Bumbo

Lazur Anil's page

305 posts. Alias of trawets71.


Full Name

Lazur Anil

Race

Human Empiricist Investigator 17 | hp 156/156 | Init +4; Perc +33/41 v. Traps | AC 35 (T19 FF32) | CMD 34 CMB +16 | Fort +13 Ref +18 Will +15| Immunities Illusions that allow a save, Mind Affecting Roll twice take better, +1 on Will v Enchantment

Classes/Levels

Death Ward, Displacement, Echolocation, Freedom of Movement, Life Bubble, Overland Flight (17 hr), Enlarge Person, Long Arm, Shield, Stone Skin

Alignment

Neutral Good

Deity

Tria

Strength 18
Dexterity 18
Constitution 18
Intelligence 25
Wisdom 12
Charisma 10

About Lazur Anil

Character Sheet:

Humanoid (Human) Male
Size Medium
Init +4; Perception +33/+41 Traps Darkvision 60’

DEFENSE

AC 33, touch 16, flat-footed 30 (+9 armor, +3 dex, +4 deflection, +4 natural armor, +4 shield, -1 size)
hp 156 (17d8+68)
Fort +13, Ref +18, Will +15; Immune: Illusions that allow a save, Mind Affecting Roll twice take better, +1 on Will v Enchantment

OFFENSE
Speed 30 ft.
Ranged: Adaptive +1 Composite Shortbow +16/+11/+6 (1d6+5/X3) range 60’
Melee:+5 Inspired Mithral Rapier +21/+16/+11 (1d6+9/15-20X2)
Melee: +1 Adamantine Dagger +16/+11/+6 (1d4+5/19-20/X2)

Statistics

Str 18, Dex 16, Con 18, Int 25, Wis 12, Cha 10
Languages: Aldfiraslander, Alvan(Elven), Aklo(HB), Androsic, Aquan, Auran, Celestial, Clanlig(Halfling), Draconic, Firaslander, Firas Trade, Giant, Ignan, Infernal(HB), Isenorian, Liddan, Mekhati, Neen, Orc(HB), Rover Pidgin, Skarrish, Sylvan, Terran, Vargilder(Gnome), Zweidoran(Dwarven)

Base Atk +12; CMB +16; CMD 34

Skills
Acrobatics +22 (HB), Appraise +27 (HB), Craft: Alchemy +35 (8), Diplomacy +20 (HB), Disable Device +35 (17), Disguise +4 (1), Heal +34 (17), Kn: Arcana +17 (7), Kn: Dungeoneering +15 (5), Kn: Engineering +14 (4), Kn: Geography +14 (4), Kn: History +14 (4), Kn: Nobility +12 (2), Kn: Local +15 (5), Kn: Nature +15 (5), Kn: Planes +27 (17), Kn: Religion +15 (5), Linguistics +33 (17), Perception +33 (17), Sense Motive +32 (17), Sleight of Hand +6 (1), Spellcraft +27 (17), Stealth +22 (17), UMD +27 (17) Total: 204

Favored Class: Investigator +1 sp.

Stat Inc:
4th: Con
8th: Int
12th: Int
16th: Int

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 becomes 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.

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 be selected only 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.

Amazing Inspiration (Ex): The investigator rolls a d8 as his inspiration die instead of a d6. If he has the true inspiration ability, he rolls 2d8 and adds both dice to the result. An investigator must be at least 7th level to select this talent.

Combat Inspiration (Ex): When an investigator uses inspiration on an attack roll or a saving throw, he expends one use of inspiration instead of two. An investigator must be at least 9th level to select this talent.

Device Talent (Ex): The investigator can use the Use Magic Device skill even if he's not trained in that skill. If the investigator is trained in Use Magic Device, he can use inspiration on any Use Magic Device checks without expending uses of inspiration.

Empathy (Ex, Su): 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 his inspiration die 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 at 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. An investigator must be at least 5th level to select this talent.

Expanded Inspiration (Ex): An investigator can use inspiration on any Diplomacy, Heal, Perception, Profession, or Sense Motive checks without expending a use of inspiration, provided he's trained in the skill.

