Count Lucinean Galdana

Marcus Liore's page

3 posts. Alias of EdenOfTheEast.


About Marcus Liore

DM READ FIRST:

three things before you dive any further into this character.

1.this is a 3PP class from SGG called the Investigator which is one of few books presented in the Anachronistic Adventurers line which to put simply are people thrown back in time like John Carter and such but can be re fluff to be pretty much anything.
2. I use one feat and some weapons that is from the 3.5 day which I present to you right here:
Hidden Blades
Scoundrels generally avoid fair fights. Many hide various weapons about their bodies to glean whatever advantage they can. A hidden blade is a spring loaded blade attached to the inside of armor or boots or strapped to the scoundrel’s body. Activating a hidden blade requires a move action. Hidden blades can be made masterwork or magic just as
normal weapons can be. Attacking with a hidden blade imposes a –2 penalty on the attack roll. Discovering a hidden blade before it has been activated requires a DC 15 Perception check.

Elbow Blade: Hidden within bracers or the forearm
piece of a suit of armor, elbow blades jut out backward
and lie flat against the back of the bearer’s upper arm.
Activating an elbow blade usually requires a flick or twist
of the wrist. Treat an elbow blade as a punching dagger.

Knee Blade: Held within the greaves of a suit of armor,
a knee blade extends with a quick upward thrust of the
knee. The flat of the blade rests against the bearer’s thigh,
allowing for full range of movement. Treat a knee blade
as a short sword.

Sleeve Blade: Strapped to the forearm of its wearer, a
sleeve blade lies hidden under a long-sleeved shirt or dress.
Making a quick downward flick with the wrist triggers
the mechanism, extending the blade beyond the top of
the wearer’s hand. Treat a sleeve blade as a dagger.

Research:General Feat

Benefit

This feat expands the way you can use the Knowledge skills. It allows you to use a Knowledge skill to navigate a library, an office filing system, a chronicler's repository, or a church's records storage cell in order to discover information. You must be able to read the language the texts are written in to research them. Research a Topic: Given enough time (usually 1d4 hours, though the DM can increase the time based on the amount of material you're examining) and a successful DC 10 skill check, you gain a general understanding of the topic you're researching. This assumes the information you are seeking exists within the collection of materials you are researching. The higher the check result, the better and more detailed the information (to the extent available within the source material). When you want to find out specific information on a specific topic, you must first find a library with tomes relating to that topic. The quality of the library or collection can provide a circumstance bonus on your Knowledge check when performing research. General-purpose libraries (such as those found in some wealthy households, small churches, or towns) contain basic information on a variety of topics and provide a +1 circumstance bonus. A library devoted to a specific topic (usually owned by churches or organizations devoted to specific pursuits) provides a +2 circumstance bonus on Knowledge checks related to its topic. Comprehensive collections are harder to find, but they provide a +4 circumstance bonus. Such collections reside with large churches, in some larger cities, in some organizations and institutions, at Morgrave University, and in major chronicle offices. Even rarer and harder to gain access to are master collections, which provide a +6 circumstance bonus. Master collections are found in a few dragonmarked house enclaves, one or two royal libraries, and in the library at Korranberg. Examine Records: Examining books or records to get a general sense of what's in them takes time, skill, and some luck. Find a stack of ledgers in the alchemist's lab? Discover records in the crime lord's hideout? Locate the files pertaining to taxes collected in the city? To get a general sense of the information contained therein and whether or not you can use it, you must make a research check using the most appropriate Knowledge skill. The DC depends on the complexity of the code or filing system used. Complexity. - knowledge - Time. of Code ----- DC ----------- Needed. Basic ------- 10 ------------ 1d4 hours. Simple ------ 15 ------------ 1d4+1 hours. Moderate --- 20 ----------- 1d4+2 hours. Complex ---- 30 ----------- 1d4+4 hours. On any successful check, the higher the result, the better and more complete the information you glean. If you start out seeking a specific fact, date, map, or similar bit of information, the DM might increase the DC by as little as +5 or as much as +15. You can retry a Knowledge check made to perform research, though if the material you are examining doesn't contain the data you seek, you can't find it. You can take 10 or take 20 when making a Knowledge check to research a topic or examine records. This use of the Knowledge skill takes a minimum of 1d4 hours.

3. use of other feat brought on by these products like
Ritualist
You have learned how to design rituals to
access a broad range of magic effects, though
this takes time and costly materials.
Prerequisites: Spellcraft 1 rank, Use Magic Device 1 rank.
Benefit: You can perform rituals to create
0-3rd level spells. See Ritual Magic for more
information.
as a example I will show you all the rules(it quite easy to do) but if you have any problem with any of these 3 things then tell me and I will try to fix it as best as possible.

