Giseil Voslil

Kolris Isimlothe's page

432 posts. Organized Play character for Zin Z'arin.


Full Name

Kolris Isimlothe

Race

| HP: 29/29 | AC: 17 (13 Tch, 14 Fl) | CMD: 18 (15 Fl) | F: +2, R: +8, W: +1 | Init: +3 | Perc: +12 (+1 traps), SM +12

Classes/Levels

| Speed 30 ft | Active conditions: none

Gender

Male LN Elven Investigator/Swashbuckler 4

Age

121

About Kolris Isimlothe

Male Elf Investigator (Empiricist) 3 / Swashbuckler (Inspired Blade) 1
LN Medium Humanoid (elf)
Init +3; Senses Low-Light vision; Perception +12 (+1 to locate traps)
. . Delvehaven Star: +1 bonus to initiative while adventuring in Cheliax

Str 14, Dex 16, Con 12, Int 20, Wis 7, Cha 7
Inspiration (+1d6) (free action) can expend one inspiration pool to add inspiration die to result of ability check; can use with take 10 or take 20; use after check is rolled and before the result is revealed; only once per check or roll

Resources:

Rerolls
. . Cthulhu Brew t-shirt [ ]

Boons
. . Archivist (1/scenario) [ ] (bonus on Knowledge/Linguistics check)
. . Enduring Scholar (1/scenario) [ ] (bonus to saving throw vs spell before rolling)
. . Ally of the Green [ ][ ] (goodberry 1d4+1 hp)
. . Delvehaven Star [ ] (reduce PP for spellcasting services by 2)
. . Eye for Traitors [ ] (reroll failed save vs. illusion)
. . Imperium Initiate [ ] (bonus to spell or combat vs constructs/divs)
. . Inside Knowledge [ ] (take 20 Knowledge (local) about Aspis Consortium)
. . Lord Avid's Recommendation [ ] (increase existing bonus to Charisma skills on Kortos)
. . Secrets of the Grave [ ] (retro +2 to failed save vs necromancy or undead effects)
. . Whispers of Evil [ ][ ][x] (gain +1 circumstance bonus on Perception/Sense Motive checks for duration of adventure)

Inspiration (7/day) [ ][ ][ ][ ][ ][ ][x]
Panache (6/day) [ ][ ][ ][ ][ ][ ]
Cross-Knowledge (1/day) [ ]

Investigator (Empiricist) Extracts Prepared (CL 3rd; vs SR: +3; concentration +8)
^ eligible for Cross-Knowledge
1st 5/day
[ ] tbd
[ ] tbd
[ ] tbd
[ ] tbd
[ ] tbd

Wands
. . Cure Light Wounds (48 charges) OOOO[ ][ ][ ][ ][ ]-[ ][ ][ ]
. . Heightened Awareness (34 charges) OOO[ ][ ][ ][ ]
. . Identify (22 charges) OO[ ][ ]

Envoy Spell-Like Abilities (CL 3rd)
[ ] Comprehend Languages (1/day)
[ ] Detect Magic (1/day)
[ ] Detect Poison (1/day)
[ ] Read Magic (1/day)

Ammunition
. . Arrows (14) O[ ][ ][ ][ ]
. . Blunt Arrows (20) O[ ][ ][ ][ ][ ][ ][ ][ ][ ][ ]

Alchemical Weapons
. . Acid (3) [ ][ ][ ]
. . Alchemist's Fire (3) [ ][ ][ ]
. . Alkali Flask (1) [ ]
. . Tangleburn bag (3) [ ][ ][ ]


Scenario Notes:

Mission Briefing
Knowledge dump

Scenario Gear

Purchases
2 pp: jade wayfinder vanity
+1 rapier 2,320

Faction Priorities
8: 7 goals
10: 2 goals
10: 4 goals
10: 7 goals
8: 8 goals (for 1/2 goals bonus from Enduring Scholar & Archivist)

8/10 - recover a named text
8/10 - Possess 4 ranks in Use Magic Device
8 - attune elemental area to Zarta's extraplanar ritual (arcana/planes DC 15+level)
10 - recruit named scholar (Diplomacy/arcana DC 15+level)
10 - participate in magical/occult ritual
10 - acquire unique item and deliver to PFS
10 - defeat undead with consumable worth 100/level
10 - participate in adventure in Blakros or featuring Blakros family; alternately, adventure on demiplane


Boons:

Continuous
. . Archaeological Expert: The Pathfinder Society has a strong tradition of archaeological exploration, and you have proven yourself a capable excavator and historian. You gain a +1 bonus on Appraise and Knowledge (history) checks to identify the cultural significance of art and objects.
. . Delvehaven Star: You were an integral part of the Pathfinder Society’s first sanctioned expeditions in Cheliax in many years. In recognition of your role in this important milestone, the Society has imprinted your wayfinder with the Delvehaven Star—named in honor of a famous Chelish Pathfinder lodge. 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.
. . Impressive Influence: During the course of the wedding festivities, you impressed one or more of the guests in attendance. 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: As a former member of the Aspis Consortium, Magali Delroya is well informed about the organization's activities, and she shares some of her information with you. You gain a +2 bonus on Knowledge (local) checks about the Aspis Consortium and can roll such checks untrained.
. . Lord Avid's Recommendation: Lord Avid is impressed that you managed to complete your mission without using his writ, and he speaks highly of your discretion. You gain a +2 circumstance bonus on all Charisma-based skill checks against nobility while on the Isle of Kortos.
. . Relics of Rahadoum: Retrieving religious relics from Rahadoum is never an easy task, but your perseverance has allowed you to acquire rare treasures that might have otherwise been destroyed or languished in illegal collections. 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.

