About Las Lajas
Acro +8, App +4, Bluff +4 (+1 to deliver message), Craft (Alchemy) +17, Dipl +9 (+6 for GI), Dis. Device +12, Disguise +1, Escape Artist +5, Heal +6, Intimidate +1, Knowledge (+11 Arcana, +10 Local/Planes/Religion, +9 Dungeon, Nobility, Nature) +8 others, Linguistics +1-, Perception +11, Sense Motive +14, Spellcraft +1-, UMD +13
Daily Inspiration Expended: 0/7
Extracts Prepared(used): 1st 4/5 2nd: 4/4
Wands used: Heightened Awareness: 1
Crafted this Scenario
2nd - Alchemical Allocation, Alter Self, Barkskin, Darkvision, Elemental Touch, Elemental Touch, False Life, Fire Breath, Invisibility, Lessor restoration, Levitate, Resist Energy, See Invisibility, Spider Climb
3rd* - Gaseous Form*
* - can't use these extracts.
Feats: Exotic Weapon Proficiency (whip), Weapon Focus (whip), Whip Mastery
Whip Mastery You no longer provoke attacks of opportunity when attacking with a whip. You can deal lethal damage with a whip, although you can still deal nonlethal damage when you want. Further, you can deal damage with a whip despite a creature's armor bonus or natural armor bonus.
Class Abilities: Inspiration, Alchemy, Trapfinding, Poison Lore, Poison Resistance +2, Trap Sense +1, Keen Recollection, Talent (Device Talent), Studied Combat, Studied Strike, Swift Alchemy.
Inspiration: 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 he takes 10 or 20 on). The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without spending a use of inspiration, provided heâ€™s trained in that skill. Inspiration can also be used on attack rolls and saving throws, though at the cost of expending two uses of inspiration from the investigator's pool.
Trapfinding: An investigator adds half 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 Resistance (Ex): At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 11th level, the investigator becomes completely immune to poison.
Poison Lore (Ex): An investigator has a deep understanding and appreciation for poisons. Starting at 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator takes minute and physical examine the poison, he can make a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) to identify any magical poison (DC to identify is equal to the poisonâ€™s saving throw DC). Lastly, once a poison is identified, he can spend one minute and make a Craft (alchemy) check (DC equal to the poison's saving throw DC) to neutralize one dose of the poison. This renders the dose harmless. The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.
Device Talent (Ex): The investigator can use the Use Magic Device skill even if not trained in that skill. If the investigator is trained in Use Magic Device, he can use the inspiration ability with that skill without expending uses of inspiration.
Keen Recollection: At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Trap Sense +1 (Ex): At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Ref lex 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): 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 modif ier (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): 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.
Student of Philosophy
You were trained in a now defunct philosophical tradition—such as that of the now destroyed Galtan universities or Lirgeni astrologers—and learned to use logic and reason to persuade others. You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat.)
PLANAR SAGE: You are versed in the ancient cultures and the bound elementals that helped built their wonders. You are trained in Knowledge (history and planes) and treat your bonus on these checks as though it were 3 plus the number of goals you have completed. If your own skill bonus is higher, you instead gain a +2 bonus on that check.
Riftwarden Magic: In gratitude for your heroism, the Riftwardens have shared several of their organization's spells with the Pathfinder Society. So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following spells from Pathfinder Player Companion: Demon Slayer's Handbook] as if they appeared on the Additional Resources page: anti-summoning shield, protection from outsiders, and telepathic censure.
Ghalcor's Spell craft: Following the battle at Ghalcor's Tower, you were able to study the dead cleric's notes and discovered that he also developed a handful of powerful spells. Now the Pathfinder Society and the Mendevian Crusade can wield these in the fight against the Worldwound. So long as you possess this boon, all of your Pathfinder Society Organized Play characters have access to the following spells from Pathfinder Player Companion: Demon Hunter's Handbook as if they appeared on the Additional Resources page: burst with light, detect demon, and righteous blood.
Friend of the Family: You have not only saved the Blakros Museum, but you have also saved Pendleton Blakros, son of the fabulously well-connected Dhrami Blakros. The Family celebrates your accomplishments with a grand dinner held in your honor, introducing you Absalom's most noteworthy nobles, and granting you a permanent +1 bonus on Diplomacy and Knowledge (nobility) checks made within Absalom.
X 0 Pathfinder's Excellence (Resilience): As a swift action, you can check one of the boxes preceding this boon to gain a number oftemporary hit points equal to 1d8 plus twice your character level. These temporary hit points last for 10 minutes and do not stack with any other temporary hit points. So long as you have atleast 1 of these temporary hit points remaining, you also have DR2/- against attacks made by members ofthe Aspis Consortium and anyone in their direct employ. Alternatively, as a standard action you can check a box in order to heal 1d2 points of ability damage to one ability score. Once you check the last box, cross this entire boon off your Chronicle sheet.
0 0 Pathfinder's Excellence (Skill): Before attempting a skill check, you can check one ofthe boxes preceding this boon in order to roll the check twice and take the better result. Ifthe skill check is one attempted during an encounter in which you are directly opposing a member of the Aspis Consortium or someone in their employ, you gain a bonus to the check equal to halfyour character level (minimum +1). Once you check the last box, cross this entire boon offyour Chronicle sheet.
Smine Weapon (stinging whip): Modified by Holgane Smine. +1 Performance Combat bonus, +5 hit points. +1 Intimidate vs creatures proficient with the weapon.
Resisting the Blackove Taint You have resisted the warping taint around the waters of Blackcove and now your body is more resistance to forces that try to make it something else. You gain a +1 bonus on saves vs transmutation.
: -Essence of Independence (in poison belcher - remains usable)
-poisoned bolt with Greenblood oil (remains usable)
+2 Headband of Vast Intellect (Sense Motive)
See sheet Gear & Chronicle sheets