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About Kolris IsimlotheMale Elf Investigator (Empiricist) 4 / Swashbuckler (Inspired Blade) 1
Str 14, Dex 18*, Con 12, Int 20, Wis 7, Cha 7
Statblock:
Kolris Isimlothe Male elf investigator (empiricist) 4/swashbuckler (inspired blade) 1 (Pathfinder RPG Advanced Class Guide 30, 56, 100, 125) LN Medium humanoid (elf) Init +4; Senses low-light vision; Perception +13 -------------------- Defense -------------------- AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex) hp 35 (5 HD; 4d8+1d10+5) Fort +2, Ref +10, Will +2 (+2 save vs. illusion and disbelievable effects); Eye for Traitors, +2 vs. enchantments Defensive Abilities trap sense +1; Immune sleep; Resist unfailing logic -------------------- Offense -------------------- Speed 30 ft. Melee +1 rapier +10 (1d6+5/18-20) or . . liquid blade +6 (1d6+2/19-20) or . . mwk cold iron rapier +10 (1d6+2/18-20) or . . sap +6 (1d6+2 nonlethal) Ranged darkwood composite longbow +9 (1d8+2/×3) Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (6), studied combat (+2, 5 rounds), studied strike +1d6 Spell-Like Abilities (CL 5th; concentration +3) . . 1/day—comprehend languages, detect magic, detect poison, read magic Investigator (Empiricist) Extracts Prepared (CL 4th; concentration +9) . . 2nd—, . . 1st—, , , , -------------------- Statistics -------------------- Str 14, Dex 18, Con 12, Int 20, Wis 7, Cha 7 Base Atk +4; CMB +6; CMD 20 Feats Bodyguard[APG], Combat Reflexes, Fencing Grace[UI], Weapon Focus (rapier) Traits cross-knowledge, student of philosophy Skills Acrobatics +8, Appraise +9 (+10 to identify the cultural significance of art and objects), Bluff +2 (+3 on checks against nobility while on the Isle of Kortos, +9 to lie (as a result of using Int instead of Cha)), Climb +6, Craft (alchemy) +15 (+19 to create alchemical items), Craft (other) +7, Diplomacy +2 (+3 on checks against nobility while on the Isle of Kortos, +9 to gather information (You can use your Intelligence Modifier instead of Charisma), +4 to gather information, +9 to persuade others but not to gather information (as a result of using Int instead of Cha)), Disable Device +17, Disguise +2 (+3 on checks against nobility while on the Isle of Kortos), Escape Artist +8, Intimidate +6 (+7 on checks against nobility while on the Isle of Kortos), Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (history) +5 (+6 to identify the cultural significance of art and objects, +7 on checks associated with Cheliax), Knowledge (local) +9 (+11 on checks about the Aspis Consortium, +11 on checks associated with Cheliax, +11 on checks against humanoids native to the Darklands), Knowledge (nature) +9, Knowledge (nobility) +5 (+7 on checks associated with Cheliax), Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +9, Perception +13, Perform (any) -2 (-1 on checks against nobility while on the Isle of Kortos), Ride +8, Sense Motive +13 (+14 to tell if someone is lying, +15 on checks against humanoids native to the Darklands, +15 to read a social situation), Sleight of Hand +12 (+13 on checks to conceal a wand, holy symbol, or similarly sized item on your person), Spellcraft +9, Stealth +8, Swim +6, Use Magic Device +13 (+14 on checks against nobility while on the Isle of Kortos) Languages Aklo, Celestial, Common, Draconic, Elven, Kelish, Osiriani, Sylvan, Varisian SQ alchemy (alchemy crafting +4), ceaseless observation, inspiration (8/day), inspired panache, investigator talent (underworld inspiration[ACG]), keen recollection, trapfinding +2, urbanite[ARG] Combat Gear wand of cure light wounds (42 charges), wand of heightened awareness (32 charges), wand of identify (22 charges), acid (3), alchemical cement[UE], alchemical grease[APG], alchemist's fire (3), alkali flask[APG], alkali salt (per packet), bladeguard[APG], blood-clotter salve[ACG], fire ward gel[UE], flash powder[APG], frost ward gel[UE], glowing ink[UE] (2), holy weapon balm[ACG], light detector[APG], liquid blade[UE], marker dye[UE], smelling salts[APG], tangleburn bag[UE] (2), weapon blanch (silver)[APG]; Other Gear +1 darkleaf cloth lamellar (leather) armor[UC], +1 rapier, arrows (14), blunt arrows[APG] (20), darkwood composite longbow (+2 Str), mwk cold iron rapier, sap, belt of incredible dexterity +2, handy haversack, sleeves of many garments[UE], traveler's any-tool[UE], alchemist's lab, alchemy crafting kit[APG], belt pouch, flint and steel, ink, inkpen, investigator starting formula book, journal[UE], masterwork thieves' tools, mess kit[UE], potion sponge[ARG], soap, tindertwig (3), trail rations (5), waterskin, 230 gp, 5 sp, 4 cp -------------------- Special Abilities -------------------- Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Bodyguard Use an AoO to use aid another to improve an ally's AC. Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+7) Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. Comprehend Languages (1/day) (Sp) With Intelligence 11+, cast Comprehend Languages once per day. Deeds Detect Magic (1/day) (Sp) With Intelligence 11+, cast Detect Magic once per day. Detect Poison (1/day) (Sp) With Intelligence 11+, cast Detect Poison once per day. Elven Immunities - Sleep You are immune to magic sleep effects. Fencing Grace Use Dexterity on rapier damage rolls Inspiration (+1d6, 8/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save. Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits. Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow. Read Magic (1/day) (Sp) With Intelligence 11+, cast Read Magic once per day. Studied Combat (+2, 5 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike. Studied Strike +1d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam. Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps. Trapfinding +2 Gain a bonus to find or disable traps, including magical ones. Underworld Inspiration (Ex) Free Inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand (if trained). Unfailing Logic +2 (Ex) +2 save vs. illusion and disbelievable effects Urbanite +2 Diplomacy to gather information & Sense Motive to read a social situation. Resources:
Rerolls . . GM Star Reroll (+1) [ ] Boons
Inspiration (8/day) [ ][ ][ ][ ][ ][ ][ ]
Investigator (Empiricist) Extracts Prepared (CL 4th; vs SR: +4; concentration +9)
Wands
Envoy Spell-Like Abilities (CL 3rd)
Ammunition
Alchemical Weapons
Scenario Notes:
Scenario Gear Purchases
Faction Priorities
8 - attune elemental area to Zarta's extraplanar ritual (arcana/planes DC 15+level)
Boons:
Persistant . . Archaeological Expert: You gain a +1 bonus on Appraise and Knowledge (history) checks to identify the cultural significance of art and objects. . . Darklands Study: You gain a +2 bonus on Sense Motive checks against humanoids native to the Darklands, such as drow, derro, and duergar. In addition, you gain a +2 bonus on Knowledge checks to identify and learn about such creatures. . . Delvehaven Star: You gain a +2 bonus on Knowledge (history, local, and nobility) checks associated with Cheliax, and you gain a +1 bonus to your initiative while adventuring in Cheliax. . . Eye for Traitors: You gain a permanent +1 bonus on Sense Motive checks to tell if someone is lying and on Will saves against illusions. . . Gnoll Tactics: (from 192785-2 CS 16) So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following feats and archetypes from Pathfinder RPG Monster Codex as if they appeared on the Additional Resources page: Coordinated Reposition, Disarm Partner, Improved Disarm Partner, Snapping Flank, the pack rager barbarian archetype, and the flindbar. . . Impressive Influence: How this influence will play out in the future is not yet clear, but you have nonetheless ingratiated yourself with a number of influential members of the Inner Sea Society. (Nigel Aldain, Alexander Bedard, Hamaria Blakros, Tancred Desimire, Jeon Raeng-Woo, Rubaani Shafar) . . Inside Knowledge: You gain a +2 bonus on Knowledge (local) checks about the Aspis Consortium and can roll such checks untrained. . . Lord Avid's Recommendation: You gain a +2 circumstance bonus on all Charisma-based skill checks against nobility