Perceptive Tracking (Ex): The investigator can use Perception instead of Survival to both find and follow tracks, using the same DCs given for the Survival skill (Core Rulebook 107). An investigator must be trained in Perception to select this talent.

Quick Study (Ex): An investigator can use studied combat as a swift action instead of a move action.

Tenacious Inspiration (Ex): When an investigator rolls his inspiration die, he can roll twice and take the higher result. An investigator must be at least 13th level to select this talent.

Underworld Inspiration (Ex): An investigator can use inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending a use of inspiration, provided he's trained in the skill.

Keen Recollection: At 3rd level, an investigator can attempt all Knowledge checks untrained.

Trap Sense (Ex): 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). +5

Studied Combat (Ex): With a keen eye and a 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 have only 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, upon successfully hitting his studied target with a melee attack, an investigator can make a studied strike as a free action against that target to deal additional damage. The additional 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. 7d6

If the investigator's attack used a weapon that deals nonlethal damage (such as a sap, a 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 have 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.

Unfailing Logic (Ex): An empiricist's grasp of facts and data enables him to anchor himself in reality, granting resistance to even the most potent illusions. At 4th level, an empiricist gains a +2 insight bonus on all Will saving throws against illusion spells or spell-like abilities that allow a save to disbelieve their effects. In addition, he can expend one use of inspiration as an immediate action to use his Intelligence bonus instead of his Wisdom bonus on all such saves for 1 round.

At 8th level, the empiricist's insight bonus increases to +4. At 16th level, he gains immunity to all illusion spells and spell-like abilities that allow a save to disbelieve their effects. This ability replaces swift alchemy.

Feats and Traits:

FEATS
1- Combat Reflexes
1- Skill Focus: Heal
3- Power Attack
5- Healer’s Hands
7- Extra Investigator Talent: Alchemist Discovery: Extend Potion
8- Skill Focus: Linguistics
9- Orator
11- Improved Critical: Rapier
13- Inspired Alchemy
15- Extra Investigator Talent: Tenacious Inspiration
16- Skill Focus: Perception
17- Extra Investigator Talent: Alchemist Discovery: Eternal Potion

RACIAL TRAITS

+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.

Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

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).

TRAITS

Tria (N): Vision of the Mother (Sp): You nearly died when you were born, and for a moment your soul stood on the threshold of Tria’s Womb neither coming nor going, witnessing the cycle of life and death in its purest form. Once per day, if you speak with a sentient creature (Int >3) for at least one minute, you can gain a flash of insight into the moment of the creature’s birth or death. You can choose to receive the vision, but the GM chooses whether you see the birth or death. The vision you receive is brief and may contain symbolic information instead of, or in addition to, real imagery. As confusing as it might be, each vision should contain some kind of useful information. Images of a creature’s death depict the most likely way fate will lead the creature to die but is not a guaranteed prediction. You can only use Vision of the Mother once per individual.

Precise Treatment: You treat others with a clear and calculating intellect. You gain a +1 trait bonus on all Heal checks, and you may use your Intelligence modifier when making Heal checks instead of your Wisdom modifier.

Gear:

+1 Adamantine Dagger 5,002gp (1#), Adaptive +1 Composite Shortbow 3,375gp (2#), 40 Arrows 2gp (6#), MW Thieves’ Tools 100gp (2#), 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#), Midwife's kit 10 gp (2#), Healer's kit 50 gp (1#), Forger’s Kit 2gp (6#), Scroll Case 1gp (.5#), 10 Paper 4 gp, 5 Trail rations 2.5gp (5#), Waterskin 1gp (4#), Formula book (3#), Copy of Formula Book 15 gp (3#), Explorer’s Outfit. (8#)

Cloak of Resistance +4 16,000 gp 1#
Celestial Armor 22,400 gp 20#
Ring of Protection +4 32,000 gp
Headband of Vast Intelligence +6 36,000 gp 1#
Belt of Physical Perfection +4 64,000 gp 1#
Amulet of Natural Armor +4 32,000 gp
+5 Inspired Mithral Rapier 73,000 gp 2#
Handy Haversack 2,000 gp 5#
Ring of Freedom of Movement 40,000 gp
Apprentice’s Cheating Gloves 2,200 gp
Cap of the Free Thinker 12,000 gp
Seducer’s Bane 9,900 gp
Goggles of Night 12,000 gp
Lantern of Auras 2,000 gp 2#
2 Admixture Vial 10,000 gp

