Name: Lady Narkisssa Kekaku Eyota AKA "The Emerald Snake" is the EX-Head of the Crime Syndicate known as "The Snakes". Specialist in blackmail, murder and theft of information. They are most known for the use of poisons, infiltration and subterfuge.
THEME: Highly intelligent and cunning Noble Vampire kin who is/was a feared Crime boss.
Race: Noble Dhampir [RP13]
Class:Investigator L9 Appearance and Personality
Sex - Female
Alignment - LE [The ruthless use rules to control the weak.]
Age - looks 30
Hight - 5'10"
Wight - 55lb
[Hero Point 1/1]
Personality
Complicated, that is the best way to think about the personality of Lady Narkisssa Kekaku Eyota. She is who see needs to be when dealing with others. A smile and joke can at a moment be replaced with a look of sadness and your life ends in a heart beat. Deadly, cunning, highly intelligent and manipulative with a core of utter ruthlessness. Her world is one of plans with in plans with plans...
Description
When not disguised in a body, she is a slender female Dhampir with a noble bearing. Quick in body and mind.
Face + Clothing If she needs to get her own hands dirty, which is not often. She likes to use blades and cross bows, with a little something on added.
AC [20/24*] TAC[15/19*] FF[16/20*] 10+5Armor+0Shield+4Dex+1Items+0other+0Size+0NA+0Dodge]
Shield [+4 8Mins]
[+2 dodge bonus to AC against attacks by traps, Class]
Resistance:
-:[Race]+2 racial bonus on saving throws against disease and mind-affecting effects
-:[race] A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
-:[Class]+2 bonus on Reflex saving throws to avoid traps and a +2 dodge bonus to AC against attacks by traps
-:[Class]+6 Save Vs poison
Str 10 [+0][10][02p][-2Race][+0Item]
Dex 18 [+4][14][05p][+2Race][+2Item]
Con 12 [+1][12][02p][+0Race][+0Item]
Int 24 [+7][16][10p][+2Race][+2Item][+4Levels]
Wis 14 [+2][14][05p][+0Race][+2Item]
Cha 12 [+1][12][02p][+0Race][+0Item]
Feats:
Level feats
1:Blood Drinker [Human]
Consuming blood reinvigorates you
Prerequisite: Dhampir.
Benefit: Choose one humanoid subtype, such as “goblinoid” (this subtype cannot be “dhampir”). You have acquired a taste for the blood of creatures with this subtype. Whenever you drink fresh blood from such a creature, you gain 5 temporary hit points and a +1 bonus on checks and saves based on Constitution. The effects last 1 hour. If you feed multiple times, you continue to gain hit points to a maximum of 5 temporary hit points for every three Hit Dice you have, but the +1 bonus on Constitution-based skill checks and saving throws does not stack. Normally, you can only drink blood from an opponent who is helpless, grappled, paralyzed, pinned, unconscious, or similarly disabled. If you have a bite attack, you can drink blood automatically as part of your bite attack; otherwise, you must first cut your target by dealing 1 hit point of damage with a slashing or piercing weapon (though you may feed upon a creature with severe wounds or a bleed effect without cutting it first). Once you cut the target, you can drink from its wound as a standard action. Drinking blood deals 2 points of Constitution damage to the creature you feed upon. The blood must come from a living creature of the specified humanoid subtype. It cannot come from a dead or summoned creature. Feeding on unwilling intelligent creatures is an evil act.
2:Weapon Finesse (Combat)
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: 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.
Special: [Bite]Natural weapons are considered light weapons.
3:Additional Traits
You have more traits than normal.
Benefit: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose — this feat cannot enable you to select a dwarf character trait if you are an elf, for example.
4:Extra Investigator Talent [Underworld Talent]
You learn a new way to use your training and inspiration.
Prerequisite(s): Investigator talent class feature.
Benefit: You gain one additional investigator talent. You must meet the prerequisites for this investigator talent.
Special: You can take this feat multiple times. Each time you do, you gain another investigator talent.
Class Feats
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.
Poison Use
Trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.
Item
-:Blind-Fight feat
You are skilled at attacking opponents that you cannot clearly perceive.
Benefit: In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.
You do not need to make Acrobatics skill checks to move at full speed while blinded.
Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.
Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.
