: 3 (+2 vs Psn), CMB 1, Base Attack Bonus +1 0

Classes/Levels

Quick Ref (Skills):
Acrobatics+8, Bluff+7, Craft Alchemy+8, Diplomacy+8, Intimidate+5, Know (Arc,Hist,Loc,Nat,Rel)+8, Know(Nobility)+12, Ling. +7, Perception+4, SpelCrft +7, Stealth+7 UMD+6

Location

Common, Taldan, Infernal,

Strength 10
Dexterity 16
Constitution 10
Intelligence 16
Wisdom 8
Charisma 12

About Ignati Vashnarstill

Ignatius "Ignati" Vashnarstill
Male CG Human (Chelaxian) Investigator (Mastermind)/2, Level 2, Init 3, HP 13/13, Speed
AC 16, Touch 13, Flat-footed 13, CMD 14, Fort 1 , Ref 7, Will 3, CMB 0, Base Attack Bonus 1
Rapier +4 (1d6, 18-20/x2)
MWK Parade Armor (+3 Armor, +3 Dex)+2 on Diplomacy and Intimidate on Citizens of Cheliax
Abilities Str 10, Dex 16, Con 10, Int 16, Wis 8, Cha 12
Condition None
4 inspiration points/day
Extracts 3/day

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, Diplomacy, or Intimidate 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.

A Quiet Word (Ex):
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 his inspiration die when making the check.

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 Table: 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 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.

Poison Lore (Ex):

An investigator has a deep understanding and appreciation for poisons. At 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator spends 1 minute physically examining the poison, he 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, he 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. The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.
Poison Resistance (Ex)

At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the investigator becomes completely immune to poison.

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.

Introduction:

"Oh surely you're kidding?"
Ignati rolls his eyes as he waits for his drink to be refilled.
"I do love how you boys pretend not to recognize me, it's polite enough, but considering the Vashnarstill sigil is, well, everywhere on my person, surely you must have figured it out already?"

He nods to the waiter as he refills the cup with a fragrant smelling tea. He waves some of the fumes toward his face, laughing before he even makes the joke that's come to mind.

"Is this mint? We could be arrested for this!" He tosses his head back and laughs loudly, letting his deep baritone resonate. "Alright, alright, I'll oblige. Yes, it is I, Ignatius III of Vashnarstill, in the flesh, rabble-rousing with the rest of you against the oppressors! Those Thrune dogs! Following in the esteemed footsteps of my dear sister Fausta. Actually disregard that. Disappearing among the Roses is not how I intend to end my rebel career."

He still smiles as he talks of his sister, but his eyes almost betray his concern for her well being.

"No, in fact I intend to find Fausta and return her to the family vira, despite my fathers opinion that I can accomplish nothing. Oh don't worry boys, I will continue fighting the good fight during my search and even after I discover my sisters whereabouts."

"To be honest we can't be squeezed much more before hell breaks loose. Even the peasants can see the Lord Mayor has no intention of relaxing his grip, no more than he intends to listen to Court of Coin, that's for sure. This Barzillai has taken less interest in the well being of our fair city than he has in taking someone to bed, and I assure you, that's a barren field if ever there was one."

He leans back in his chair and kicks his feet up onto the table,
"How do I know so much? I'm a Vashnarstill, or didn't you hear the first two times I said it? I was taught to learn everything I can, which is why the lack of information about the Roses, the Ravens and the Archivists bothers me so much. I've turned almost every stone and found nothing. I'm hoping at least one of these rebel groups makes an appearance at this protest in Aria park, they can't all be dead can they?"

He slides a couple coins on the table and even rips a jewel from his garish outfit as a tip.

"Tell the people I'll be there, at the park. I want you to spread the word. Tell anyone still too afraid to leave their homes, to fearful to commit. Maybe knowing at least one noble, even if it is just me, will be among the crowd can inspire them. Even if they're just there for the show, our Lord Thrune won't see anything but a mass of angry Kintargans, and that's what we need."

Background:

Ignatius lived a pretty average life for a member of a powerful noble family in Kintargo. Wealth and privilege stretched before him, opportunity was endless, and a life of power and fame was all but assured. He was trained in social skills, with the intent of being appointed a diplomat to supplement the mercantile and military training of his older brothers.

Until, that is, he squandered it all. Taking on the tradition of serving a few years in the Chelish Navy, Ignati was barely off shore for his first voyage whe he was caught in a brawl with another noble son who was captaining the ship. Using his persuasive tongue Ignatiy nearly organized an all out mutiny that caught the ship aflame and destroyed it, earning him the nickname 'Firebrand', a brutal punishment and a discharge from the navy.

Unknown to anyone outside the family, the entire affair had been planned by Ignati's father Baron Sendi to set him up as the house pariah. Publicly the Vashnarstill's admonished their third born child, however behind closed doors they embraced him and set him on his task to discreetly represent the family interest in anything they could not publicly support. Over the years Ignati participated in a number of 'dubious' activities that subtly hampered the political and economical adversaries of his house.

Though still an official member of his house, the rest of the noble families were finally convinced that he did not represent the Vashnarstill name and he can now typically act as he sees fit without fear of reprisal to anyone but himself.

Everything was working out fine until his twin sister Fausta declared her new found faith in Milani and joined the Rose of Kintargo, openly stating her distaste for the Chelish way of life. Not long after her rebelious act, Barzillai Thrune arrived, Martial Law was declared, and the members of the Rose were never heard from again. With his brothers Avitus and Horatio representing the family elsewhere in the kingdom, Ignati was given the dual responsibility of discovering his sisters fate, and representing his family as a part of the rebellious movement rumored to be starting across the city. His task was to secure a favorable position with the rebels on the chance it succeeds in taking back Kintargo.

Always a dutiful son, Ignati accepted the responsibility, however years spent among the common folk and away from the family estate had softened his Chelish heart, and he had already intended to participate in the rebellion, not for the good of his family, but for the good of the city he loved.