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About LazastrahdInitiative: +1
Spellbook:
0-level spells (DC 14) - resistance, acid splash, detect magic, detect poison, read magic, daze, dancing lights, flare, light, ray of frost, spark, ghost sound, bleed, disrupt undead, touch of fatigue, mage hand, mending, message, open/close, arcane mark, prestidigitation.
1st-level spells (DC 15) - protection from evil, shield, abundant ammunition, grease, heightened awareness, magic missile, charm person, true strike, touch of gracelessness. 2nd-level spells (DC 16) - rope trick, mirror image Spells Memorized 0-level - Detect Magic, Message, Ray of Frost 1st-level - abundant ammunition, 2nd-level - rope trick, mirror image ------- BAB +2, CMB +3, CMD 14 Feats Amateur Gunslinger, Scribe Scroll, Arcane Strike, Skill Focus (Sense Motive), Acrobatic, Arcane Armor Training. ------- Skills 6 + 4 Int, +2/Background Acrobatics +8 (2 Rank, 3 Class, 1 Dex, 2 Acrobatic) Appraise +8 (1 Rank, 3 Class, 4 Int) Climb +3 (0 Rank, 0 Class, 3 Str) Craft +4 (0 Rank, 0 Class, 4 Int) Diplomacy +9 (3 Rank, 3 Class, 2 Cha, 1 Diplomat) Disable Device +5 (1 Rank, 3 Class, 1 Dex) Disguise +2 (0 Rank, 0 Class, 2 Cha) Fly +1 (0 Rank, 0 Class, 1 Dex) Heal +6 (1 Rank, 3 Class, 2 Wis) Intimidate +8 (3 Rank, 3 Class, 2 Cha) Intimidate +11 vs. non-human humanoid races Knowledge (arcana) +10 (3 Rank, 3 Class, 4 Int) Knowledge (dungeoneering) +8 (1 Rank, 3 Class, 4 Int) Knowledge (engineering) +8 (1 Rank, 3 Class, 4 Int) Knowledge (geography) +4 (0 Rank, 0 Class, 4 Int) Knowledge (history) +8 (1 Rank, 3 Class, 4 Int) Knowledge (local) +8 (1 Rank, 3 Class, 4 Int) Knowledge (nobility) +8 (1 Rank, 3 Class, 4 Int) Knowledge (planes) +4 (0 Rank, 0 Class, 4 Int) Knowledge (religion) +8 (1 Rank, 3 Class, 4 Int) Linguistics +4 (0 Rank, 0 Class, 4 Int) Perception +10 (3 Rank, 3 Class, 2 Wis, 2 Keen Senses) Perform (string) +7 (2 Rank, 3 Class, 2 Cha) Profession +2 (0 Rank, 0 Class, 2 Wis) Ride +1 (0 Rank, 0 Class, 1 Dex) Sense Motive +12 (3 Rank, 3 Class, 2 Wis, 3 Skill Focus, 1 Diplomat) Sleight of Hand +6 (2 Rank, 3 Class, 1 Dex) Spellcraft +10 (3 Rank, 3 Class, 4 Int) Stealth +5 (1 Rank, 3 Class, 1 Dex) Use Magical Device +6 (1 Rank, 3 Class, 2 Cha) SQ: -------
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. Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard’s movements, which can cause his spells with somatic components to fail. Drow are proficient with the hand crossbow, rapier, and shortsword. Sleuth’s Luck (Ex) (2/2) At 1st level, a sleuth gains a fluctuating pool of luck, measuring her ability to get out of scrapes. At the start of each day, a sleuth has a number of luck points equal to her Charisma modifier (minimum 1). Her luck goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats, magic items, and spells that grant either grit or panache points can also grant a sleuth luck points equal to the amount of grit or panache they grant. A sleuth spends luck to accomplish deeds (see below), and regains luck in the following ways. ------- Rolling a Natural 20 on a Knowledge or Sense Motive Check: While on an investigation, a sleuth regains luck by uncovering secrets. Rolling a natural 20 on these skill checks while actively investigating causes the sleuth to regain 1 luck point. Such skill checks made for more mundane reasons (such as normal research or using Sense Motive to gain information during normal bargaining or while gambling) do not regain luck for the sleuth. Determining which skill checks qualify is up to the GM. Rolling a 6 or Higher on an Inspiration Roll: When a sleuth rolls an inspiration die while on an investigation and the die comes up a 6 or higher, she regains 1 luck point. (If she rolls multiple inspiration dice at a time, she regains 1 luck point if the total is 6 or higher.) Like regaining luck via a natural 20 on a qualifying skill check, inspiration checks made for more mundane reasons don’t qualify for regaining luck. The GM is the final arbitrator for what rolls qualify. It’s possible for a investigator to regain 2 luck points on the same Skill check, if both the qualifying skill check is a natural 20 and any inspiration roll made is a 6 or higher. This and the 1st-level deeds below replace alchemy. A sleuth cannot take the alchemist discovery talent or any investigator talent that affects alchemy.