Traits:
Traits:
1:Bruising Intellect
Your sharp intellect and rapier-like wit bruise egos.
Benefits: Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
2:Perceptive Intellect
Your sharp intellect and mind spots things others would miss.
Benefits: Perception is always a class skill for you, and you may use your Intelligence modifier when making Perception checks instead of your Wisdom modifier.
3:Sensing Intellect
Your sharp intellect and clever mind spots the lies of others.
Benefits: Sense Motive is always a class skill for you, and you may use your Intelligence modifier when making Sense Motive checks instead of your Wisdom modifier.
4:Bluffers Intellect [From Feat]
Your sharp intellect and clever lies helps fool overs.
Benefits: Bluff is always a class skill for you, and you may use your Intelligence modifier when making Bluff checks instead of your Charisma modifier.
5:Disguised Intellect [From Feat]
Your sharp intellect and mind lets you study how to be others.
Benefits: Disguise is always a class skill for you, and you may use your Intelligence modifier when making Disguise checks instead of your Charisma modifier.
Further, since a Trait is half the strength of a Feat, you can make up Traits pretty easily: +2 to one Skill; +1 to two Skills; +2 Initiative; +1 to a Saving Throw; +2 to Concentration checks; +1 Spell Penetration; +1 to attack rolls vs a Type of monster – that kind of stuff. I’m pretty easy here.
----------------=Drawbacks=-----------------
Negative Energy Affinity:
Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.
Noble Dhampirs are fast, Intelligent and powerful, Born to the nobles of vampire clans they have value to such and are often used as Envoys for the clans. With the ability to be out in daylight, even dazed, and the initiate gifts of nobility. They often find themselves as agents working for a blood clan of vampires in large towns and cites.
Standard Racial Traits
Ability Score Racial Traits: [0RP]
Noble Dhampirs are fast and Intelligent, but their racial bond to the undead impedes their mortal vigor.
They gain +2 [Int], +2 [Dex], –2 [Con]
Type: [0RP]
Dhampirs are humanoids with the dhampir subtype.
Size: [0RP]
Dhampirs are Medium creatures and thus have no bonuses or
penalties due to their size.
Base Speed: [0RP]
Dhampirs have a base speed of 30 feet.
Fast [1 RP]
Noble Dhampirs are faster on thire feet then thire normal kind.
Prerequisites: Normal speed.
Benefit: Members of this race gain a +10 foot bonus to their base speed.
Special: This trait can be taken more than once, but each time it is, the cost increases by 1 RP. Its effects stack.
Languages: [1RP]
Noble Dhampirs start with Common Chelaxian plus their racial language (Necril). Furthermore, members of this race with high Intelligence scores can learn any languages they want (except Druidic and other secret languages).
Offense Racial Traits
Bite [1d3] [Retractable Fangs] [2RP]
Noble Dhampirs have Retractable Fangs, that take a move action to deploy or retract. These lengthy canine fangs, give the Noble Dhampir a natural bite attack, dealing damage 1d3 damage. Unless blood Drinker race feat is taken, They can only be used in a standard action to bite a creature that is bound, helpless, paralyzed, or similarly unable to defend itself.
Defense Racial Traits
Undead Resistance: [1RP]
Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Resist Level Drain (Ex) [1RP]
A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Feat and Skill Racial Traits
Urbanite [1RP]
Dhampir Nobiulty stay close to large grouping of food stock, normally humans, or Elves. They have over time become talented in such Urban settings.
Benefit: The noble Urban gains a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.
Magical Racial Traits
Heir to Undying Nobility: [3RP]
Descended from undead nobility some dhampirs inherit a bit of their ancestors' ability to control living beings. They can use command and charm person each once per day. This racial trait replaces the spell-like ability racial trait.
Senses Racial Traits
Darkvision: [2RP]
Dhampir see perfectly in the dark up to 60 feet.
Low-light vision: In addition to their ability to see perfectly in the dark up to 60 ft,
low-light vision: [1RP]
Dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.
Weakness Racial Traits
Dayborn: [1RP]
A few fortunate dhampirs were born during the day under the blessings of priests, and their blood has weaker ties to their undead bloodline than others of their kind. Such dhampirs are unhindered by daylight and lose the light sensitivity racial trait.