Periodic
. . Enduring Scholar (4 goals): Your exposure to dangerous magic has conditioned you to resist spells. Once per adventure before rolling a saving throw against a spell, you can apply a bonus equal to 1 plus half the number of goals you have completed.
. . Archivist (4 goals): You often have just the right tome on hand. Once per adventure, you may apply a bonus on any Knowledge or Linguistics check equal to half of the number of Dark Archive goals you have completed, rounded down. You also learn an additional language.

Limited
. . Ally of the Green: You have communed with the fugitive leshys of Anglemire and demonstrated your respect for their humble treasures. As a parting gift, the leshy Harvest Stripe gave you three gourd seeds imbued with some of the leshys’ primal magic. As a standard action, you can check one of the boxes that precede this boon and consume one of these seeds as if it were a goodberry, though the seed heals 1d4+1 points of damage. Alternatively, you can feed a seed to an adjacent plant creature to grant it 5 temporary hit points and the benefits of divine favor (CL 6th) for 1 minute. When you check the last box, cross the entire boon off your Chronicle sheet.
. . Archaeological Expert: The Pathfinder Society has a strong tradition of archaeological exploration, and you have proven yourself a capable excavator and historian. If you would fulfill the primary success conditions of an adventure but fail its secondary success conditions, you can cross this boon off your Chronicle sheet and attempt an Appraise, Knowledge (history), or Profession (archaeologist) check (DC = 10 plus twice your character level). If you succeed, you make a small but significant archaeological discovery that allows you--and only you--to earn the Prestige Point reward anyway. You cannot take 10 on this check.
. . Delvehaven Star: You were an integral part of the Pathfinder Society’s first sanctioned expeditions in Cheliax in many years. In recognition of your role in this important milestone, the Society has imprinted your wayfinder with the Delvehaven Star—named in honor of a famous Chelish Pathfinder lodge. Furthermore, you can check the box that precedes this boon when spending Prestige Points for spellcasting services to reduce the cost by 2 (minimum 0).
. . Eye for Traitors: You can cross this boon off your Chronicle sheet in order to re-roll a failed saving throw against an illusion effect and take the second result.
. . Imperium Initiate: Your study of Jistkan ruins and golems has taught you a few tricks for handling the supernatural soldiers of ancient Garund. You can cross this boon off your Chronicle sheet before casting a spell to make it especially effective against constructs and divs. Those creatures take a -2 penalty on all saving throws made against the spell for 1 round. Alternatively, you can cross this boon off your Chronicle sheet as a free action to treat the hardness and damage reduction of all constructs and divs as 5 lower against your attacks for 1 round.
. . Inside Knowledge: As a former member of the Aspis Consortium, Magali Delroya is well informed about the organization's activities, and she shares some of her information with you. You can cross this boon off the Chronicle sheet to take 20 on a single Knowledge (local) check about the Aspis Consortium.
. . Lord Avid's Recommendation: Lord Avid is impressed that you managed to complete your mission without using his writ, and he speaks highly of your discretion. You can cross this boon off your Chronicle sheet to lean heavily upon your connection to Lord Avid. If you do so, the circumstance bonus on one such Charisma-based skill check increases to +4, and you can apply it while interacting with anyone on the Isle of Kortos.
. . Secrets of the Grave: Zarta has studied the "Grave Revelations" text and excitedly shared several of her revelations with you. When you would fail a saving throw against a necromancy spell of the supernatural or spell-like ability of an undead creature, you may use this boon to retroactively add 2 to the result. If this would result in a success, you successfully save against the effect. Alternately, you may use this boon when casting a necromancy spell to increase its caster level by 2. When you use either of these benefits, cross the entire boon off your Chronicle Sheet.
. . Whispers of Evil: Chasing the ghoul witch Zaashakar throughout the city of Azir has left you with more questions than answers. A previously hidden evil has begun to stir, but now you’re aware of its movements. You can check a box next to this boon at the beginning of an adventure to gain a +1 circumstance bonus on all Perception and Sense Motive checks during that adventure.


