About Lady Isabel FerrariHP: 18/18|AC:14 T:11 FF:13,| CMD: 13 | Fort: +1, Refl: +4, Will: +2 | Init: +3, 30 ft Perception+9/+10 v traps Female Human Empiricist Investigator | basic attack Sword “Parasol” +3 (1d6+2) 19-20, x2. Disable Device +9/+10 v Traps Kn: Nobility, Local, History +9, Spellcraft +9, Diplo +14, UMD +9 | Extracts 1st 3/3 Positive Conditions: | Negative Conditions: Lady Isabel Ferrari
Skills (24 ranks) Acrobatics(1 ranks) +5, Appraise(1 ranks) +8, Craft: Weapons(+1 Ranks) +9, Craft: Alchemy(2 Ranks) +9/+10 for Creating items, Diplomacy*(2 Ranks) +14, Disable Device*(2 Ranks) +9/+10 v Tra[s, Kn: Nobility(2 Ranks) +9, Kn: Local(2 Ranks) +9, Kn: History(2 ranks) +9, Linguistics(2 Ranks) +9, Perception*(2 Ranks) +9/+10 v Traps, Sense Motive*(1 Rank) +8, Spellcraft(2 Ranks) +9, Use Magic Device*(2 Ranks) +9 *= I use my Intelligence for the skill Languages:(2 Given, 4 from Intelligence, 2 from Linguistics) Common, Dwarven, Ignan, Undercommon, Azlanti, Jistka, Read Lips, Kellish Traits:
Clever Wordplay(PSP, Social): Choose a Charisma-based skill, I may use my intelligence modifier instead of my Charisma modifier when attempting that skill. “Diplomacy”.
Wealthy Dabller(T,EoG, Region) You study magic at one of Taldor’s many social clubs, wowing your friends with your expertise in the simplest of magical exploits. Select two non-harmful arcane cantrips. You can cast these two cantrips once per day each (caster level 1st). If you have levels in a class that can cast these cantrips, your caster level for these cantrips is equal to that class level. . Weight Capacity: Light Load 0-58 lbs, Medium 59-116, Heavy 117-175 lbs. Current Capacity: 37 lbs Gear: Combat Gear: Masterwork Sword “Parasol”(3 lbs), Studded Leather(15 lbs), Wand of Cure Light Wounds(45 charges), Darkwood Composite 2 Shortbow(2 lbs), 20 arrows Other gear: Alchemists Crafting Kit(5lbs), MWK thieves tools, a MWK backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, soap, torches (10), trail rations (5 days), and a waterskin. Formula Book, explorer's outfit, combat skirt, 50 ft of rope, 5 alchemist fires, wand of Identify(50 charges) ----------------------------------------
Racial abilties for being Human:
Skilled: Replacing Skilled with Silver Tongued, gives a +2 Racial bonus to Diplomacy and Bluff and lets me change a targets attitude up to 3 steps on a successful diplomacy check. Extra Feat, Normal Boring vision, Replaces Bonus Feat with Focused Study, I get free Skill Focus at 1st, 8th and 16th. Sword Parasol(Cane):
You can draw the blade from the cane as a swift action (or a free action if you have the Quick Draw feat). An observer must make a DC 20 Perception check to realize an undrawn sword cane is a weapon rather than a walking stick; the DC decreases to 10 if the observer is able to handle the weapon. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a sword cane sized for you, even though it isn't a light weapon. You can't wield a sword cane in two hands in order to apply 1-1/2 times your Strength modifier to damage. Antagonize(UM):
You can make Diplomacy and Intimidate checks to make creatures respond to you with hostility. No matter which skill you use, antagonizing a creature takes a standard action that does not provoke attacks of opportunity, and has a DC equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier.
You cannot make this check against a creature that does not understand you or has an Intelligence score of 3 or lower. Before you make these checks, you may make a Sense Motive check (DC 20) as a swift action to gain an insight bonus on these Diplomacy or Intimidate checks equal to your Charisma bonus until the end of your next turn. The benefits you gain for this check depend on the skill you use. This is a mind-affecting effect. Diplomacy: You fluster your enemy. For the next minute, the target takes a –2 penalty on all attacks rolls made against creatures other than you and has a 10% spell failure chance on all spells that do not target you or that have you within their area of effect. Intimidate: The creature flies into a rage. On its next turn, the target must attempt to make a melee attack against you, make a ranged attack against you, target you with a spell, or include you in the area of a spell. The effect ends if the creature is prevented from attacking you or attempting to do so would harm it (for example, if you are on the other side of a chasm or a wall of fire). If it cannot attack you on its turn, you may make the check again as an immediate action to extend the effect for 1 round (but cannot extend it thereafter). The effect ends as soon as the creature attacks you. Once you have targeted a creature with this ability, you cannot target it again for 1 day. INVESTIGATOR(EMPIRICIST) CLASS ABILITIES Alchemy:
Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.
When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check. Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator's level as the caster level. An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator's possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work. Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement. An investigator uses the alchemist formula list to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier. An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae. Inspiration:
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. Ceaseless Observation:
An empiricist's ability to notice the minutiae of almost everything that happens around him allows him to make shrewd and insightful calculations about people and even inanimate objects. At 2nd level, an empiricist uses his Intelligence modifier instead of the skill's typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks.
He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information. This ability replaces poison lore and poison resistance. FIRST LEVEL EXTRACTS: 6 Known in Formula Book
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