Weakness Racial Traits
Negative Energy Affinity: [-1RP]
Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.
Acrobatics*(Dex)____+08{+1rank,+4Dex +3class}<
Appraise(Int)____+11{+1rank,+7Int +3class}<
Bluff(Int)____+18{+8rank,+7Int +3class}<^
Climb*(Str)____+2{+1rank,+1Str +0class}
Craft(alchemy)(Int)____+23{+3rank,+7Int +3class+2Item+8Class}<
Craft(ALL)(Int)____+7{+0rank,+7Int +0class}< [+1d8]
Diplomacy(Cha)____+14{+8rank,+1Cha+3class+2Race*+2Race*}<^
Disable Device(Int)____+14{+2rank,+7Int +3class +2Item}<^
Disguise(Int)____+28*{+8rank,+7Int +3class}[+10Spell*][+10Item*]<^
Escape Artist(Dex)____+8{+1rank,+4Dex +3class}<
Heal(Wis)____+09{+1rank,+3Wis +3class+2item}<^
Intimidate(int)________+18(+8rank +7Int +3class)<^
Linguistics(Int)____+16{+6rank,+7Int +3class}<^
Perception(Int)____+18{+8rank,+7Int +3class}<^£
Ride (Dex)____+4{+0rank,+4Dex +0class}
Perform(all)(Cha)____+1{+0rank,+1Cha +0class}<
Profession(--)(Wis)____+3{+0rank,+3Wis +0class}<
Profession(Criminal)(Wis)____+7{+1rank,+3Wis +3class}<^
Sense Motive(Int)____+19{+8rank,+7Int +3class+1Item *+2Race*}<^ [Roll Twice on d20 and d8 and take highest]
Sleight of Hand(Dex)____+8{+1rank,+4Dex +3class}<^
Spellcraft(Int)____+12{+2rank,+7Int +3class}< ^
Stealth(Dex)____+8{+1rank,+4Dex +3class}<
Swim*(Str)____+1{+0rank,+1Str +0class}
Use Magic Device(Cha)____+12{--rank,+1Cha +3class +8Item}<
Knowledge (Arcana)(Int)____+18{+8rank,+7Int +3class}^
Arcane now also includes knowledge of Undead. Religion no longer does. (This makes Arcane on-par with Cosmology.) It is for monsters that are Dragons, Magical Beasts, Constructs, Undead (other 'Arcane' things that can also be gotten with Spellcraft)
Survival(Kn)(Wis)____+10{+5rank,+3Wis +0class+2Item}^ [+1d8, when KN roll]
Knowledge (Super-Nature)(Int)____+18{+8rank,+7Int +3class}^
Nature and Dungeoneering are now combined. (I’m still working on ways to make it stronger.) For monsters that are Fey, Monstrous Humanoids, Plant Creatures, Aberrations, Oozes, Vermin (other 'Nature' things can be gotten with Survival)
Knowledge (Society)(Int)____+16{+6rank,+7Int +3class}^
Geography, History & Nobility are Combined (making this one Skill closer in strength to the ‘monster’ Skills). This is called “Knowldege: Society.” It includes history, cultures, society, nobility, customs, lands, terrain, people, legends, laws, personalities, traditions.
Knowledge (Cosmology) (Int)____+18{+8rank,+7Int +3class}^
Religion and Planes are combined. If it has to do with Cosmology (gods are Outsiders, too) this is the Skill. It includes rituals, customs and dogma of the Outsiders, as well as geography and history of the Planes.) This is called “Knowledge: Cosmology.” It is for monsters that are Outsiders, for all things Inner & Outer Planes, the Astral & Ethereal & Elemental Planes, for Gods, Demon Lords, Arch Devils, to recognize Holy Symbols (& Profane), ecclesiastic dogma, ritual & tradition, religion and cosmology ....(Planes and Religion w/out Undead)
KnowledgKne (Local)(Int)____+18{+8rank,+7Int +3class}^
Local is for PC-playable Class and Race information. Class Features and power levels are included in these rolls. All races that advance “By Class” can be learned about through Knowledge: Local.
