Giseil Voslil

Kolris Isimlothe's page

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


Full Name

Kolris Isimlothe

Race

| HP: 35/35 | AC: 23 19 (14 Tch, 15 Fl; +1 traps) | CMD: 20 (16 Fl; +1 traps) | F: +2, R: +10 (+1 traps), W: +2 (+2 ench.; +3 illu.) | Init: +8 +4 | Perc: +16 +13 (+2 traps), SM +14 +13

Classes/Levels

| Speed 30 ft; climb 10; swim 10'' | Active conditions: whispers of evil, heightened awareness, monkey fish, shield

Gender

Male LN Elven Investigator/Swashbuckler 5

Age

122

About Kolris Isimlothe

Male Elf Investigator (Empiricist) 4 / Swashbuckler (Inspired Blade) 1
LN Medium Humanoid (elf)
Init +4; Senses Low-Light vision; Perception +13 (+2 to locate traps)
. . Delvehaven Star: +1 bonus to initiative while adventuring in Cheliax

Str 14, Dex 18*, Con 12, Int 20, Wis 7, Cha 7
*belt of incredible dexterity +2
. . Inspiration (+1d6) (free action) may use 1 point from Inspiration pool to add inspiration die to ability checks; 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

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
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Defense
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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
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Offense
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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—, , , ,
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Statistics
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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
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Special Abilities
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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
. . 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)
. . Upstanding Archivist [ ] (purchase single item from 6-15 Chronicle at 75% of the listed price)
. . Whispers of Evil [x] (gain +1 circumstance bonus on Perception/Sense Motive checks for duration of adventure)

Inspiration (8/day) [ ][ ][ ][ ][ ][ ][ ]
Panache (6/day) [ ][ ][ ][ ][ ][ ]
Cross-Knowledge (1/day) [ ]

Investigator (Empiricist) Extracts Prepared (CL 4th; vs SR: +4; concentration +9)
^ eligible for Cross-Knowledge
2nd 2/day
[ ] ^darkvision
[x] ^invisibility
1st 5/day
[x] ^shield
[x] ^monkey fish
[ ] tbd
[ ] tbd
[ ] tbd

Wands
. . Cure Light Wounds (42 charges) OOOO[ ][ ]
. . Heightened Awareness (32 charges) OO[ ][ ][ ][ ][ ]-[ ][ ][ ][ ][x]-[x][x]
. . 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 (2) [ ][ ]


Scenario Notes:

Scenario Gear

Purchases
belt of incredible dexterity +2 (4,000 gp)
scroll of darkvision (150 gp) + scribing (40 gp)

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


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
. . Enduring Scholar (5 goals): 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 (5 goals): 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: 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: 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: 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: 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: 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: 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: 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.
. . Upstanding Archivist: You can cross this boon off your Chronicle sheet when purchasing one of the items found [on the 6-15 Chronicle sheet] to purchase that item at 75% of its listed price.
. . Whispers of Evil: 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 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
. . Deed: Dodging Panache +0 (immediate action) when foe attempts melee attack against swashbuckler, may spend 1 panache point to move 5 feet; gain a dodge bonus to AC equal to Charisma modifier (minimum 0) against triggering attack; movement doesn’t negate attack, which is still resolved as if the swashbuckler hadn't moved; movement is not a 5-foot step (it provokes attacks of opportunity from creatures other than the one who triggered the deed); may only perform deed in light or no armor, and while carrying no heavier than a light load
. . Deed: Opportune Parry & Riposte (immediate action) when foe attempts melee attack against swashbuckler, may spend 1 panache point use of attack of opportunity to attempt to parry attack; make attack roll as if making attack of opportunity; for each size category attacking creature is larger than swashbuckler, take a –2 penalty on this roll; if result is greater than attacking creature’s result, the attack automatically misses; must declare use of this ability after attack is announced, but before the roll is made; upon performing successful parry (and if at least 1 panache point remains), swashbuckler may 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
. . Eye for Traitors gain +1 bonus on Will saving throws vs illusions; may cross boon off to reroll failed saving throw
. . Elven Immunities gain +2 racial bonus on saving throws vs enchantments spells and effects; immune to magical sleep effects
. . Fencing Grace gain +2 to CMD against attempt to disarm rapier while you have at least 1 panache point in pool
. . Inspiration (+1d6) (immediate action) may use 2 points from Inspiration pool to add inspiration die to saving throws; use after save is rolled and before the result is revealed; only once per saving throw
. . Trap Sense gain +1 bonus on Reflex saves vs traps and +1 dodge bonus to AC vs attacks made by traps
. . Unfailing Logic gain +2 insight bonus on Will saving throws vs illusion spells and spell-like abilities that allow disbelief; may spend 1 point of inspiration (immediate action) to use Intelligence bonus instead of Wisdom bonus on such saves


