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About Maldrek KasidraStatistics:
Male Fetchling Investigator (Mastermind) 7/Master Spy 1
LE Medium Outsider (Native) Init +4; Senses Perception +11; darkvision 90 ft., low-light vision 120 ft., light sensitivity ------------------------------ DEFENSE ------------------------------ AC 19, touch 14, flat-footed 15 (+5 armor, +4 dex) hp 72 Fort +3, Ref +10, Will +8 (+4 vs poison) Defensive Abilities Shadow Blending Resist cold 5, electricity 5 ------------------------------ OFFENSE ------------------------------ Speed 30 ft. Melee Sword Cane +10 (1d6+1)
Ranged Hand Crossbow +10 (1d4)
Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ Shadow Blending Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance. Shadowy Resistance Fetchlings have cold resistance 5 and electricity resistance 5. Skilled (World Walker) Fetchlings gain a +1 racial bonus on Knowledge (nature) and Knowledge (local) checks, and a +2 bonus on Stealth checks. Spell-Like Abilities (Subtle Manipulator) Fetchlings can use memory lapse once per day as a spell-like ability. When a fetchling reaches 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once per day as a spell-like ability. When a fetchling reaches 13th level in any combination of classes, he gains plane shift (self only, to the Shadow Plane or the Material Plane only) usable once per day as a spell-like ability. A fetchling's caster level is equal to his total Hit Dice. Darkvision Fetchlings can see perfectly in the dark up to 60 feet. Low-Light Vision In addition to their ability to see perfectly in the dark up to 60 ft, fetchlings have low-light vision, allowing them to see twice as far as humans in conditions of dim light. Extremely Fashionable Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. Mathematical Prodigy You gain a +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks Tireless Logic Once per day when you make an Intelligence-based skill check or ability check, you can roll twice and take the better result. Meticulous You take a –2 penalty on skill checks for skills with which you’re untrained. Alchemy 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 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. Inspiration (6/day) 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 Diplomacy, Intimidate, or Knowledge 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. A Quiet World (3/day) At 1st level, once per day a mastermind can spend 10 minutes preparing an ally to make a single Diplomacy or Intimidate check (mastermind's choice when preparing the ally) within the next 24-hour period at the mastermind's behest. This skill check uses the mastermind's skill ranks instead of the ally's. The mastermind's affected ally still uses its own ability bonus for the check. Furthermore, when a mastermind uses this ability, he can expend one use of inspiration to give the ally use of the inspiration die when making the check. At 3rd level, a mastermind can use this ability an additional time each day, and the number of times he can use this ability per day increases by 1 for every third level thereafter. Multiple uses of this ability on the same ally grant that ally the benefit on additional Diplomacy or Intimidate checks. Poison Lore At 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator spends 1 minute physically examining the poison, he can attempt a Knowledge (nature) check to identify any natural poison or 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. Poison Resistance At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level. Investigator Talents At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once. Infusion When the investigator creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects. Applied Engineering The investigator can leverage his knowledge of engineering to solve tasks that normally require brute strength or keen eyes. He can expend one use of inspiration as a full-round action to study an object or area and attempt a Knowledge (engineering) check. On his next turn, he can use the result of that Knowledge (engineering) check in place of a Strength check to break the object or in place of a Perception check to locate hidden doors or compartments in that area. Underworld Inspiration An investigator can use his inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending uses of inspiration, provided he's trained in the skill. Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained. Studied Combat 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 only have 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 (+2d6) At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The 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. Mastermind Defense At 4th level, a mastermind can, as an immediate action, expend two uses of inspiration to make an inspired defense. He rolls his inspiration die and applies the result as a penalty on an attack roll made against him. If the mastermind has the combat inspiration talent, he can expend one use of inspiration instead of two. Art of Deception A master spy adds her class level to all Bluff, Disguise, and Sense Motive checks. Master of Disguise A master spy can create a disguise in half the time normally required. In addition, any penalties from assuming a disguise of a different gender, race, age, or size are reduced by 1. Sneak Attack (+1d6) This ability is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 at every third level (1st, 4th, 7th, and 10th). If a master spy gets a sneak attack bonus from another source, the bonuses on damage stack. Extracts:
------------------------------ EXTRACTS ------------------------------ 1st (5/day) Comprehend Languages Crafter's Fortune Cure Light Wounds (prepared) Disguise Self (prepared) Expeditious Retreat Heightened Awareness Illusion of Calm Identify Jump Polypurpose Panacea (prepared) Recharge Innate Magic True Strike (prepared) Vocal Alteration 2nd (4/day) Alchemical Allocation (prepared)
3rd (2/day) Arcane Sight
Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ Carrying Capacity Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb. Current Load Carried 26 lb. Money 621 GP 0 SP 0 CP
Blue Whinnis (120gp)
Copied 1st level formulae x6 (60gp)
Background:
Darvan and Leyli Kasidra lived in one of the poor districts of Westcrown. Life was a battle every day, especially since they refused to stoop to crime to support themselves in the corruption-infested city. When Leyli's produce stand was robbed, Darvan turned to gambling to keep them fed. For a while he was lucky. He always came out on top, the good days outweighing the bad. But nobody's luck lasts forever and he fell deep into debt...with the kind of men you don't want to owe money to. But in the City of Twilight there are always opportunities if you're willing to dirty your soul for them. So Darvan went into the Dusk Market, desperately seeking a way out of his predicament. After talking to dozens of money-lenders and other shady individuals, during the darkest hours Darvan was approached by a figure covered in a black cloak. He spoke in a whispered, otherworldly voice. He said that he had empathy for Darvan's plight, and he would 'alleviate' the situation in exchange for a favor. Darvan was suspicious of such vague terms, but it was the only offer he had and if he didn't do something he and Leyli would be sold as slaves or killed. With reluctance he agreed, and the figure slipped off into the night. Darvan waited for days, but the cloaked figure never made contact with him again. He was sure it was some sort of sick joke and began fearing for their safety again, but after a week of silence he realized something; the men he owed money to hadn't visited him either. He cautiously asked around town and discovered the men who had threatened him were found dead in an alleyway, surrounded by illegal substances. It was considered a drug deal gone wrong and nobody batted an eye at it. But Darvan knew better. He has indirectly orchestrated their deaths and he had to repay this horrible favor one day. Slowly his paranoia waned over the next year and a half as they lived in silence. Life didn't become easy, but it became stable. Leyli became pregnant and gave birth to a son who became the pride and joy of the Kasidra's, who named him Maldrek. But on Maldrek's first birthday all of Darvan's fears came rushing back as the same cloaked figure appeared in their house in the dead of night. He looked at the infant, his jet-black hair and pale skin, and said "I have come for recompense, and only a life can equal a life." Darvan tried to stop him but the cloaked figure and his firstborn son disappeared in a wisp of darkness. It was the last he ever saw his son. The cloaked man was a fetchling crime lord named Jasper. He was the kind of criminal who orchestrated deaths every day while never getting his hands dirty. Part of his organization was recruiting orphans and other young people to ensure the future of his operations, and he had a special affinity for those of his own race, few as they are. Maldrek's entire life became training, learning how to lie and cheat and steal and kill for whatever Jasper needed. He was indoctrinated in along with the other children, but as he grew older he started questioning his lessons. He began critically looking into Jasper and his history and found that he was nothing but a mindless servant for another criminal. It took months of planning and subterfuge, but he escaped from under Jasper's thumb. Maldrek started taking care of himself instead of serving others. His lessons served him well, but he didn't know how to act on his own, and he was frequently bullied out of what little money he made or stole. He wasn't strong enough to fight the thugs, but he was smarter than them. Instead of trying to hire muscle to fight fire with fire, when he made deals with people he would do less honest tactics. He would poison them and only give them the antidote when the deal was finished. He would deal with them through notes and dead drops. He captured loved ones used them for assurance. What he lacked in strength and manpower he made up for in cunning, tricks, and meticulous planning. He started researching alchemy and using the magic their to further his goals, including a drastic experiment which nearly permanently blinded him but ended up giving him the ability to see in utter darkness. Over the years, Maldrek became a rival to Jasper and everything his parents hated in Westcrown. He began running his own section of the underground with a close-knit group of allies, running proactive operations to maintain their hold on power. Eventually, he became one of the dark creatures that stalked the streets at night. He became a shadow whispered about in fearful voices and the story told to children to scare them. But his rise in power wasn't over yet, because his influence had been noticed by the illustrious Council of Thieves. Relishing the opportunity, Maldrek accepted their invitation. Appearance and Personality:
Maldrek is fairly short and has an unnaturally gaunt build. His complexion is a smoky grey and his shoulder-length hair is midnight black. Thin, pale lips stretch out below a slightly hooked nose. His eyes stand out the most, pupilless pronounced orbs that glow a very faint violet color, and they have burn scars around them. Maldrek is incredibly meticulous, bordering on OCD. He likes to plan his daily life down to the minute and loathes if anything does not fit his structure. This gives him a feeling of security in his dangerous lifestyle. He's been known to kill men for making his breakfast wrong, but forgives the death of innocents as 'acceptable consequences'. Above all he values organization and loyalty. His work is a way to make a living, but also a point of immeasurable pride. Mental to-do List:
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