Defense:

AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex); CMD 18 (15 Fl)
hp 29 (1d8, +1 Con)
Fort +2, Ref +8, Will +1
Special Defenses
. . Dodging Panache (Ex) when an opponent attempts a melee attack, can (as an immediate action) spend 1 panache point to move 5 feet; can perform this deed only while wearing light armor or no armor, and while carrying no heavier than a light load
. . Elven Immunities immune to magic sleep effects; gain +2 racial saving throw bonus against enchantment spells and effects
. . Eye for Traitors: gain +1 bonus on Will saves against illusions
. . Inspiration (+1d6) (Ex) (immediate action) can expend two inspiration pool to add inspiration die to the result of saving throw; use after check is rolled and before the result is revealed; only once per check or roll
. . Opportune Parry & Riposte (Ex) when an opponent makes a melee attack against the swashbuckler, can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack
. . Trap Sense +1 dodge bonus on Reflex saves and AC vs. traps

Offense:

BAB +3; CMB +5
Speed 30 ft
Melee
. . +1 rapier +9 (1d6+3/18-20, P)
. . rapier, cold iron, mwk +8 (1d6+2/18-20, P)
. . liquid blade +5 (1d6+2/19-20, P/S)
. . sap +5 (1d6+2 nonlethal, B)
. . unarmed strike +5 (1d3+2 nonlethal, B/P/S)
. . touch +5
Ranged
. . darkwood composite longbow +7 (1d8+2, P)
. . ranged touch +6
Special Attacks
. . Combat Reflexes may make a number of additional attacks of opportunity per round equal to Dexterity bonus; may make attacks of opportunity while flat-footed
. . Inspiration (+1d6) (Ex) (free action) can expend two inspiration pool to add inspiration die to the result of attack roll; use after check is rolled and before the result is revealed; only once per check or roll
. . Opportune Parry & Riposte (Ex) upon performing a successful parry, if at least 1 panache point remains in pool, the swashbuckler can as an immediate action make an attack against the creature whose attack was parried, provided that creature is within reach
. . Weapon Focus (Rapier) +1 bonus on all attack rolls with selected weapon

Extracts & Spell-Like Abilities:

Investigator (Empiricist) Formula Book
^ eligible for Cross-Knowledge

1st
. . ^Anticipate Peril 1 min/level
gain insight bonus to Intelligence equal to caster level on next Initiative check
. . ^Blend 10 min/level
+4 circumstance bonus on Stealth checks while moving at 1/2 speed or less
. . ^Crafter's Fortune 1 day/level until discharged
gains +5 luck bonus on next Craft skill check
. . ^Disguise Self instant
appear different, including equipment; 1 ft shorter or taller; can't change creature type, but different subtype ok; does not change abilities, mannerisms, tactile feel, or voice/sound; +10 to Disguise checks; those who interact get Will save to detect illusion
. . ^Endure Elements 24 hours
no harm from hot or cold environment; can exist comfortably between –50 and 140 °F without making Fortitude saves
. . ^Invisibility Alarm 10 min/level
detect invisible creature(s) entering or leaving 20' radius area
. . ^Long Arm 1 min/level
arms temporarily grow in length, increasing reach by 5 feet
. . ^Monkey Fish 1 min/level
gain a climb speed of 10 feet and a swim speed of 10 feet; has no effect if wearing medium or heavy armor or carrying medium or heavy load
. . ^Shield 1 min/level
gain a +4 shield bonus to armor class

Elf Spell-Like Abilities (CL 4th; concentration +9)
. . Comprehend Languages (1/day) 10 min/level
understand spoken words of creatures or read otherwise incomprehensible written messages; does not impart insight, merely literal meaning; understand/read language, not speak or write; read at the rate of one page (250 words) per minute; magical writing cannot be read, though the spell reveals that it is magical
. . Detect Magic (1/day) concentration up to 1 min/level
detect magical auras; the amount of information revealed depends on how long you study a particular area or subject (see description)
. . Detect Poison (1/day) instant
determine whether creature, object, or area has been poisoned or is poisonous; determine exact type of poison with DC 20 Wisdom check; may try a DC 20 Craft (alchemy) check before or after Wisdom check; can penetrate barriers, but 1 foot stone, 1 inch metal, thin sheet lead, or 3 feet wood/dirt blocks
. . Read Magic (1/day) 10 min/level
decipher magical inscriptions on objects that would otherwise be unintelligible; 1 page/minute (see description)


Feats & Traits:

Feats
. . Breadth of Experience +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained
. . Combat Reflexes may make a number of additional attacks of opportunity per round equal to Dexterity bonus; may make attacks of opportunity while flat-footed
. . Weapon Finesse (bonus feat, rapier only) may use Dexterity modifier instead of Strength modifier on attack rolls; if carrying shield, its ACP applies to attack rolls
. . Weapon Focus (Rapier) (bonus feat) +1 bonus on all attack rolls with selected weapon

Traits
. . Cross-Knowledge (1/day) may treat extract as if caster level +1 if extract appears on wizard spell list and alchemist formulae
. . Student of Philosophy may use Intelligence modifier when making Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true; does not affect Diplomacy checks to gather information or Bluff checks to feint in combat