Campfire Bead 720 gp
Traveler’s Any Tool 250 gp 2#
Ioun Torch 75 gp

Boro Beads
4 1st 4,000 gp
2 2nd 8,000 gp
1 3rd 9,000 gp

Wand of Cure Light Wounds (50)
Wand of Protection from Evil (50)

Potion of Displacement 750 gp
Potion of Good Hope 750 gp
Potion of Water Breathing 750 gp
Potion of Cure Serious Wounds 750 gp
Potion of Neutralize Poison 750 gp

Extra Formula 825 gp

463 GP 2 SP

Total: 43.5# 100/200/300

Backstory:

Lazur was born in the Firas Empire. His birth was anything but easy. His body hung in the balance between death and life. It was a skillful midwife able to use positive energy that tipped the balance to life. He has never forgotten that. He has had a knack for healing and made sure to learn all he can. He never charges for his midwifery skills nor charges, but will take anything offered.

He learned his alchemical skills at his grandmother’s knee. Blessed with a high intelligence and cursed with an innate curiosity he got into much trouble as a child and learned many of his less savory skills during that time.

Being known as a healer and midwife brought him into contact with all kinds of people, both moral and immoral, of high status and low. This led to some of his other talents being used. His ability to copy documents was known by few but highly valued by them. His ability to find and retrieve things, jewelry, art, tools, husbands, led to a thriving business. He only took jobs he thought righteous, even though maybe not legal. This led to him retrieving something that wasn’t lost and led to him leaving Firas for The Free Coast.

Business was good in the Free Coast but after a few years, and the ire of a few cheating husbands, he felt the call to Haven. There all of his talents have been put to use healing and making Haven safer.

Lazur is 6'2". Has light brown hair and blue eyes.

Formula Book:

89/100 pages

First Level

Comprehend Languages
Cure Light Wounds
Enlarge Person
Endure Elements*
Expeditious Retreat
Heightened Awareness
Long Arm
Shield

Second Level

Alchemical Allocation
Blur*
Cure Moderate Wounds*
Darkvision
Invisibility
Perceive Cues*
Resist Energy*
Restoration, Lesser*

Third Level

Arcane Sight*
Cure Serious Wounds
Displacement*
Haste
Heroism
Protection From Energy*

Fourth Level

Cure Critical Wounds
Echolocation
Fire Shield
Restoration* 1,000 gp diamond dust
Stoneskin 1,000 gp granite and diamond dust

Fifth Level

Delayed Consumption
Overland Flight
Planar Adaptation

Sixth Level

Heal
True Seeing

Daily Resources:

Hero Points: 1

Inspiration (1d8 roll twice take better): 15 Used: 3

Boro Beads
4 1st Used: 4
2 2nd Used: 0
1 3rd Used: 0

1st Level Extracts (7):

Cure Light Wounds
Enlarge Person[/s] (1)
Heightened Awareness
Long Arm (1)[/s]
Long Arm (2)[/s]
Shield (2)[/s]
Shield[/s]

2nd Level Extracts (7)

Alchemical Allocation
Blur
Focused Scrutiny
Invisibility
Perceive Cues
Resist Energy
(OPEN)

3rd Level Extracts (7)

Arcane Sight
Cure Serious Wounds
Heroism
Heroism
Protection From Energy
(OPEN)
(OPEN)

4th Level Extracts (5)

Cure Critical Wounds[/s]
Echolocation[/s]
Fireshield
Stoneskin[/s]

(OPEN)

5th Level Extracts (5)

Delayed Consumption[/s]
Overland Flight[/s]
Overland Flight
Planar Adaptation
Overland Flight[/s]

6th Level Extracts (3)

Heal
True Seeing
(OPEN)

Dice:

[dice=+5 Inspired Mithral Rapier 1]1d20+21[/dice] [dice=Damage]1d6+9[/dice]
[dice=+5 Inspired Mithral Rapier 2]1d20+16[/dice] [dice=Damage]1d6+9[/dice]
[dice=+5 Inspired Mithral Rapier 3]1d20+11[/dice] [dice=Damage]1d6+9[/dice]
[dice=+5 Inspired Mithral Rapier PA 1]1d20+21-4[/dice] [dice=Damage]1d6+9+8[/dice]
[dice=+5 Inspired Mithral Rapier PA 2]1d20+16-4[/dice] [dice=Damage]1d6+9+8[/dice]
[dice=+5 Inspired Mithral Rapier PA 3]1d20+11-4[/dice] [dice=Damage]1d6+9+8[/dice]
[dice=+5 Inspired Mithral Rapier SC PA 1]1d20+21+8-4[/dice] [dice=Damage]1d6+9+8+8[/dice]
[dice=+5 Inspired Mithral Rapier SC PA 2]1d20+16+8-4[/dice] [dice=Damage]1d6+9+8+8[/dice]
[dice=+5 Inspired Mithral Rapier SC PA 3]1d20+11+8-4[/dice] [dice=Damage]1d6+9+8+8[/dice]
[dice=+1 Adamantine Dagger]1d20+16[/dice] [dice=Damage]1d4+5[/dice]
[dice=Adaptive +1 Composite Shortbow]1d20+16[/dice] [dice=Damage]1d6+5[/dice]
[dice=Acrobatics]1d20+22[/dice]
[dice=Appraise]1d20+27[/dice]
[dice=Craft: Alchemy]1d20+35[/dice]
[dice=Diplomacy]1d20+20[/dice] + [dice=Inspiration (better of 2d8)]2d8[/dice]
[dice=Disable Device]1d20+35[/dice] + [dice=Inspiration (better of 2d8)]2d8[/dice]
[dice=Disguise]1d20+4[/dice] + [dice=Inspiration (better of 2d8)]2d8[/dice]
[dice=Heal]1d20+34[/dice] + [dice=Inspiration (better of 2d8)]2d8[/dice]
[dice=Kn: Arcana]1d20+17[/dice] + [dice=Inspiration (better of 2d8)]2d8[/dice]
[dice=Kn: Dungeoneering]1d20+15[/dice] + [dice=Inspiration (better of 2d8)]2d8[/dice]
[dice=Kn: Engineering]1d20+14[/dice] + [dice=Inspiration (better of 2d8)]2d8[/dice]
[dice=Kn: Geography]1d20+14[/dice] + [dice=Inspiration (better of 2d8)]2d8[/dice]
[dice=Kn: History]1d20+14[/dice] + [dice=Inspiration (better of 2d8)]2d8[/dice]
[dice=Kn: Nobility]1d20+12[/dice] + [dice=Inspiration (better of 2d8)]2d8[/dice]
[dice=Kn: Local]1d20+15[/dice] + [dice=Inspiration (better of 2d8)]2d8[/dice]
[dice=Kn: Nature]1d20+15[/dice] + [dice=Inspiration (better of 2d8)]2d8[/dice]
[dice=Kn: Planes]1d20+27[/dice] + [dice=Inspiration (better of 2d8)]2d8[/dice]
[dice=Kn: Religion]1d20+15[/dice] + [dice=Inspiration (better of 2d8)]2d8[/dice]
[dice=Linguistics]1d20+33[/dice] + [dice=Inspiration (better of 2d8)]2d8[/dice]
[dice=Perception]1d20+33[/dice] + [dice=Inspiration (better of 2d8)]2d8[/dice]
[dice=Perception Traps]1d20+41[/dice] + [dice=Inspiration (better of 2d8)]2d8[/dice]
[dice=Sense Motive]1d20+27[/dice] or [dice=Sense Motive]1d20+27[/dice] + [dice=Inspiration (better of 2d8)]2d8[/dice]
[dice=Slight of Hand]1d20+4[/dice] + [dice=Inspiration (better of 2d8)]2d8[/dice]
[dice=Stealth]1d20+22[/dice] + [dice=Inspiration (better of 2d8)]2d8[/dice]
[dice=UMD]1d20+27[/dice] + [dice=Inspiration (better of 2d8)]2d8[/dice]
[dice=Fort Save]1d20+13[/dice]
[dice=Reflex Save]1d20+18[/dice]
[dice=Will Save]1d20+15[/dice]