The Class:

“At length, sick with longing for those glittering sunset streets
and cryptical hill lanes among ancient tiled roofs, nor able
sleeping or waking to drive them from his mind, Carter resolved
to go with bold entreaty whither no man had gone before, and
dare the icy deserts through the dark to where unknown Kadath,
veiled in cloud and crowned with unimagined stars, holds secret
and nocturnal the onyx castle of the Great Ones.”
—H.P. Lovecraft, The Dream Quest of Unknown Kadath

The Investigator
Alignment: An investigator can be of any
alignment, though very few are of a chaotic
alignment.
Hit Die: d8
Starting Wealth: At 1st level an
investigator begins play with 3d4 x 10 gp.

Medium BAB,Good Fort,Poor Ref,Poor Will

Class Skills
The investigator’s class skills are Appraise
(Int), Bluff (Cha), Craft (Int), Disable Device
(Dex), Disguise (Cha), Escape Artist (Dex), Heal
(Wis), Intimidate (Cha), Knowledge (all)(Int),
Linguistics (Int), Perception (Int), Profession
(Wis), Sense Motive (Wis), Sleight of Hand
(Dex), Stealth (Dex), and Swim (Str).
Additionally, any character who begins play
as an investigator can select two additional
skills as class skills, to represent the benefit of
growing up with the superior education options
of a modern advanced society. These skills should
be appropriate to the character’s background. A
cheerleader who fought vampires and witches
as a member of an informal hero group in high
school can reasonably select Use Magic Device
as an additional class skill. A genius curator of
antiquities who nevertheless didn’t believe in
the paranormal until she was sent to a fantasy
realm by a copy of the Necronomicon is limited to
skills with no ties to magic.
Skill Ranks per Level: 7 + Int modifier.

Class Features
All of the following are class features of the
investigator.

Proficiencies: An investigator is proficient
with simple weapons, a single martial weapon,
and a single Progress Level (see Progress Level
Proficiencies at the end of this product).

Archetype: Not every investigator focuses
on the same aspect of their mighty powers
of mental prowess, nor do all investigators
undertake the same studies or use the same
techniques to achieve their goals. At 1st level, each
investigator selects an anachronistic archetype
to represent his focus and background training.
Once selected, this choice cannot be changed.
Each archetype provides an investigator with
special benefits, ranging from additional class
skills and bonus feats to new talents and class
powers. Archetypes are presented at the end of
the investigator character rules.

Bonus Feats: An investigator gains a
bonus feat at 4th level, and again at 8th, 12th,
and 16th level. These bonus feats must be
general feats (not combat feats, item creation
feats, or metamagic feats), and the investigator
must meet all prerequisites.

Limited Talent: At 6th level, an
investigator gains another talent, but is limited
to only those talents granted by the core
investigator class itself, and even then only
to talents that do not grant access to a feat or
to bonuses (for the investigator or her allies)
on saving throws, attack rolls, armor class, or
damage. Thus the investigator can’t use this
talent to select a talent given by an archetype,
nor to take Canny Defense, Trained Mind, or
similar talents. The talent selected otherwise
acts just like any other investigator talent. The
investigator gains another limited talent at
10th level, and every 4 levels thereafter (14th,
18th, and so on).

Ultimate Deduction (Ex): The ability
of the investigator to put together apparently
unrelated clues, her vast catalog of information,
the behavior of people, places, and things she
has observed, and come to a conclusion that
appears magical to those less trained in analysis
than the investigator herself. Using ultimate
deduction is a free action the investigator may
take only once per round, and she may do it a
number of times per day equal to half her class
level.
This acts as a single question from a commune
spell (no material component or casting
time required), except as an extraordinary
ability it is limited to information a mortal could
conceivably know or deduce (though it is not
limited to knowledge a mortal could reasonably
acquire -- only information it is impossible for
any mortal anywhere to know is beyond the reach
of the ultimate deduction), and is not subject to
spells or effects that block divination magic. When
the investigator expends one use of his ultimate
deduction ability, she may alternately decide to use
it to take 20 on a Knowledge skill check, rather than
use its normal commune-like ability.

The Class Part 2 Investigator Talents:

Investigator Talents: As an investigator
gains experience, he learns a number of talents
that aid him and confound his foes. At 3rd level,
an investigator gains one investigator talent. He
gains an additional investigator talent for every
four levels of investigator attained after 3rd
level. Unless otherwise specified, an investigator
cannot select an individual talent more than
once.

This List is very long so I will only show you the one I will be using in the crunch section but if you want to see the whole list i can put it up for you.

The Class Part 3 The Other Stuff:

in this section I will show how the PL and Archetypes work.