Proficiencies
. . Armor Proficiency, Light No penalties on attack rolls while wearing light armor
. . Buckler Proficiency No penalties on attack rolls while using a buckler
. . Elven Weapon Familiarity proficient with longbows, composite longbows, longswords, rapiers, shortbows, composite shortbows; treat any weapon with "elven" in its name as martial weapon
. . Investigator Weapon Proficiency No penalty on attacks made with hand crossbow, rapier, sap, shortbow, short sword, and sword cane
. . Martial Weapon Proficiency No penalty on attacks made with martial weapons
. . Simple Weapon Proficiency No penalty on attacks made with simple weapons


Skills:

Skill Points 42 (6/level Investigator, 4/level Swashbuckler, +5 Int)
ACP -0 (-0 armor, -0 encumbrance)
* ACP applied to these skills
^ eligible for free use of Inspiration
° eligible for Derring-Do

[1] *°Acrobatics +7
[ ] Appraise +5 (+1 to identify the cultural significance of art and objects, +2 when using traveler's any-tool as a magnifying glass for small or highly-detailed items or as a merchant's scale for items that are valued by weight)
[1] ^Bluff +2 (+2 against nobility while on the Isle of Kortos, +7 to convince others that a lie is true)
[1] *°Climb +6 (+2 when using traveler's any-tool as a marlinspike with rope)
[4] Craft (alchemy) +14 (+3 to create alchemical items; +2 with Alchemist's Lab)
[ ] Craft (any) +3 (+4 with traveler's any-tool)
[1] Diplomacy +2 (+7 to gather information; +7 to persuade others; +2 against nobility while on the Isle of Kortos)
[4] *^Disable Device +15
[1] ^Disguise +2 (+2 against nobility while on the Isle of Kortos)
[1] *°Escape Artist +7
[ ] *°Fly +3
[ ] Heal -2
[4] ^Intimidate +5 (+2 against nobility while on the Isle of Kortos)
[1] ^Knowledge (arcana) +11
[1] ^Knowledge (dungeoneering) +11
[ ] Knowledge (engineering) +7
[ ] Knowledge (geography) +7
[ ] Knowledge (history) +7 (+1 to identify the cultural significance of art and objects; +2 on checks associated with Cheliax)
[1] ^Knowledge (local) +11 (+2 on checks about the Aspis Consortium; +2 on checks associated with Cheliax)
[1] ^Knowledge (nature) +11
[ ] Knowledge (nobility) +7 (+2 on checks associated with Cheliax)
[1] ^Knowledge (planes) +11
[1] ^Knowledge (religion) +11
[1] ^Linguistics +9
[4] Perception +12 (+1 to locate traps; +4 on sound-based checks when using traveler's any-tool as a masterwork ear trumpet)
[ ] Perform (any) -2 (+2 against nobility while on the Isle of Kortos)
[ ] Profession (any) +0 (+2 with traveler's any-tool)
[1] *°Ride +7
[4] Sense Motive +12 (+2 to read a social situation; +1 to tell if someone is lying)
[1] ^Sleight of Hand +7 (+1 to conceal a wand, holy symbol, or similarly sized item)
[1] ^Spellcraft +9
[1] *Stealth +7
[ ] Survival -2 (+2 to avoid becoming lost; +2 to track specific animal or get along in the wild using traveler's any-tool as an animal call; +1 to start or maintain fires when using traveler's any-tool as a bellows)
[1] *°Swim +6 (+1 when using traveler's any-tool as a flotation device)
[4] Use Magic Device +12 (+2 against nobility while on the Isle of Kortos)

Skill Modifiers
. . Alchemist's Lab +2 circumstance bonus to Craft (alchemy) checks (40 lbs, stored at home)
. . Alchemy +2 (Su) gain competence bonus equal to class level on Craft (alchemy) to create an alchemical item
. . Archaeological Expert +1 bonus on Appraise and Knowledge (history) checks to identify the cultural significance of art and objects
. . Breadth of Experience +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained
. . Ceaseless Observation use Intelligence modifier instead of the skill's normal key ability for Disable Device, Perception, Sense Motive, and Use Magic Device checks; can also use Intelligence modifier instead of Charisma on Diplomacy checks made to gather information
. . Delvehaven Star: +2 bonus on Knowledge (history, local, and nobility) checks associated with Cheliax
. . Derring-Do (Ex) can spend 1 panache point when making an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check; can do this after making the check but before the result is revealed; f the result of the d6 roll is a natural 6, roll another 1d6 and add it to the check, continuing to do this as long as natural 6s are rolled, up to a number of times equal to Dexterity modifier (minimum 1)
. . Eye for Traitors: gain +1 bonus on Sense Motive checks to tell if someone is lying
. . Inside Knowledge: +2 bonus on Knowledge (local) checks about the Aspis Consortium
. . Inspiration (+1d6) (free action) can expend one inspiration pool to add inspiration die to result of skill check; can use with take 10 or take 20; use after check is rolled and before the result is revealed; only once per check or roll; can use on trained Knowledge, Linguistics, or Spellcraft without expending pool
. . Lord Avid's Recommendation: +2 circumstance bonus on all Charisma-based skill checks against nobility while on the Isle of Kortos
. . Relics of Rahadoum +1 on checks to conceal a wand, holy symbol, or similarly sized item on your person
. . Student of Philosophy may use Intelligence modifier when making Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true; does not affect Diplomacy checks to gather information or Bluff checks to feint in combat
. . Thieves' Tools, masterwork +2 circumstance bonus on Disable Device checks
. . Trapfinding +1 add 1/2 level (minimum 1) to Perception checks to locate traps and Disable Device checks; can use Disable Device to disarm magical traps
. . Traveler's any-tool duplicate any tool the wielder can clearly visualize that contains only limited moving parts; counts as a set of masterwork artisan's tools for most Craft or Profession skills
. . Underworld Inspiration can use inspiration on trained Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending uses of inspiration
. . Urbanite +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation
. . Wayfinder +2 to avoid becoming lost

