Tulrin Endessell

Kuskyn Vafiel's page

3 posts. Alias of Bahbrahb.


About Kuskyn Vafiel

Kuskyn Vafiel
Male Investigator (Empiricist) 1
LN Medium humanoid (elf)
Init +3; Senses Low-Light Vision, Perception + 6 (+7 vs traps)
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Defense
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AC 16, touch 13, flat-footed 13 (+3 Dex +3 Armor)
hp 8 (1d8)
Fort +0, Ref +5, Will +3 (+ 2 vs Enchantment)
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Offense
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Speed 30 ft.
Melee rapier +3 (1d6+2 18-20/x2)
Ranged shortbow +3 (1d6 x3)
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Statistics
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Str 14, Dex 16(+2), Con 11(-2), Int 18(+2), Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 15
Traits: Missing Daughter, Inspired
Feats: Weapon Finesse
Languages Common, Elven, Draconic, Gnome, Goblin, Orc
SQ: Inspiration 5/day (+1/3 FC)

Spell-Like Abilities (CL 1st)
1/day - comprehend languages, detect magic, detect poison, read magic.

Alchemist Extracts Prepared (CL 1st; concentration +5)
1st - heightened awareness, shield
Alchemist Extracts Known
1st - anticipate peril, crafter's fortune, cure light wounds, detect secret doors, heightened awareness, shield

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Skills:

Spoiler:

(6 Class + 4) = 10
(1)Appraise (Int) + 8
(1)Bluff (Cha) + 4
(1)Craft: Alchemy (Int) + 8
(1)Diplomacy (Cha) + 4
(1)Disable Device (Dex) + 7 (8 vs traps)
(1)Perception (Wis) + 6 (+7 vs traps)
(1)Sense Motive (Wis) + 4
(1)Knowledge (history) (Int) + 8
(1)Knowledge (local) (Int) + 8
(1)Knowledge (nobility) (Int) + 8

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Gear:

Spoiler:

--Equipped--
rapier
shortbow
Arrows (20)
studded leather
explorer's outfit
--Backpack--
alchemy crafting kit
bedroll
belt pouch
flint and steel
ink and inkpen
iron pot
mess kit
soap
torches (10)
trail rations (5 days)
waterskin
thieves tools
manacles
fetters
4gp

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Racial Abilities:
Spoiler:

Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.

Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.

Base Speed: Elves have a base speed of 30 feet.

Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.

Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Envoy: Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf's level. This racial trait replaces elven magic.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.


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Traits:
Spoiler:

Missing Daughter: +1 bonus to Will Save

Inspired: Once per day as a free action, roll twice and take the better result on a skill check or ability check.


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Feats and Special Abilities:
Spoiler:

Weapon and Armor Proficiency: Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

Inspiration (Ex): An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Weapon Finesse: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.


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Backstory:
Spoiler:

Kuskyn was born during the Age of Enthronement in the South Shore Elven enclave to parents who made a living selling customized alchemical beauty supplies to the city's nobles. The young elf was largely raised by his grandfather while his parent's worked. Uevareth Vafiel, his grandfather was a retired scholar who had spent his working days detailing the history of Varisia from it's foggy past. Uevareth instilled in Kuskyn a drive to learn by mentoring the young man and providing him the means to pursue whatever interest Kuskyn turned to. Kuskyn watched as his younger brother was brought into the family business and dreaded the day he would be forced to take up the mortar and pestle to churn out make-up for pompous nobles.

In the weeks of storms following the death of Aroden, Uevareth was swept out to sea and killed while returning home with some tomes for his inquisitive grandson to study. The loss of his grandfather sombered Kuskyn and drove him further into learning. The act of discovering a new talent or fact helped him feel a connection to Uevareth. Eventually, the inevitable happened and he was pressed into working in his parent's shop. The boy hated the work he was ordered to do but discovered that by modifying his parent's instructions he could make useful tinctures.

Time passed and Kuskyn grew into a young man and he met a young human woman named Vuni. The couple fell in love and eloped to a small apartment in North Point. Kuskyn found work in an apothecary, using the skills his parent's taught him in slightly more interesting ways. His wife became pregnant and the thought of starting a family brought new life to Kuskyn. The couple had a daughter named Lilen, who grew to have a hungry mind like her father. The family suffered occasionally from antagonism from the more ignorant of their human neighbors but they found solace in their small world and their love for each other.

Two years ago Lilen was snatched from the family apartment while Kuskyn was at work. He began spending every waking hour not spent working searching for his child as the Korvosan Guard continuously refused to dedicate any resources toward looking for his daughter. The long months trying to find information on his missing daughter has not only taught Kuskyn novel ways to turn up leads, but also how to navigate the mounting racial tensions of the city.


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Description:
Spoiler:

Kuskyn is a tall thin elf who slouches slightly to try to blend in to the human crowds around him. His hands end in long dexterous fingers slightly stained from the chemicals and dyes he uses in his profession. His somber face is furrowed with deep frown lines but his sharp, green eyes beam out and seem to consume all they are cast upon. His long blond hair is pulled back into a tight braid to keep it out of his work. He wears simple clothes splashed here and there with strange and often mixed colors.