At 1st level, a sleuth gains the following deeds. Daring (Ex): At 1st level, a sleuth can spend 1 luck point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll d6 and add the result to the check. He can choose to add this die after he rolls. If the d6 roll is a natural 6, he rolls another d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Intelligence modifier (minimum 1). Opportunistic Evasion (Ex): At 1st level, when a sleuth succeeds at a Reflex saving throw against an effect that still deals damage on a successful save, he can spend 1 luck point as an immediate action to instead take no damage for that effect. Sleuth’s Initiative (Ex): At 1st level, as long as the sleuth has at least 1 luck point, he gains a +2 bonus on initiative checks. Furthermore, if he has the Quick Draw feat, his hands are free and unrestrained, and the weapon is not hidden, he can draw a single light or one-handed melee weapon as part of the initiative check. (Unlike with swashbuckler deeds, this does not have to be a piercing weapon.)
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.
Racial Traits +2 Dex, +2 Cha, -2 Con; Elf, Medium, Normal Speed, Immunities, Spell Resistance 7, Keen Senses, Spell-like Abilities, Poison Use, Superior Darkvision 120ft., Light Blindness, and Languages Traits (Race) Arcane Prodigy, (Social) Adopted: (Race) Masterful Demeanor, (Magic) Eye for the Wondrous, (Regional) Diplomat. Drawback Haunted. ------- Items Agency uniform, a MW packpack, an investigator's kit (includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.), a Pathfinder's Pouch, an Agency badge made of cold iron, a ring of sustenance, and Lazastrahd's spellbook. Combat Gear A mithril shirt, a cold iron revolver with holster and 40-shell belt, a MW rapier, and a sap. Wealth 5,100gp
10 Minute Background:
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!
1) Lazastrahd is a young drow and newly-commissioned agent of The Agency. [Investigator (Sleuth)/Wizard (Sword Binder)]
Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game. 1) Lazastrahd would like to continue to pursue his passion for arcane study, along side his case load. Secretly, the drow hopes one day to be happy in his own skin, and be at peace with himself.
Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises! 1) At night, Lazastrahd would often sneak out at night from The Agency Compound. Not for any inherent mischief, but to be able to see so clearly, then the young drow could during the day. For hours, Lazastrahd would stare out into the night, down at the streets below, and across the rooftops, being able to see so much better and with far greater detail during the day.
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you. 1) Margarete Felsham, a young human female and fellow agent of The Agency. Lazastrahd pretty much watched Margarete grow up in The Agency Compound. Margarete has always been nice and friendly to Lazastrahd, even during moments the drow would slash out or become depressed. Margarete may be the closest thing to a 'childhood friend' Lazastrahd ever had.
Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor. 1) Lazastrahd often keeps his hands behind his back. It goes along way to put people at ease around him, and it helps him think.
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