Languages Aklo, Celestial, Common (Taldane), Draconic, Elven, Kelish, Osiriani, Sylvan, Varisian


Special Abilities:

Racial Abilities
. . Envoy (Int 11 or higher) gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic; caster level equal to elf's level; replaces elven magic
. . Elven Immunities immune to magic sleep effects; gain +2 racial saving throw bonus against enchantment spells and effects
. . Elven Weapon Familiarity proficient with longbows, composite longbows, longswords, rapiers, shortbows, composite shortbows; treat any weapon with "elven" in its name as martial weapon
. . Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail
. . Urbanite +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation; replaces keen senses

Investigator Abilities
. . Alchemy +3 (Su) gain competence bonus equal to class level on Craft (alchemy) to create an alchemical item; can use Craft (alchemy) to identify potions as if using detect magic; must hold the potion for 1 round to identify
. . Ceaseless Observation (Ex) use Intelligence modifier instead of the skill's normal key ability for Disable Device, Perception, Sense Motive, and Use Magic Device checks; can also use Intelligence modifier instead of Charisma on Diplomacy checks made to gather information; replaces poison lore and poison resistance
. . Inspiration (+1d6, 7/day) (Ex) inspiration pool equal to 1/2 investigator level + Intelligence modifier; pool refreshes each day; (free action) can expend one inspiration pool to add inspiration die to the result of skill or ability check; can use with take 10 or take 20; use after check is rolled and before the result is revealed; only once per check or roll; can use on trained Knowledge, Linguistics, or Spellcraft without expending pool; can also be used on attack rolls and saving throws at double pool; immediate action for saving throws
. . Keen Recollection (Ex) dodge bonus on Reflex saves and AC vs. traps
. . Trap Sense +1 can attempt all Knowledge checks untrained
. . Trapfinding +1 add 1/2 level (minimum 1) to Perception checks to locate traps and Disable Device checks; can use Disable Device to disarm magical traps

Investigator Talents
. . 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

Swashbuckler Abilities
. . Inspired Finesse (Ex) gain the benefits of Weapon Finesse with the rapier (counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites); gain Weapon Focus (rapier) as a bonus feat; replaces swashbuckler finesse
. . Inspired Panache (Ex) at start of each day, gain panache points equal to Charisma modifier (minimum 1) plus Intelligence modifier (minimum 1), instead of just her Charisma modifier; panache points may be spent on deeds; regain panache only from scoring a critical hit with a rapier; counts as grit class feature for feat prerequisites; alters the Panache class feature

Swashbuckler Deeds
. . Derring-Do (Ex) can spend 1 panache point when making an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check; can do this after making the check but before the result is revealed; f the result of the d6 roll is a natural 6, roll another 1d6 and add it to the check, continuing to do this as long as natural 6s are rolled, up to a number of times equal to Dexterity modifier (minimum 1)
. . Dodging Panache (Ex) when an opponent attempts a melee attack, can (as an immediate action) spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to Charisma modifier (minimum 0) against the triggering attack; movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from previous square; movement provokes attacks of opportunity from creatures other than the one who triggered this deed; can perform this deed only while wearing light armor or no armor, and while carrying no heavier than a light load
. . Opportune Parry & Riposte (Ex) when an opponent makes a melee attack against the swashbuckler, can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack; make an attack roll as if making an attack of opportunity (for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll); if result is greater than the attacking creature's result, the creature's attack automatically misses; must declare the use of this ability after the creature's attack is announced, but before its attack roll is made; upon performing a successful parry, if at least 1 panache point remains in pool, the swashbuckler can as an immediate action make an attack against the creature whose attack was parried, provided that creature is within reach; this deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs


Gear:

Light up to 58 lbs. Medium up to 116 lbs. Large up to 175 lbs.
Current Load 32.6 lbs (Light)
Money 1,498 gp 5 sp 4 cp

Containers
Handy Haversack move action; does not provoke attacks of opportunity
Belt pouch

Slots
Explorer's Outfit
Head:
Headband:
Eyes:
Shoulders:
Neck:
Chest:
Body:
Armor: Lamellar (leather), darkleaf cloth (+4 AC, +5 Max Dex, -0 ACP, 10% arcane failure)
Belt:
Wrists: sleeves of many garments
Hands:
Ring:
Ring:
Feet:

