Holy Guide

Lebraerio Hantwell's page

721 posts. Organized Play character for Escharid Blackrose.


Full Name

Lebraerio Hantwell

Race

Human

Classes/Levels

Investigator 6 Init +3 HP 45/45 AC 19 T 14 FF 16 Fort +4 Ref+9 Will +6 Per +10+1d6 Move 30 Insp 5/5

Gender

Male

Size

medium (5'10", 175 lbs)

Age

23

Alignment

N

Deity

Nethys

Languages

Common, Vasirian, Osirian, ancient Osirian+Dwarf

Strength 12
Dexterity 16
Constitution 12
Intelligence 19
Wisdom 10
Charisma 11

About Lebraerio Hantwell

Lebrario Hantwell
Male Human
Investigator 6
Alignement N
Init +3; Senses none ; Perception +10
Favored Class: Investigator
FC bonus:+1 HP
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Defense
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AC 19 , 14 touch ,16 flat-footed (+5 Armor, +3 Dex,+1 RoP)

hp (45)
Fort +2/+3/+4
Ref +5 /+8/+9
Will +5 /+6

Defensive Abilities
Poison Resistance (Ex): At 5nd level, an investigator gains a +4 bonus on all saving throws against poison.
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

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Offense
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Speed 30 base with armor
Bab +4 CMB +5 CMD 18

Melee
+1 Short sword +6, 1d6+2 crit 19(*2)
Dagger +5, 1d4+1, crit 19 (*2)

Ranged
Short bow+7, 1d6 crit 19 (*3) R60ft

Special Attacks
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.
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.

Quick Study (Ex): An investigator can use studied combat as a swift action instead of a move action.
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Statistics
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Str 12 Dex 14 (+2 Human) Con 12 Int 16 (+1L4;+2 Headband) Wis 10 Cha 11

Feats
L1 Alertness (+2 Per/SM)
Hum Deft Hands (+2 DD/SoH)
L3 Extra Investigator talent
L5 Master Alchemist (+2 Craft Alchemy, bonus to create items/poison)

Traits
Ordinary (+4 to stealth to hide in crowd)
Alchemical Adept (+2 to Craft Alchemy)

Skills (6 base+ 4Int+ 0FC+ 1Race=11/level ) *=Free Inspiration
Acrobatics +9 Rank 3
Appraise +8
Craft-Alchemy +15 (+21) rank 6
Bluff +4*
Climb +5 Rank 2
Diplomacy+4*
Disable Device +12 (+14)* Rank 6
Escape Artist +7
Heal +6* Rank 3
Intimidate +4*
Perception +9 (+11)* Rank 6
Sense Motive +5 (+7)* Rank 2
Stealth +8 Rank 2
Sleight of Hand +7 (+9)*
Spellcraft +11* Rank 3
Linguistics +13* Rank 6
Know Nature +8*
Know Arcana +10* Rank 3
Know Religion +10 Rank 3*
Know Dungeonering +8*
Know History +8*
Know Local +8*
Know Planes+10* rank 3
Know Geography+8*
Know Engineering+8*
Know Nobility +8*
Use Magic device +6 Rank 3
Survival +5 Rank 2

Languages (5) Common, Varisian, Osirian, Old Osirian, Necril

Linguistics (6): Dwarf, Aklo, Giant, Terran, Orc , Undercommon

SQ
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.

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.

Trapfinding +3 to Perception/DD vs Traps
Poison Lore (Ex): An investigator has a deep understanding of 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 a poison, he can attempt a Knowledge (nature) check to identify any natural poison or a 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.

Investigator Talent (Ex or Su)
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.
Underworld Inspiration: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.

Inspiration (6/d): +1d6 to any skill check (1 inspi) OR +1d6 to attack/saves (2 inspi)

Free Inspiration:
Knowledge (all)
Linguistics
Spellcraft
Diplomacy
Heal
Perception
Profession
Sense Motive
Bluff
Disable Device
Disguise
Intimidate
Sleight of hand

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Equipment & Money
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Starting Money:105 GP

Combat Gear:
Defense:+1 Mithral chain shirt (Ar Pen 0)

Offense:+1 Short sword, dagger, short bowbow, 20 arrows

Other gear:Handy haversack, Alchemist kit (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), Healer's kit, thieves tools, wrist sheat, Msw thieves tools, Traveling formula book, ,thunderstone (2), 1 CLW potion, Wayfinder, 1 flask of Holy water, Alchemical Fire , CLW Wand (43/50), Ioun Torch, Eye of the Eagle, Cloak of resistance+1, ring of protection+1, Traveler any tool, headband of Intelligence+2

Spare money:
PP:
GP: 10369-9825+2628=3172
SP:
CP:

Other valuables:

Encumbrance:

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Magic
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Formulae known
L1:(15) Cure Light Wounds, Disguise self, Urban Grace, Adhesive Spittle, Enlarge Person, Ant Haul, Bouncy Body, Detect Undead, Keen Senses, Identify, Endure Elements, Long Arm, Longshot, Expeditious retreat, Touch of the sea, Bomber's eye
L2:(1) Fire breath, Cure Moderate wounds, Barkskin, Blur, Invisibility, Perceive Cues, False life, See Invisibility

Extract/day
L1 ( 4): Enlarge Person, Keen Senses, Adhesive spittle *2

L2 (3) Fire Breath, Cure Moderate wounds

Looks & Personality
Lebraerio has nothing really outsanding, being of average build. He prefers to keep it that way, using bland, brown or dark clothes, preferably with an hood to hide his features. He has a beard, and tries to keep it groomed when he can.
Joining the Pathfinders and the Scarab Society was quite natural for him, as he enjoy the secrecy and the thrills of enigmas. He's not a great talker, and enjoy staying in the background, where he can observe and learn.
He does enjoy talking with people with alchemical skills, comparing notes and trading formulae.
He's afraid of the sea, but wishes to explore Osirion, so he knows he will have to face his fear sooner or later.

Background
Coming for a poor family in Varisia, Lebraerio lost his father, a sailor, to the sea. His mother, an ex slave from the distant land of Osirion, had to accept tough, badly paid for work, but managed to put food on the table and a roof over their head.
As soon as possible, Lebraerio tried to work too, but desperate for money,fell on the bad side of the law. He was put to jail for a whole year, and wanted nothing more than to redeem himself. As he couldn't join the guard with his criminal record, he went away, and started working as an investigator, fighting crime with its own tricks.
After a few successes, he was able to put some money aside to learn alchemy, and was found very competent in the skill.

PFS 133884-4
XP 16
PP 24

Adventures done:
1-The Confirmation
2-In service to Lore
3-The Wounded wisp
4-Murder's mark
5-Reaping what we saw
6-Destiny of the sands part I
7-Destiny of the sands part II
8 The Sanos Abduction
9 My Eenmy's enemy
10 Way of the Kirin