Knowledge Local is a Class Skill for every PC Class. All PCs can know about PC Class Features and PC Race Features. (An NPC Expert, Adept, Warrior or Adept, however, may not have Knowledge Local as a Class Skill. For 'monsters' that are based on Class features, and NPCs' 'power levels' (CR interpretation) -- and for Racial features of Humanoid races-- races that advance by Class Level
Engineering is irrelevant and of no use. It is not a Skill.
[+16] Concentration (+7int +9CL)
-=Non-Standard Skill Bonuses=-
^[+1d8] [11/day]
The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft, Diplomacy, Heal, Perception, Profession, Sense Motive, Bluff, Disable Device, Disguise, Intimidate, and Sleight of Hand, skill checks without expending a use of inspiration, *provided he's trained in the skill.
*+2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.
+2 racial bonus Kn Nobility
BAB+6/+1
Saves +F3/R+6/W+6
Alignment: Any.
Hit Die: d8.
Parent Classes: Alchemist and rogue.
Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
Skill Ranks per Level: 6 + Int modifier.
The investigator's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Class Features
The following are the class features of the investigator.
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.
Alchemy (Su)
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 formulae list to determine the extracts he can know. An investigator can prepare an extract of any formulae 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 (Ex) [+1d8] [11/day]
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 [+4]
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.
Poison Lore (Ex)
An investigator has a deep understanding and appreciation for poisons. At 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator spends 1 minute physically examining the poison, he can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison's saving throw DC). Lastly, once a poison is identified, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison's saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.
Poison Resistance (Ex) [+6 Save Vs poison]
At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the investigator becomes completely immune to poison.
Investigator Talent (Ex) or (Su)
At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once.
Investigator talents marked with an asterisk (*) add effects to an investigator's studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt..
A complete listing of investigator talents can be found here: Investigator Talents
1:Expanded Inspiration (Ex)
Benefit: An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he's trained in the skill.
2:Empathy (Ex, Su)
Prerequisite(s): Investigator 5th level
Benefit: When attempting a Sense Motive check, the investigator makes two d20 rolls and takes the higher result. If an investigator uses inspiration on a Sense Motive check, he rolls the inspiration dice twice and takes the higher result. Once per day, the investigator can expend one use of inspiration to target a single creature that he can see and hear within 30 feet. Upon doing so, the investigator detects the surface thoughts of the target's mind, as if he concentrated for 3 rounds while using the detect thoughts spell, unless the creature succeeds on a Will saving throw. The DC of this save is 10 + 1/2 the investigator's level + his Intelligence modifier. If the target fails, the investigator can continue to detect the surface thoughts of the target creature for a number of rounds equal to 1/2 his investigator level.
3:Amazing Inspiration (Ex) [+1d8]
Prerequisite(s): Investigator 7th level
Benefit: When using inspiration, the investigator rolls a d8 instead of a d6. At 20th level, the investigator rolls 2d8 and adds both dice to the result.
4:Rogue Talent-> Ki Pool (Ex) [3Ki]
Benefit: A rogue with this talent gains a small ki pool. This ki pool is similar to a ninja’s ki pool, but the rogue’s ki pool does not grant any extra attacks. The rogue gains a number of ki points equal to her Wisdom modifier (minimum 1). These ki points replenish at the start of each day. If she already has a ki pool, or gains a ki pool later, she gains half her Wisdom bonus (minimum 1) as bonus ki points to her ki pool. She can spend a ki point to gain a +10-foot bonus to movement until the end of her turn.
As long as she has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start.
By spending 1 point from her ki pool,
Can spend 1 point to increase her speed by 10 feet for 1 round. Spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action.
-:Rogue Talent-> Ninja Tricks->Vanishing Trick (Su) [9 Rounds]
Benefit: As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.
-:Underworld Inspiration (Ex) [From Feat]
Benefit: 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.
-:Alchemist Discovery (Ex)[From GM Feat]
Poison Conversion
Benefit: By spending 1 minute, the alchemist can convert 1 dose of poison from its current type (contact, ingested, inhaled, or injury) to another type. For example, the alchemist can convert a dose of Small centipede poison (an injury poison) to an inhaled poison. This process requires an alchemy lab.
Keen Recollection(Ex)
At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Trap Sense (Ex) [+2 Vs Traps]
At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).
Studied Combat (Ex) [+4TH/+4DMG 8rounds]
With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.
An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator's studied combat, he cannot become the target of the same investigator's studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.