Weapons
+1 rapier
Rapier, cold iron, masterwork
Sap
Composite longbow (+2 Str), darkwood
. . arrows (14)
. . blunt arrows (20)

Handy Haversack (55.75 lbs)
Traveler's any-tool
Wand of cure light wounds (49 charges)
Wand of heightened awareness (34 charges)
Wand of identify (22 charges)
Wayfinder, jade (cast guidance instead of light)
*Acid DC 15 (3)
*Alchemical cement DC 15
*Alchemist's fire DC 20 (3)
*Alchemical grease DC 15
*Aklali flask DC 20
*Alkali salt DC 20
*Bladeguard DC 15
*Blood-clotter salve DC 20
*Fire ward gel DC 25
*Flash powder DC 20
*Frost ward gel DC 25
*Glowing ink DC 15, x2
*Holy weapon balm DC 20
*Light detector DC 10
*Liquid blade DC 15
*Marker dye DC 15
*Potion sponge DC 15
*Smelling salts DC 25
*Tangleburn bag DC 30 (3)
*Tindertwig DC 20 (3)
*Weapon blanch (silver) DC 20
Alchemy crafting kit
Flint & steel
Ink
Inkpen
Investigator starting formula book
Journal
Mess kit
Soap
Thieves' tools, masterwork
Trail rations (5)
Waterskin

Belt pouch
Money

At home
Lab, alchemist's +2 circumstance bonus to Craft (alchemy) checks

*Crafted alchemical item: Craft (alchemy) (Take 10, alchemist's lab, alchemy, crafter's fortune): (10) + 12 + 2 + 2 + 5 = 31


Items Available for Purchase:

Always Available (in a town of more than 5,000 residents)
. . All basic armor, gear, items, and weapons from Chapter 6 of the Pathinder RPG Core Rulebook, including items for Small and Large characters. This does not include equipment made from dragonhide, but it does include equipment made from the other special materials, such as alchemical silver and cold iron. All mundane weapons, armor, equipment, and alchemical gear found in any other source that is legal for play are considered always available, including masterwork quality versions where a cost is defined.
. . +1 weapons (2,000 gp + 300 gp for the masterwork weapon cost + item cost)
. . +1 armor (1,000 gp + 150 gp for the masterwork armor cost + item cost)
. . +1 shields (1,000 gp + 150 gp for the masterwork armor cost + item cost)
. . potions and oils of 0- or 1st-level spells at caster level 1st (50 gp or less)
. . scrolls of 0- or 1st-level spells at caster level 1st (50 gp or less)
. . wayfinder (at a 50% discount for 250 gp)
. . All items purchased with Prestige Points
Current Fame: 18
. . items up to 5,250 gp

2-13 Murder on the Throaty Mermaid
. . belladonna (100 gp, limit 1 dose)
. . hunter urchin venom (50 gp, limit 1 dose)
. . wand of purify food and drink (24 charges; 180 gp)
5-11 Library of the Lion
. . deck of illusions (8,100 gp)
. . Glorymane (12,370 gp; see Chronicle Sheet for details)
. . lion's shield (9,170 gp)
7-10 The Consortium Compact
. . drow poison (75gp, limit 6)
. . wand of cure moderate wounds (5 charges; 450 gp, limit 1)
. . wand of grease (11 charges; 165 gp, limit 1)
7-16 Faithless and Forgotten, Part 2: The Lost Colony of Taldor
. . wand of identify (22 charges; 330 gp, limit 1)
7-18 Faithless and Forgotten, Part 3: The Infernal Inheritance
. . blue whinnis poison (120 gp; limit 2)
. . circlet of persuasion, lesser (2,000 gp; acts as a [i]circlet of persuasion but only grants a +2 bonus on related skill checks, and a PC can upgrade this to a standard circlet of persuasion by spending an additional 2,500 gp)
. . javelin of thunderbolts (3,000 gp; acts as a javelin of lightning but deals 8d6 electricity damage [DC 17 for half])
. . oil of taggit (90 gp, limit 2)
. . scroll of remove fear (CL 4th; 100 gp, limit 1)
. . eyes of keen sight (6,000 gp)
. . scholar's ring (8,700 gp)
. . scroll of remove fear (CL 8th; 200 gp, limit 1)
7-28 Ageless Ambitions
. . holy staff (29,600 gp)
. . purple worm poison (700 gp, limit 3)
. . sniper goggles (20,000 gp)

10-10 The Shattered Shield
. . bracers of divine range, lesser (functions as lesser bracers of archery but grants a bonus only on ranged touch attacks granted by divine spells; 5,000 gp, limit 1)
. . wand of inflict wounds (16 charges; 240 gp, limit 1)
3-25 Storming the Diamond Gate
. . +1 seeking arrows (166 gp each, limit 6)
. . diamond of demon seeking (6,000 gp or 16 PP; see chronicle sheet)


Bot Me:

Combat:
Kolris' main weapon is his rapier; attack with that. He has a bow for ranged backup. Not really much to say here; it's mostly self-explanatory. He doesn't tend to use Inspiration on attacks, but if it's a critical fight, and he makes a borderline miss, go ahead. He leaves most of his extracts unprepared, so feel free to prepare one pre-combat if there are special circumstances that they could help in.

