Alchemist

Jamir O'Quai's page

45 posts. Alias of Theorythmus.


Full Name

Jamir O'Quai

Race

Abilities:
Inspiration 3/5, prepared extracts, aid another +5

Classes/Levels

Male Human Investigator 2 (Empiricist)

Gender

Vitals:
HP: 15/17 | AC: 17 T: 13 FF: 14 CMD: 15 | Fort: +2, Ref: +6, Will: +4 | Init: +3 Perc: +9(11) | Effects: None

Occupation

Investigator

Strength 12
Dexterity 16
Constitution 14
Intelligence 18
Wisdom 12
Charisma 7

About Jamir O'Quai

Jamir was born in Varisia, the birthplace of Legends. His parents died in a raid by the Orcs from the Hold of Belkzen. By sheer luck he survived the raid and was found by a group of travelling halflings who raised him.

He now travels the world trying to help where he can and investigating strange situations and locations.

Jamir is good-natured but gets lost in his examinations from time to time which puts off some people, but what he lacks in charm he makes up with effort and his intelligence.

Tracked Resources:

Trail rations 2/2
Dagger 2/2
Potion of Blur 1/1
Potion of CLW 1/1

Coins: 1405 GP 5 SP
Total Weight: 48 lbs

Carrying Capacity
light load 50 lbs or less | medium 51-100 lbs | heavy 101-150 lbs [with MW backpack]
light load 43 lbs or less | medium 44-86 lbs | heavy 87-130 lbs [without MW backpack]

Magic:

Extracts prepared
Lvl 1 : Cure Light Wounds, Expeditious Retreat, Heightened Awareness
Extracts known
Lvl 1 : Crafter's Fortune, Cure Light Wounds, Detect Secret Doors, Expeditious Retreat, Identify, Touch of the Sea, Heightened Awareness

Magic Items:
None

Jamir O'Quai, helpful investigator:

Male Human
Investigator 1 (Empiricist)
NG Medium humanoid (Human)
Init +3; Senses Perception +9(+11)
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Defense
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AC : 17 | T : 13 | F : 14 (+4 Armor +3 Dex)
HP 17 (2d8+4)
Fort +2, Ref +6, Will +4
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Offense
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Speed 30 ft.
Melee Rapier +4 (1d6+1 18-20/x2 | P)
. . Dagger +4 (1d4+1 19-20/x2 | S or P)
. . Sap +4 (1d6+1 20/x2 | B)
Ranged Dagger +4 (1d4+1 19-20/x2 | 10 ft | S or P)
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Statistics
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STR 12 DEX 16 CON 14 INT 18 WIS 12 CHA 7
BAB +1; CMB +2; CMD 15
Feats Weapon Finesse, Combat Reflexes
Traits Fools for friends, Adopted(Halfling) --> Helpful
ACP -2
Skills
FCB Skills
Class Skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
[ranks]+CS bonus+Stat Bonus+ACP+other=Total
*Acrobatics [1]+3+3-2=5
*Appraise [0]+0+4=4
*Bluff [0]+0-2=-2
*Climb [0]+0+1-2=-1
*Craft(Alchemy) [2]+3+4+2=11
*Diplomacy [1]+3-2/+4=2/8²
*Disable Device [1]+3+4-2(+2)=6(8)
*Disguise [0]+0-2=-2
*Escape Artist [0]+0+3-2=1
*Heal [1]+3+1=5
*Intimidate [0]+0-2=-2
*Knowledge(Arcana) [1]+3+4=8
*Knowledge(Dungeoneering) [1]+3+4=8
*Knowledge(Engineering) [1]+3+4=8
*Knowledge(Geography) [1]+3+4=8
*Knowledge(History) [1]+3+4=8
*Knowledge(Local) [1]+3+4=8
*Knowledge(Nature) [1]+3+4=8
*Knowledge(Nobility) [1]+3+4=8
*Knowledge(Planes) [1]+3+4=8
*Knowledge(Religion) [1]+3+4=8
*Linguistics [1]+3+4=8
*Perception [2]+3+4(+2)=9(11)
*Sense Motive [2]+3+4=9
*Sleight of Hand [0]+0+3-2=1
*Spellcraft [1]+3+4=8
*Stealth [1]+3+3-2=5
*Use Magic Device [1]+3+4=8
²Only when gathering information

SQ
Alchemy (Su)
Inspiration (Ex) 1/2 lvl + INT mod/day
Trapfinding
Ceaseless Observation an empiricist uses his Intelligence modifier instead of the skill's typical 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.

Languages Common, Halfling, Undercommon, Sylvan, Orc, Varisian, Thassilonian

Equipment:

Dagger 2 GP | 1 lbs x 2
Rapier 20 GP | 2 lbs
Sap 1 GP | 2 lbs
Spring loaded Wrist Sheath 5 GP | 1 lb x 2
Lamellar, leather 60 GP | 25 lbs
Formulae Book - | 3 lbs
canteen 2 GP | 1 lb
compass 10 GP | 0.5 lbs
belt pouch 1 GP | 0.5 lbs
- thieves' tools common 30 GP | 1 lb
- Potion of Blur - | -
signal whistle 8 SP | -
MW backpack 50 GP | 4 lbs
- Gear Maintenance Kit 5 GP | 2 lbs
- mess kit 2 SP | 1 lb
- trail rations 5 SP | 1 lbs x 2

At home :
Alchemist's lab 200 GP | 40 lbs