Studied Strike (Ex) [3d6]
At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.
If the investigator's attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.
The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.
Swift Alchemy (Ex)
At 4th level, an investigator can create alchemical items with astounding speed. It takes an investigator half the normal amount of time to create alchemical items. He can also apply poison to a weapon as a move action instead of a standard action.
Formulae Day [Total=2575gp]
1st Level [4+2/day] [DC18] [Known 2+int7+Levels7+35gp each] [315gp]
2ed Level [4+2/day] [DC19] [Known 2+190gp each] [1330gp]
3ed Level [2+2/day] [DC20] [Known 2+465gp each] [930gp]
Formulae list [*= made for the day]
Intelligent Ring of Sustenance [+5Ego] [total=8700gp]
This ring was a gift from her father, it can identify her for who she is with in Vampire clans. It negates the need for her to eat or drink human food, and staves off the blood hunger.
Ring of sustenance [Ego+1] [2500gp]
Intelligent Item [+0Ego][+500gp]
Stats: Int 10/ Wis 10/ Cha 10
Intelligent Item Purpose [0gp][+2Ego]
Defend a particular race or kind of creature [Vampire/Dhampir]
Senses: (Sight + Darkvision 60 ft.) [+0Ego][+1000gp]
Senses allow an intelligent magic item to see and hear out to the listed distance. Adding darkvision or blindsense allows the item to use those senses out to the same range as the item's base senses.
Telepathy (Su): [+1Ego] [+1000gp]
Telepathy allows an intelligent item to communicate with its wielder telepathically, regardless of its known languages. The wielder must be touching the item to communicate in this way.
Read Languages (Ex): [+1Ego] [+1000gp]
The item can read script in any language, regardless of its known languages.
[spells]
Item can cast a 0-level spell at will [+1Ego] [1000gp]
Read-magic [At will]
Item can cast a 0-level spell at will [+1Ego] [1000gp]
Prestidigitation [At will]
Item can cast a 1st-level spell 3/day [+1Ego] [1200gp]
Inflict Light Wounds [1d8+1] [3/day]
None slotted Items [total=2024gp]
Pathfinder Pouch [1000gp]
Wayfinder [500gp] [+2 Survival rolls]
Slotted Ioun Stone
-:Incandescent blue sphere: (Ioun Stone Cracked) [200 gp]
This stone grants a +1 competence bonus on one Wisdom-based skill.
*Slotted power, Blind-Fight feat
In Hidden space 2'x2' 5lb
Cold Iron Dagger [4gp]
Letters of refinance,
small Note book and silver point pen --lb [10gp]
bag cut Gems, coin [--gp]
Blowgun + [Darts] [10gp]
Poison's [vile's] --lb
->Sleeping Draft [As sleep] [Drug ingest] [DC20]* [50gp]
->Befuddlement [As Drunk] [Drug ingest] [DC20]* [50gp]
->Drow x 2 [Touch] [DC18] [200gp*]
Handy Haversack [total=2000gp]
This is a very well made and small Handy Haversack, that has been made into a belt. As such in place of one large Pouch it has 4 more small ones.
Pouch 2 2'x 20lb [total=402gp]
Masterwork Thieves' Tools 1Lb 100gp
Healer Kit x2 20/20 2lb 100gp
Alchemist Potions
->Antiplague x2 50gp
->Antitoxin x2 50gp
Small Magnifying eye-glass --lb 5gp
Small item bags 1/4lb --gp
Vial, iron x10 1gp
Flask x3 3gp
Smoked Glasses 10gp
Air crystals -lb 50gp
String or twine (50 ft.) 1/4lb 1gp
Whistle, silent -lb 1sp
Mask -lb 2gp
Fine Grooming set --lb 10gp
Pouch 3 2'x 20lb [total=550gp]
Own Formula book 2lb
formula-alembic 200gp
travelers any tool 250gp
Bedrool 2lb 20gp
Fine Clothing [Wet weather] 10lb 50gp
map case + maps 1lb 30gp
Hell fire whisky x 4 bottle 2lb
OTHER [total=2875]
Formulas learned [2575gp]
Tattoo potion
[only one at a time]
-:Inflict moderate wounds [300gp]
Tattooed Postion
Gaseous Form
Fly
-=Carrying Capacity=- Light 0-33 lb. Medium 33-66 lb. Heavy 66-150 lb.