Out of Combat:
This is where Kolris shines. He is a skills monkey. His archetype and other character options are designed to make a great many skill key off of his high intelligence where they otherwise wouldn't. He's got Inspiration that he can use for free on a great many skills (always leave one point in the pool just for this reason), and he's got Derring-Do to use on some of the physical skills.


Background:


Chronicle Sheets:

Chronicle #1 wrote:

2-13 Murder on the Throaty Mermaid

Starting XP: 0
XP earned: 1
Final XP: 1

Starting Prestige / Fame: 0 / 0
Prestige earned: 2
Prestige spent: 2 (wand of heightened awareness)
Final Prestige / Fame: 0 / 2

Starting Gold: 150 gp
Scenario Gold: 523 gp
Day Job: Craft (alchemy) 22 = 20 gp
Gold Spent: 146.8 gp
Final Gold: 546.2 gp

Season 8 Dark Archive Faction Goal
Recruit a named NPC scholar, knowledgeable spellcaster, or similar figure to the Dark Archive. Recruitment requires a Diplomacy or Knowledge (arcana) check with a DC equal to 15 plus your character level.

Chronicle #2 wrote:

5-11 Library of the Lion

Starting XP: 1
XP earned: 1
Final XP: 2

Starting Prestige / Fame: 0 / 2
Prestige earned: 2
Prestige spent: 2 (wand of cure light wounds)
Final Prestige / Fame: 0 / 4

Starting Gold: 546.2 gp
Scenario Gold: 510 gp
Day Job: Craft (alchemy) 32 = 75 gp
Items Sold: 57 gp
Gold Spent: 970 gp
Final Gold: 218.2 gp

Season 8 Dark Archive Faction Goal
Recover a named minor artifact or major artifact during the course of an adventure.

Chronicle #3 wrote:

7-10 The Consortium Compact

Starting XP: 2
XP earned: 1
Final XP: 3

Starting Prestige / Fame: 0 / 4
Prestige earned: 2
Prestige spent: 2 (darkwood comp. longbow +2 Str)
Final Prestige / Fame: 0 / 6

Starting Gold: 218.2 gp
Scenario Gold: 470 gp
Day Job: Craft (alchemy) 21 = 20 gp
Items Sold: 15 gp
Gold Spent: 631.67 gp
Final Gold: 91.53 gp

Season 8 Dark Archive Faction Goal
Identify a potion or other magic item whose caster level equals or exceeds your character level

Chronicle #4 wrote:

7-14 Faithless and Forgotten, Part 1: Let Bygones Be

Starting XP: 3
XP earned: 1
Final XP: 4

Starting Prestige / Fame: 0 / 6
Prestige earned: 2
Prestige spent: 0
Final Prestige / Fame: 2 / 8

Starting Gold: 91.53 gp
Scenario Gold: 505 gp
Day Job: Craft (alchemy) 22 = 20 gp
Final Gold: 616.53 gp

Season 8 Dark Archive Faction Goal
Recover a spellbook that contains spells whose combined spell levels equals or exceeds three times your character level (minimum 9).

Season 8 Dark Archive Faction Reward
Enduring Scholar

Chronicle #5 wrote:

7-16 Faithless and Forgotten, Part 2: Lost Colony of Taldor

Starting XP: 4
XP earned: 1
Final XP: 5

Starting Prestige / Fame: 2 / 8
Prestige earned: 2
Prestige spent: 0
Final Prestige / Fame: 4 / 10

Starting Gold: 616.53 gp
Scenario Gold: 1180 gp
Day Job: Craft (alchemy) 31 = 75 gp
Gold Spent: 580 gp
Final Gold: 1291.53 gp

Season 8 Dark Archive Faction Goal
Identify a potion or other magic item whose caster level equals or exceeds your character level.

Chronicle #6 wrote:

7-18 Faithless and Forgotten, Part 3: The Infernal Inheritance

Starting XP: 5
XP earned: 1
Final XP: 6

Starting Prestige / Fame: 4 / 10
Prestige earned: 2
Prestige spent: 0
Final Prestige / Fame: 6 / 12

Starting Gold: 1291.53 gp
Scenario Gold: 1179 gp
Day Job: Craft (alchemy) 30 = 75 gp
Items Sold: 25 gp
Gold Spent: 2266.67 gp
Final Gold: 303.86 gp

Season 8 Dark Archive Faction Goal
Recover a named text (typically listed in italics or quotes) found during the course of an adventure.

Chronicle #7 wrote:

4-09 The Blakros Matrimony

Starting XP: 6
XP earned: 1
Final XP: 7

Starting Prestige / Fame: 6 / 12
Prestige earned: 2
Prestige spent: 0
Final Prestige / Fame: 8 / 14

Starting Gold: 303.86 gp
Scenario Gold: 1257 gp
Day Job: Craft (alchemy) 40 = 150 gp
Gold Spent: 458.33 gp
Final Gold: 1252.53 gp

Season 8 Dark Archive Faction Goal
Recruit a named NPC scholar, knowledgeable spellcaster, or similar figure to the Dark Archive. Recruitment requires a Diplomacy or Knowledge (arcana) check with a DC equal to 15 plus your character level.