while on the Isle of Kortos. . . Relics of Rahadoum: You gain a permanent +1 bonus on Sleight of Hand checks to conceal a wand, holy symbol, or similarly sized item on your person. Any one such item concealed in this manner and not worn on your person is protected from detect magic spells as if it is under the effects of a nondetection spell with a DC equal to 6 + your character level. . . The Yagevna family in Irrisen: When in Irrisen, you gain a +1 circumstance bonus on all diplomacy rolls when you mention the Yagevna family and how you assisted them. . . You owe Grandmaster Torch a favor: When he calls in this favor, you are obligated to fulfill his request so long as it doesn't violate any morale restrictions of your race, class, or alignment. Periodic
Limited
Defense:
AC 19, touch 14, flat-footed 15 (+4 Dex, +5 Armor; +1 vs traps); CMD 20 (16 Fl; +1 vs traps) hp 35 (1d10/1st, 4d8) Fort +2, Ref +10 (+1 vs traps), Will +2 (+2 vs enchantments, +3 vs illusions) Immune sleep Special Defenses
Offense:
BAB+4; CMB +6 Speed 30 ft. Melee . . +1 rapier +10 (1d6+5/18-20, P) . . liquid blade +6 (1d6+2/19-20, P) . . mwk cold iron rapier +10 (1d6+4/18-20, P) . . sap +6 (1d6+2, B, nonlethal) . . unarmed strike +6 (1d3+2, B, nonlethal) . . touch +6 Ranged . . darkwood composite longbow +9 (1d8+2/×3, P, 110') . . ranged touch +8 Special Attacks . . Combat Reflexes (4) may make additional attacks of opportunity each round equal to Dexterity bonus; may make attacks of opportunity while flat-footed . . Fencing Grace when wielding rapier one-handed, may add Dexterity bonus to damage instead of Strength; do not gain benefit when wielding weapons in both hands, using flurry of blows, or any time other hand is otherwise occupied . . Inspiration (+1d6) (free action) may use 2 points from Inspiration pool to add inspiration die to attack rolls; use after attack is rolled and before the result is revealed; only once per attack . . Studied Combat +2 (move action; 5 rounds) gain insight bonus equal to half Investigator level to attack rolls and damage vs target; lasts number of rounds equal to Intelligence modifier or until Investigator deals damage; damage bonus is precision (not multiplied on critical hit); can only have one target at a time, and may not target same creature more than once per 24 hours . . Studied Strike +1d6 (free action) may deal additional damage with successful hit on target of studied combat; +1d6 at 4th level, plus one additional die for every additional 2 levels; damage is precision (not multiplied on critical hit); targets immune to sneak attack are also immune to studied strike; if base attack is nonlethal, may choose for studied strike damage to also be nonlethal (or not); can't use against creatures with concealment Extracts and Spell-Like Abilities:
Investigator Extracts Known (CL 4th; vs SR +4; concentration +9) 2nd
1st
Elf (Envoy) Spell-Like Abilities (CL 5th; vs. SR +5; concentration +10)
Spell Modifiers
Feats & Traits:
Feats . . Bodyguard when adjacent ally attacked, may use attack of opportunity to attempt aid another to improve ally's AC . . Combat Reflexes (4) may make additional attacks of opportunity each round equal to Dexterity bonus; may make attacks of opportunity while flat-footed . . Fencing Grace when wielding rapier one-handed, may add Dexterity bonus to damage instead of Strength; do not gain benefit when wielding weapons in both hands, using flurry of blows, or any time other hand is otherwise occupied; gain +2 to CMD against attempts to disarm rapier while at least 1 panache point in pool . . Weapon Focus (rapier) (bonus feat) gain +1 bonus on attack rolls with selected weapon Traits
Proficiencies
Skills:
Skills Points 53 (4 Swashbuckler/6 Investigator, +5 Int) ACP -0 (-0 armor, -0 encumbrance) * ACP applied to these skills [1] *Acrobatics +8 (-4 to jump when speed under 30'; +4 to jump when speed over 40')
Skill Modifiers
Languages Aklo, Celestial, Common (Taldane), Draconic, Elven, Kelish, Osiriani, Sylvan, Varisian
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