-=Current Load Carried=- 7.5 lb.
-=Money=- 0 GP 0 SP 0 CP
10mins Backstory:
10mins
Five things about her background
1. Lady Narkisssa Kekaku Eyota, AKA "The Emerald Snake" is the Head of the Crime Syndicate known as the snakes. Specialist in extortion, blackmail, murder and the theft of information. They are most known for the use of poisons, infiltration and subterfuge.
2.The Vampire blood clans have an agreement with the crown. They pay off the Crown, with coin, slaves and from time to time, suitable offspring subjects to be trained. As assassins, spys, and body guards.
This tribute is paid and both sides keep the peace. When Narkisssa was born, her farther vampire nobility, it was felt she would be fair payment for the year. Thus was she given to be trained. She kept a title and a tiny bit of respect. She was then trained and as such no acts for the Queen. She knows that she not only has duty to crown but also to her fathers clan.
3.Narkisssa did it well in training, Fast, smart and ruthless, her secret service handlers where happy with her performance. She did so well they set her the task of infuriating a crime gang known as the "Snakes" A crime syndicate specializing in assassination, extortion and blackmail. It took her some years, but over time she got into their ranks, the climbed them. Years of plotting and the day came when she was the head snake. Now was the time to bring down the whole syndicate. She had argued that they rather than smash them, that she be alowed to brand them to the crowns will. A tool for use when needs must. She had won the argument and from that day, biult herself a little queen-dome of her own. Years passed, she did her best to make the "snakes" and herself little more than a myth. The "Emerald Snake" whispered only behind closed doors once in a red moon. She had learned to two lives and often seeing herself as two people. The "Emerald Snake" who has gained a reputation for being utterly ruthless and deadly. A being who few cross her in the underworld and live. A being with a taste for blood who has lived years longer than most. The other Lady Narkisssa Kekaku Eyota, a simple noble widower, who had become reclusive in her old age. A woman who livef now in her city home and small country farm. Deep inside Narkisssa is old, but drinking blood and having the coin to turn back aging will keep one young. Over the years she has loved, lost, believed, hoped, she has lived more than a lifetime and there was is little left for her to feel. Cynical, cunning old and evil. She understands that the ruthless use rules to control the weak.
4:Then in the last few years that had changed, she was ordered by to let into the snake rank other agent. Agents who came with their own ambitious, orders and agendas. The line between criminal gang and just another branch of the empires secret service had started to be blurred. Bureaucracy and its problems had entered her life. She started to miss the days when she could act and have things done effectively. She had spent sometime thinking over what to do, after one very ill fated operation she could take it no more. Her reputation was now at risk, so she had written a letter to Gorthoklek, a formal complaint. Stating the "Snakes" Independence was their greatest asset and that this was being eroded to the detriment of her organisations effectiveness. Who ever had taken the decision to have new agents in the snakes had made a bad one.
5:This letter had an effect, it led to a privet meeting with Gorthoklek but also, to her great shock, Queen Abrogail Thrune herself. The Queen read her letter of complaint out. Stopping at parts. Then in a cold voice she had said the "Idea of having new agents in the snakes was my own" Narkisssa blood had run cold, fear so long absent in her life came back and with it accusations "A demand, no less, to have sole control of MY! organisation!" "Questioning orders!" "Nothing short of a rebellious act" "the penalty was clear" She had stood in silence as the queen berated her and as she condemning Narkisssa to death. She deseved death, she had miscalculated, she had not for one moment thought that the queen would have control over any part of her little world. She was dead. But then a reprise one that was more then telling "Should be Death but we do not wast what if of use, one can redeem oneself be becoming a loyal Agent once more, become an agent abroad for the court. Join a small group of selected others we are sending to states we need on our side. A hard mission but one we feel one such as you Narkisssa are more than capable of. The Snakes will be given to another to run. Now I must be going. Corentyn here will fill you in on the details." But she had not been fully following, she was to angry. She had been looking Corentyn and the smile on his face. And she knew, She had been played, Corentyn that had played her and she had not seen it coming. She could see by his smile this had been some grand plan of his. A plan to get the snakes for himself. The new agents suggestion probably feed to the queen by him. His sulation of agents he know would course her problems and her letter. He most have run to the queen gleefully with it. He looked at her and he knew she knew and knew there was nothing she could do. He had want he wanted the snakes and her gone of a fool errors. And then that smug smile left his face as the queen on getting to the door stopped and said as if it was nothing. "Yes we must see who will take over the snakes. Corentyn, Abrogail or Gorthoklek here." and then she was gone. O she had liked that moment. She he had played her so he in turn as been played. Was it Corentyn or Abrogail or even the queen. When smugness had been now there was well hidden, anger and frustration. He had not bother to see her after, one of his imps had come with a letter she had read and then it burned in front of her. She was still angry but now there was hope. IF she could do well overseas and IF the infighting over the snakes took time, should had a chance to come back in glory and reclaim her place with in the snakes. There was also a chance to grow a new organisation overseas. What looked like a poison chalice could be something of great use.
Two Goals
1. Reclaim her place before the crown and place as head of the snakes.
2. Become a full Vampire immortal and all knowing.
Two Secrets [One known/one unknown]
1. She drinks blood to rejuvenate her age by means of neromatic arts. Each time using the blood of a 100 female human slaves.
2. Narkisssa had been marked for termination by Corentyn, Abrogail and Gorthoklek over the last few years, all seeking to take her place, BUT a 4th party [not the queen] has been working to thwart every attempt to do so until now.
Three People [2 friends 1 enemy]
1. The Assassin guild master, who may even be called a friend.
2. A Drow sea captain by the name of Zinch Black heart, who she has known for some years.
3. Corentyn, Abrogail or Gorthoklek, take your pick, all three have wanted her dead and out the way.
Three Memories
1. Watching the contorting face of the last head snake as he died in her bed. The slow parasitic poison she had been feeding him over 2 years at long last eating his brain away.
Crafting Poison
You can make poison with the Craft (alchemy) skill. The DC to make a poison is equal to its Fortitude save DC. Rolling a natural 1 on a Craft skill check while making a poison exposes you to the poison. This does not consume the poison. If you have the poison use class feature, you do not risk accidentally poisoning yourself when applying poison.
The sample poisons listed below represent just some of the common poisons available in cities. Of course, most cities have laws against buying, selling, or crafting poison.
========================
With the Chelaxian military might on high alert on her eastern border with Andoran -- and with Absalom and Taldor (among others) constantly looking for weaknesses in Her Infernal Majestrix’s Empire of Devils, the PCs will be charged with keeping as low a profile as possible – yet commanded to succeed nonetheless.
The onus will be on the Players to come up with plans on how to infiltrate, subvert and corrupt individuals of power and influence, as well as commoners and experts, in
Diobel,
Rahadoum,
Mediogalti Island,
Sargava,
Isger, and
Nidal – Not including the Uskwood
Using guile, deceit, manipulation and roleplay you will, over a long period of time, convert many individuals and power blocks to service to Hell or Cheliax or Thrune or You, .... and like “Cohorts” and “Followers,” they will turn their city states or nations to serve Cheliax fully.
--------------------
Your "common" language will be appropriate to the land from which you come-- Chelaxian in all likelihood. (PCs with backgrounds from places not Cheliax can ask me ('Chelaxian' from Andoran; 'Taldoran' from Absalom & Taldor).
With each Rank in Linguistics you can select an additional Language that must be a 'Human' Language.
(1 Rank for Draconic & Varisian, or 1 Rank for Goblinoid & Osiriani, or perhaps one Rank for Varisian & Osiriani -- Not one Rank for Draconic & Goblinoid)
It takes FOUR Ranks in Linguistics to know Azlanti. It takes FOUR Ranks in Linguistics to know Thassilonian (and four ranks for the other ancient, long dead languages -- only two for Ancient Osiriani).
"Undercommon" is a silent form of Sign Language.
"Rogue's Cant & Innuendo" is an additional choice to the list of Languages on page 251 of the Inner Sea Guide.
And for the areas in this campaign:
Rahadoum = Osiriani (ancient, native languages may still exist in Rahadoum)
Diobel = Taldoran
Nidal = Shadowtongue & Chelaxian
Isger = Chelaxian
Mediogalti = Chelaxian
Sargava = Chelaxian