Season 8 Dark Archive Faction Reward
Archivist

Chronicle #8 wrote:

10-10 The Shattered Shield

Starting XP: 7
XP earned: 1
Final XP: 8

Starting Prestige / Fame: 8 / 14
Prestige earned: 2
Prestige spent: 0
Final Prestige / Fame: 10 / 16

Starting Gold: 1252.53 gp
Scenario Gold: 1178 gp
Day Job: Craft (alchemy) 40 = 50 gp
Gold Spent: 10 gp
Final Gold: 2470.53 gp

Season 10 Dark Archive Faction Goal
During the course of an adventure, acquire a unique magic item and deliver it safely to the Pathfinder Society.

Chronicle #9 wrote:

3-25 Storming the Diamond Gate

Starting XP: 8
XP earned: 1
Final XP: 9

Starting Prestige / Fame: 10 / 16
Prestige earned: 2
Prestige spent: 2 (transfer Vaultkeeper boon from 10-10 to 192785-5)
Final Prestige / Fame: 10 / 18

Starting Gold: 2470.53 gp
Scenario Gold: 1273 gp
Day Job: Craft (alchemy) 33 = 75 gp
Final Gold: 3818.53 gp

Season 8 Dark Archive Faction Goal
While adventuring in an area strongly connected to an element (e.g. a volcano, deep under the ocean, or an Elemental Plane), attune that area to Zarta’s extraplanar ritual. You can attempt this attunement once per region by spending 10 minutes and attempting a Knowledge (arcana or planes) check with a DC equal to 15 plus your character level.

Advancement:

Level 1
Str 14, Dex 14, Con 14, Int 17, Wis 7, Cha 7
Elf: +2 Dex, -2 Con, +2 Int
Elf: Envoy
Elf: Urbanite
LN, Irori
Swashbuckler (Inspired Blade)
Favored Class: Investigator
hp 11 (d10, +1 Con)
+0 Fortitude save, +2 Reflex Save, +0 Will save
+1 BAB
Swashbuckler: Inspired Finesse
Swashbuckler: Inspired Panache, Panache
Swashbuckler Deeds: Derring-Do, Dodging Panache, Opportune Parry & Riposte
Feat: Breadth of Experience
Traits: Cross-Knowledge, Student of Philosophy
Skill points (8): Acrobatics, Craft (alchemy), Disable Device, Knowledge (local), Perception, Sense Motive, Sleight of Hand, Stealth
Languages: Celestial, Common (Taldane), Draconic, Elven, Sylvan, Varisian
Faction: Dark Archive

Level 2
Investigator (Empiricist)
Favored Class Bonus: +1/3 inspiration uses/day
hp 6 (d8, +1 Con)
+0 Fortitude save, +2 Reflex Save, +2 Will save
+0 BAB
Investigator: Alchemy
Investigator: Inspiration
Investigator: Trapfinding
Extracts Formulas (6): blend, crafter's fortune, disguise self, long arm, monkey fish, shield
Skill points (10): Bluff, Craft (alchemy), DIplomacy, Disable Device, Knowledge (arcana), Knowledge (religion), Perception, Sense Motive, Spellcraft, Use Magic Device

Level 3
Investigator (Empiricist)
Favored Class Bonus: +1/3 inspiration uses/day (2/3)
hp 6 (d8, +1 Con)
+0 Fortitude save, +1 Reflex Save, +1 Will save
+1 BAB
Investigator: Ceaseless Observation
Extracts Formula (1): endure elements
Feat: Combat Reflexes
Skill points (10): Craft (alchemy), Disable Device, Knowledge (dungeoneering), Knowledge (nature), Knowledge (planes), Linguistics (Aklo), Perception, Sense Motive, Use Magic Device (x2)

Level 4
Investigator (Empiricist)
Favored Class Bonus: +1/3 inspiration uses/day (3/3 complete)
hp 6 (d8, +1 Con)
+1 Fortitude save, +0 Reflex Save, +0 Will save
+1 BAB
+1 Intelligence
Investigator: Keen Recollection
Investigator: Trap Sense +1
Investigator Talent: Underworld Inspiration
Extracts Formula (1): anticipate peril
Extracts Formula (1, +1 Int): invisibility alarm
Skill points (10): Climb, Craft (alchemy), Disable Device, Disguise, Escape Artist, Perception, Ride, Sense Motive, Swim, Use Magic Device
Skill points (4, +1 Int): Intimidate x4
Language (+1 Int): Osiriani


Planning:

5 pp: retrain Breadth of Experience > Additional Traits (helpful, warrior of old) — not yet, maybe later; the +2 Knowledge is too valuable; profession untrained is nice

5: Bodyguard
6: Effortless Aid
7:
8:
9:
10:
11: