About Korva MappoBackground:
As a Tiefling born in to one of the lesser members of House Parastric in Zirnakaynin he was a source of curiosity and experimentation at best. The master fleshwarpers sought to manipulate his fiendish heritage as much as possible. They worked to augment the aspects of him they found interesting and different. Replacing his small tail with a fully prehensile appendage and enhancing his skin with hard scales. Eventually though they grew bored with him and moved onto other projects. He was left to fend for himself, not an ideal position in Zirnakaynin. He was a clever young man and used every advantage available to him in order to survive. He mostly subsisted on the outside of society, doing odd jobs whenever possible. He had picked up enough of the alchemical trade from House Parastric to learn of useful reagents and how to brew them into potions that people might be willing to buy. Not willing to remain too close to the city that his family called home he tended to stray into the wilderness. It was dangerous there without a doubt, but then it was dangerous in any drow city as well—the risks were different but no less present. Korva used what money he could earn selling potions to buy a journal. In it he began to write down everything he learned. From reagent combinations to maps of the tunnels immediately around Zirnakaynin, even writing down little tidbits of information he heard while passing through markets. Anything that could prove useful got catalogued in his journal. He came to be recognized by certain groups within the city as someone who could be trusted to guide people through the Darkland passages immediately around Zirnakaynin. When he received an invitation to accompany a group on a longer trip through the Darklands to another city he decided to take them up on it. He had learned a lot over the years but ultimately Zirnakaynin and House Parastric represented bad memories of his past, he saw it as a chance for a fresh start.
While traveling with the mercenaries they taught him to use a sword. Although he never became especially proficient over the months he learned to defend himself. And in the years that followed his blade would save his life more than once. He would stay with that band for two years until ultimately parting with them in the city of Telderist where he worked under an alchemist for several years. This formal training helped to solidify his mostly self-educated knowledge of alchemy and allowed him to organize his formulae notes better for the future. He continued his exploration, finding real joy in traveling the dark, mysterious and dangerous caverns of the Darklands. He mapped as he went and found that similarly to Zirnakaynin there were always people who appreciated a good guide in the Darklands. Over time he made more money selling routes and maps than he did alchemical remedies. Which suited him just fine as he had a voracious appetite for exploring, learning and experiencing new and interesting things. It was his maps that first drew the attention of the Nightrunners Guild. At first he simply noticed that he was receiving and increased number of requests from the same few individuals. After asking around though it quickly became apparent that he was essentially being vetted and scouted for potential membership. When he was finally approached and given a chance to become a member he took it. While the Nightrunners were run by a Drow House they had a number of talented non-drow in their ranks. It seemed to be one of the few organizations that you could gain influence and recognition in regardless of your race if you possessed some noteworthy talent. And it appears Korva was being given a chance to prove his mapmaking was worth that recognition.
Crunch:
Korva Decroix
Male tiefling investigator (cartographer) 7/swashbuckler (inspired blade) 1 (Pathfinder RPG Advanced Class Guide 30, 56, 125, Pathfinder RPG Bestiary 264, Ultimate Wilderness 56) LE Medium outsider (native) Init +8; Senses darkvision 60 ft.; Perception +11 -------------------- Defense -------------------- AC 23, touch 16, flat-footed 18 (+4 armor, +1 deflection, +5 Dex, +2 natural, +1 shield) hp 52 (8 HD; 7d8+1d10+7) Fort +4, Ref +15, Will +7; +2 bonus vs. traps and hazards while underground Defensive Abilities trap sense +2; Resist fire 5 -------------------- Offense -------------------- Speed 30 ft. Melee mwk inspired rapier +14/+9 (1d6+6/18-20) Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (6), studied combat (+3, 5 rounds), studied strike +2d6 Investigator (Cartographer) Extracts Prepared (CL 7th; concentration +12) . . 3rd—channel vigor, fly . . 2nd—alchemical allocation[APG] (2), barkskin, invisibility . . 1st—anticipate peril[UM] (DC 16), cure light wounds, heightened awareness[ACG] (3), long arm[ACG] -------------------- Statistics -------------------- Str 10, Dex 22, Con 10, Int 20, Wis 10, Cha 8 Base Atk +6; CMB +6; CMD 23 Feats Combat Reflexes, Extra Investigator Talent[ACG], Extra Investigator Talent[ACG], Fencing Grace[UI], Weapon Focus (rapier) Traits accelerated drinker, Nightrunner Apprentice [Survival Class Skill. +1 Survival & Stealth] Skills Acrobatics +17 [8 Rank +3 Class +6 Dex] Appraise +9 [1 Rank +3 Class +5 Int] Bluff +12 [8 Rank +3 Class -1 Cha +2 Race] Climb +6 [1 Rank +3 Class +0 Str +2 Tools] Craft (alchemy) +14 (+21 to create alchemical items) [5 Ranks +3 Class +5 Int +1 Tool] Diplomacy +3 [1 Rank +3 Class -1 Cha] Disable Device +22 [+8 Ranks +3 Class +6 Dex +2 Tools +3 Untyped] Disguise +3 [1 Rank +3 Class -1 Cha] Escape Artist +10 [+1 Ranks +3 Class +6 Dex] Heal +4 [1 Rank +3 Class +0 Wis] Intimidate +3 [1 Rank +3 Class -1 Cha] Knowledge (arcana) +16 [+8 Ranks +3 Class +5 Int] Knowledge (dungeoneering) +16 (+18 to navigate underground) [+8 Ranks +3 Class +5 Int] Knowledge (engineering) +9 [1 Rank +3 Class +5 Int] Knowledge (geography) +13 [+8 Ranks +3 Class +5 Int] Knowledge (history) +9 [1 Rank +3 Class +5 Int] Knowledge (local) +16 [+8 Ranks +3 Class +5 Int] Knowledge (nature) +9 [1 Rank +3 Class +5 Int] Knowledge (nobility) +9 [1 Rank +3 Class +5 Int] Knowledge (planes) +9 [1 Rank +3 Class +5 Int] Knowledge (religion) +9 [1 Rank +3 Class +5 Int] Linguistics +9 [1 Rank +3 Class +5 Int] Perception +11 [+8 Ranks +3 Class +0 Wis] Ride +10 [+1 Rank +3 Class +6 Dex] Sense Motive +4 [1 Rank +3 Class +0 Wis] Sleight of Hand +10 [+1 Rank +3 Class +6 Dex] Spellcraft +9 [1 Rank +3 Class +5 Int] Stealth +20 (+22 in matching terrain) [+8 Ranks +3 Class +6 Dex +2 Race +1 Trait] Survival +5 (+7 to avoid becoming lost when using a Mapmaker's Kit as you travel, +7 to avoid becoming lost, +7 to navigate underground) [+1 Rank +3 Class +0 Wis +1 Trait] Swim +4 [+1 Rank +3 Class +0 Str] Use Magic Device +10 [+8 Ranks +3 Class -1 Cha] Languages Abyssal, Aklo, Draconic, Dwarven, Elven, Goblin, Orc, Undercommon SQ alchemy (alchemy crafting +7), darklands guide, favored terrain (underground +2), geographic lore, inspiration (8/day), inspired panache, investigator talents (infusion, mutagen[UM], quick study[ACG], terrain mastery[UC], underworld inspiration[ACG]), mutagen (+4/-2, +2 natural armor, 70 minutes), prehensile tail[ARG], studied terrain, swift travels, trapfinding +3 Combat Gear mutagen[APG], oil of keen edge, potion of barkskin +5, potion of blur, potion of fly, potion of spider climb; Other Gear mwk studded leather, mwk buckler, mwk inspired rapier, handy haversack, muleback cords[APG], ring of sustenance, bedroll, camouflage blanket, chalk, climber's kit, compass[APG], concealable thieves' tools[UI], everburning torch, grappling hook, investigator starting formula book, mapmaker's kit[APG], portable alchemist's lab[APG], silk rope (50 ft.), tea ceremony set[UE], vault altimeter, waterproof bag[UE], riding gecko (combat trained), exotic military saddle, saddlebags, 4,052 gp, 3 sp, 9 cp -------------------- Special Abilities -------------------- Alchemy +7 (Su) +7 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. Darklands Guide +2 to saves vs. traps and hazards while underground. Darkvision (60 feet) You can see in the dark (black and white only). Deeds Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks. Favored Terrain (Underground +2) (Ex) +2 to rolls when in underground terrain. Fencing Grace Use Dexterity on rapier damage rolls Geographic Lore (Ex) Determine true north as a full round action. Infusion Create an extract can be used by anyone but takes up a slot until used. 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. Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage Mutagen (DC 18) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 70 minutes. Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow. Prehensile Tail Your tail can retrieve small objects on your person as a swift action. Quick Study (Ex) Use studied combat as a swift action. Studied Combat (+3, 5 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike. Studied Strike +2d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam. Studied Terrain (Ex) By making a map of an area can use inspiration on specific skill checks without expending inspiration. Swift Travels (Ex) Know easiest, shortest, and fastest way through studied terrain. Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps. Trapfinding +3 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). |