Ilarris Zeleshi

Lily Whitehill's page

8 posts. Alias of DBH.


Full Name

Lily Whitehill

Race

Half-elf Investigator

Classes/Levels

Investigator 1. HP 11. AC 16. Init + 4. Perception + 9.

Gender

Female

Size

Medium

Age

26

Alignment

NG

Strength 10
Dexterity 18
Constitution 14
Intelligence 16
Wisdom 11
Charisma 15

About Lily Whitehill

LILY WHITEHILL

Female Half-Elf investigator 1, NG medium humanoid (elf, human)

Init +4; Senses Low-Light Vision, Perception +9,

Languages Common, Draconic, Elven, Infernal, Polyglot

AC 16, touch 14, flat-footed 12, hp 11 (1HD)

Fort +2, Ref +6, Will +2, +2 racial saving throw bonus against enchantment spells and effects., +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol

Immunities Sleep,

Speed 30 ft. (6 squares)

Ranged light crossbow +4 (1d8/19-20)
Melee cold iron dagger +0 (1d4/19-20)
Ranged cold iron dagger (thrown) +4 (1d4/19-20)
Melee silver dagger +0 (1d4-1/19-20)
Ranged silver dagger (thrown) +4 (1d4-1/19-20)
Melee cold iron sword cane +0 (1d6)

Face 5 ft. by 5 ft. Reach 5 ft.

Base Atk +0; CMB +0; CMD 14

Prepared Spells Prepared Spell List
Investigator (CL 1st):
1st - cure light wounds (DC 14) , monkey fish (DC )

Abilities Str 10, Dex 18, Con 14, Int 16, Wis 11, Cha 15

Special Qualities Adaptability, Alchemy, Elf Blood, Elven Immunities, Inspiration, Keen Senses, Low-Light Vision, Multitalented, Trapfinding, Weapon and Armor Proficiency,
Feats Fast Learner, Skill Focus (Perception)

Skills
*Acrobatics +8,
*Appraise +7,
Bluff +2, Bluff (Potentially Sexually Attracted) +3,
Craft (Untrained) +3,
*Diplomacy +6, Diplomacy (Potentially Sexually Attracted) +7,
*Disable Device +9,
Disguise +2,
Escape Artist +4,
Fly +4,
Intimidate +2,
*Knowledge (Arcana) +7,
*Knowledge (Local) +7,
*Perception +9, Perception (Trapfinding) +10,
Ride +4,
*Sense Motive +4,
*Sleight of Hand +8,
*Spellcraft +7,
*Stealth +4,

Possessions leather armor; cold iron bolt; cold iron sword cane; formula book; Light Crossbow ; Wrist Sheath, Spring Loaded [ Silver Dagger; ]; Wrist Sheath, Spring Loaded [ Cold Iron Dagger; ]; Belt Pouch [ Sewing Needle; Soap; String (50 ft.); ]; Canteen ; Backpack, Common [ Winter Blanket; Bedroll; Survival Kit (Common); Mess Kit; Grooming Kit; Alchemy Crafting Kit; ];

Adaptability Half-elves receive Skill Focus as a bonus feat at 1st level.

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, you gain a competence bonus equal to 1 on the skill check. In addition, you can use Craft (alchemy) to identify potions as if using detect magic. You 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 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, reactivating 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 reprepare his extracts 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 (Pathfinder RPG Advanced Player's Guide 32) to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for 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 for any level that he can create. An investigator can also add formulae to his book just like 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 that formulae.

Charming Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Elf Blood Half-elves count as both elves and humans for any effect related to race.

Elven Immunities Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Immunity to Sleep (Ex) You are never subject to sleep effects.

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 their investigations, but can also use these of 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 3. 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.

Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.

Keen Senses Half-elves receive a +2 racial bonus on Perception skill checks.

Low-Light Vision Half-elves can see twice as far as humans in conditions of dim light.

Multitalented Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Trapfinding An investigator adds 1 to Perception skill checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.

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.