About Lazur Anil
Init +2; Perception +8/+9 Traps
AC 15, touch 12, flat-footed 13 (+3 armor, +2 dex)
Str 13, Dex 15, Con 14, Int 16, Wis 10, Cha 10
Favored Class: Investigator +1 hp.
Empiricist Investigator Abilities:
Weapon and Armor Proficiency: Investigators are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient with light armor, but not with shields.
Alchemy (Su): Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike 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 the table above. 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, then reactivates 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 prepare his extracts anew 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 that he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have an Intelligence score equal to at least 10 + the extract's level. The saving throw DC of 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 of any level that he can create. An investigator can also add formulae to his book just as 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 formulae.
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 his 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 (his inspiration die) to the result of that check, including any on which he takes 10 or takes 20. This choice is made after the check is rolled and before the result is revealed. An investigator can use inspiration once only per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft 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 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 (minimum 1) to Perception checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.
Ceaseless Observation (Ex): 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 normal key 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.
Feats and Traits:
1- Weapon Finesse
1- Two-Weapon Fighting (race bonus)
+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Student of Philosophy: 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).
Scholar of the Ancients: Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.
Mwk. Studded Leather 175gp (20#), Mwk. Short Sword X 2 620gp (4#), Dagger 2gp (1#), Shortbow 30gp (2#), 20 Arrows 1gp (3#), Thieves’ Tools 30gp (1#), Mwk. Backpack 50gp (4#), Belt pouch 1gp (.5#), Caltrops 1gp (2#), 10 Chalk .1gp, Flint and Steel 1gp, Ink 8gp, Mess kit .2gp (1#), Mirror 10gp (.5#), 5 Pitons .5gp (2.5#), 5 Sacks .5gp (2.5#), Scrivener’s Kit 2gp (1#), Scroll Case 1gp (.5#), 5 Trail rations 2.5gp (5#), Waterskin 1gp (4#), Formula book (3#), Explorer’s Outfit. (8#)
Potion of Cure Light Wounds 50 gp
13 GP 2 SP
Total: 65.5# 66/133/200
Lazur’s father is an import wholesaler in Magnimar. He grew up well loved the third of four children. He spent his summers growing up with his grandparents in the country where his grandmother taught him about plants and how to turn them into useful things. His grandfather was a scholar and obsessed with all things Thassilonian. His idyllic upbringing almost came to an end when his father wasn’t able to renew his business permit. Lazur had seen the permit and forged one for his father. He told his father he had managed to get a new permit and no one ever questioned the permit. Lazur keep saving the family money and made a new permit whenever it was necessary and went into business for those he knew he could trust. This sideline turned into a business where he locates lost things for people. A family heirloom here, jewels there, children and a wandering spouse or two as well.
His retrieval of a wandering husband gained him more attention than he would like so he set out for Sandpoint to check into the rumors of fantastic monsters in the area. While he was out hunting the Sandpoint Devil the goblins attacked the town. He found out about the latest goings on when he returned to restock his provisions.
Inspiration (1d6): 4 Used: 0
1st Level Extracts (3):
[dice=Mwk. Short Sword]1d20+4[/dice] [dice=Damage]1d6+1[/dice]
[dice=Mwk Short Sword TWF 1]1d20+2[/dice] [dice=Damage]1d6+1[/dice]
[dice=Mwk Short Sword TWF 2]1d20+2[/dice] [dice=Damage]1d6+1[/dice]