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
. . darkvision 1 hr/level
. . invisibility 1 min/level

1st
. . anticipate peril 1 min/level
. . blend 10 min/level
. . crafter's fortune 1 day/level
. . disguise self 10 min/level
. . endure elements 24 hours
. . invisibility alarm 10 min/level
. . long arm 1 min/level
. . monkey fish 1 min/level
. . shield 1 min/level

Elf (Envoy) Spell-Like Abilities (CL 5th; vs. SR +5; concentration +10)
. . comprehend languages (1/day) Standard, 10 min/level
. . detect magic (1/day) Standard, concentration up to 1 min/level
. . detect poison (1/day) Standard, instant
. . read magic (1/day) Standard, 10 min/level

Spell Modifiers
. . Cross-Knowledge once per day, may treat extract as +1 caster level if extract appears on both wizard spell list and alchemist formula list


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
. . Cross-Knowledge once per day, may treat extract as +1 caster level if extract appears on both wizard spell list and alchemist formula list
. . Student of Philosophy may use Intelligence modifier instead of Charisma on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true

Proficiencies
. . Armor Proficiency, Light No penalties on attack rolls while wearing light armor
. . Buckler Proficiency No penalties on attack rolls when 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
. . Martial Weapon Proficiency No penalty on attacks made with martial weapons
. . Simple Weapon Proficiency No penalty on attacks made with simple weapons


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')
[1] Appraise +9 (+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 (+1 on checks against nobility while on the Isle of Kortos; +7 to lie (Int instead of Cha))
[1] *Climb +6 (+2 when using traveler's any-tool as a marlinspike with rope)
[5] Craft (alchemy) +15 (+4 to create alchemical items)
[ ] Craft (any) +3 (+4 with traveler's any-tool as a masterwork tool)
[1] Diplomacy +2 (+1 on checks against nobility while on the Isle of Kortos; +7 to gather information (Int instead of Cha)/+2 to gather information; +7 to persuade others (Int instead of Cha))
[5] Disable Device +15 (+2 with masterwork tools)
[1] Disguise +2 (+1 on checks against nobility while on the Isle of Kortos)
[1] *Escape Artist +8
[ ] *Fly +4
[ ] Handle Animal n/a
[ ] Heal -2
[5] Intimidate +6 (+1 on checks against nobility while on the Isle of Kortos)
[1] Knowledge (arcana) +9
[1] Knowledge (dungeoneering) +9
[ ] Knowledge (engineering) +5
[ ] Knowledge (geography) +5
[ ] Knowledge (history) +5 (+1 to identify the cultural significance of art and objects; +2 on checks associated with Cheliax
[1] Knowledge (local) +9 (+2 on checks about the Aspis Consortium; +2 on checks associated with Cheliax; +2 on checks against humanoids native to the Darklands)
[1] Knowledge (nature) +9
[ ] Knowledge (nobility) +5 (+2 on checks associated with Cheliax)
[1] Knowledge (planes) +9
[1] Knowledge (religion) +9
[1] Linguistics +9
[5] Perception +13 (+2 to find traps; +4 on sound-based checks when using traveler's any-tool as a masterwork ear trumpet)
[ ] Perform (any) -2 (+1 on checks against nobility while on the Isle of Kortos_
[1] *Ride +8
[5] Sense Motive +13 (+1 to tell if someone is lying; +2 on checks against humanoids native to the Darklands; +2 to read a social situation))
[5] Sleight of Hand +12 (+1 on checks to conceal a wand, holy symbol, or similarly sized item on your person)
[1] Spellcraft +9
[1] *Stealth +8
[ ] 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)
[5] Use Magic Device +13

Skill Modifiers
. .

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