Archetypes are a crucial part of character design in the Anachronistic Adventurers line of base classes, since they define what path each character has taken. Although all investigators are brilliant thinkers able to seek clever solutions to problems in and out of combat, the level of specialization in the modern world (along with the many different character origins modern settings allow for) results in a wide range of possible investigator types. For fine‑tuning of an
anachronistic adventurer’s background and goals, each class is given access to one anachronistic archetype. In addition to producing the kind of specialization common with base classes in the Pathfinder
Roleplaying Game Core Rulebook, this system allows the same base class (the investigator) to represent detectives and researchers from multiple different eras and origins by selecting appropriate archetypes. The skills and abilities of a heroic private eye in a major city of the 1930s are not the same as those of a computer-trained coroner, but an investigator and an appropriate archetype can represent both. Although only a few archetypes are presented here, GMs can use
them as templates for building new archetypes appropriate for specific kinds of investigators.
Further, more anachronistic archetypes are available in Anachronistic Adventurers: The Enforcer (and yet more will be presented in upcoming Anachronistic Adventurers products), and any anachronistic adventurer class can use any anachronistic archetype. In some cases this might
lead to suboptimal choices, but all possible combinations are legal and available to help flesh out unusual character concepts. Fans of the Genius Guide to . . . Archetypes line of books should be
pleased to know that those products are fully compatible with the archetypes of Anachronistic Adventures characters. The base investigator class can use any archetypes from those books (for
which it meets the prerequisites) in place of an anachronistic archetype.

and PL

The idea behind simple, martial, and exotic weapon proficiencies is to categorize weapons not only on how easy they are to use, but on how much training each takes to use and how common that training is. For the core rules of the campaign it’s assumed that all the cultures
of a campaign are similar enough for those assumptions to hold true throughout (although many campaigns make adjustments to those
assumptions when necessary). However, when dealing with anachronistic
adventurers, the assumptions fall apart. A hard-boiled private eye from the gritty streets of 1930s Chicago is going to be able to use a dagger, pistol, and rifle with ease, as these are the martial weapons of his era. When faced with weapons of a fantasy campaign he can probably figure out a crossbow without much difficulty and may have used a sling as a child, but likely has no experience with a longbow, flail, trident, or even a greatsword. He’s not helpless if forced
to fight with these weapons (most have easily understood principles), but he’s not “proficient” with their use, and thus suffers a penalty.
Of course this lack of familiarity goes much further than just weapons. Our private eye is similarly unfamiliar with how to put on the
clothes of a fantasy‑medieval campaign, has no idea how to use a sunrod until he’s shown, and can’t make full use out of the gear in a
climber’s kit. These deficiencies don’t make him unable to use such items at all; he just suffers a nonproficiency penalty when the accurate use of such items is important enough to require a skill
or ability check. In much the same way a modern rocket launcher would baffle a scientist from 1950, and an analog computer is a huge paperweight to most modern computer programmers, a character
can’t get the maximum use out of materials from PLs he is not proficient with.
To simulate this era‑dependent proficiency, the Anachronistic Adventurers rules break different levels of technological societies into Progress Levels. A Progress Level (PL) is an indication of
the state of technology that exists in a particular society or civilization. This state of technological development generally pervades all aspects of a culture, particularly at higher levels (PL 5 and beyond) when long‑range communication is virtually instantaneous. The Progress Levels, along with their simple and martial weapons, are briefly outlined below.

PL wont matter cause in most cases I am not playing the time traveler if I do however this would take effect. in all other cases it will be set to this level.

PL 3: AGE OF REASON
The scientific method improves humankind’s
understanding of the world. Experimentation
becomes the means by which the physical properties
of nature are systematically examined. The simple
and martial weapons of PL 3 are unchanged from
the Core Rulebook.

The Class Part 4 Da Rules:

this section detail any other things like Ritual magic brought by the 3rd book in the series the daredevil.

Rituals In Your Campaign
At their simplest, rituals replace the need to find sages and spellcasters-for-hire to cast useful spells an adventuring party might need, but don’t always have easily available from a member of the party. The additional time and cost required to perform rituals are designed to match the time and cost required to a hire a spellcaster in a typical fantasy campaign. Of course, a character able to perform rituals can always attempt to design exactly the ritual a group needs, but since it takes between one and three feats to make that effort, and success is never guaranteed, that seems like a reasonable benefit to gain.
Even with the option to produce nearly any spell, ritualists and occultists will rarely find their rituals directly useful in combat, It would be an unusual circumstance that would make it worth a 6 hour wait and a few hundred gp to produce a fireball. However, there are a broad range of spells, from identify to remove disease to restoration to teleport, that an adventuring group might be very glad to pay a few hundred gp and wait a few hours to benefit from. If the idea of being extremely useful out of combat and getting to draw circles, burn candles, and chant intonations appeals to a player, rituals may be a good choice. If a player really just wants to cast any spell he can think of quickly and easily, rituals won’t be a satisfying solution.

Ritual Magic
While most Anachronistic Adventurers come
from worlds where magic exists in one form or
another (and is usually the power that ends up
flinging them into a fantasy campaign), that magic
is rarer and less codified than the spells of clerics,
druids, and wizards. Instead, such magic is the
magic of rituals. It is most often the province of
cultists and madmen, with only a very few civilized
folk daring to risk the cursed libraries and trapped
ruins where such knowledge can be gained.
But daredevil or madman, a few such modernage
masters of magic exist, and can bring their
crude but strangely flexible form of magic into
a fantasy campaign. (And, of course, there may
well be tribesmen, snake-cultists, and reclusive
sages already in the fantasy world who know
of such skills... and may or may not appreciate
finding a new practitioner using their hidden
lore openly).
Ritual magic is slower, more expensive, and
more dangerous than the spells used by fantasy
classes, but it also has the potential of allowing
a character who learns it to do nearly anything
— if they have the time, material, skills, and
raw personal power. Ritual magic is only very
rarely useful in combat (and usually only in the
form of carefully laid traps and ambushes), but
can be extremely useful when time is not an
issue and a problem seems to refuse any other
solution.
To access ritual magic, a character must
have the Ritualist feat (presented in the Feats
section at the end of this book). This allows
a character to attempt to perform a ritual,
but rituals are significantly more costly and
complicated than spellcasting.
A ritual produces a spell effect, using the
ritualist’s character level as the caster level. Any
spell allowed into the campaign can theoretically
be produced by a ritual, but before a ritualist can
perform a ritual, he must design it. Each ritual
must be designed for the specific circumstances
of its casting – a ritual to use remove curse to get
rid of mummy rot in the desert of Egypt in April
is not the same as a ritual to use remove curse
to get rid of a bestow curse inflicted in a battle
with wererat shamans in the sewers of London
in December, even though the same spell is
produced by the ritual each time. While a GM
may allow the same ritual to be used multiple
times under very similar conditions (to remove
mummy rot from multiple victims of the same
mummy, for example), in general a ritualist
must assume a ritual has to be designed from
scratch every time it is to be performed.
If the ritual is a spell from the witch spell
list, designing it requires a Spellcraft check with
a DC of 15 plus double the spell’s level. If it is
a spell from the cleric/oracle or sorcerer/wizard
spell list, the Spellcraft DC is 20 plus double the
spell’s level. If the spell is from any other spell
list, designing it requires a Spellcraft check with
a DC of 20 plus triple the spell’s level. (If a spell
appears on multiple class spell lists, the ritualist
may choose which list to use when determining
these DCs.) Designing a ritual requires one hour.
If a ritualist fails to design a ritual, he must wait
until he gains a level before attempting to design
it again. (If the research rules from Anachronistic
Adventurers: The Investigator are being used in
a campaign, a GM may allow a ritualist to use
them to research a specific ritual he has already
failed to design at his current level).
Performing a ritual requires the ritualist
fulfill the casting time and meet all the
components of the spell it produces (including
material components and foci), plus an
additional time and cost based on the level of
the ritual. The additional cost is equal to caster
level x spell level x 10 gp. (For 0 level spells,
the additional cost is caster level x 5gp.) The
additional time is 4 hours, +1 hour per level of
the spell to be produced by the ritual, -1 hour for
every 5 ranks of Use Magic Device possessed by
the ritualist. A ritualist cannot perform a ritual
with a spell level greater than half the ritualist’s
character level.
Even after paying the cost, meeting the
components, and taking the necessary time,
the ritualist is not guaranteed to successfully
perform a ritual. This requires a Use Magic
Device check, with a DC of 15 plus double
the spell level of the spell to be duplicated
by the ritual. Success indicates the ritual is
successfully performed, and the desired spell
effect is created. A failure by 5 or less indicates a
failure, and half the materials used for the ritual
are lost. A failure by 5 or more indicates a ritual
mishap. This acts as a scroll mishap (see Scrolls
in the Pathfinder Roleplaying Game Core Rulebook
for more information on scroll mishaps). If the
Use Magic Device check results in a natural 1 (a
“1” shows on the d20), the ritual automatically
fails even if the total is not less than the ritual’s
DC.

Story,Fluff,and Everything Nice:

Crunch:

Traits:

Hedge Magician

You apprenticed for a time to a craftsman who often built magic items, and he taught you many handy shortcuts and cost-saving techniques.

Benefit: Whenever you craft a magic item, you reduce the cost of gp required to make the item by 5%.

????:

Appearance:

Marcus appearance is taken after the shady, creepy archetype. He is depicted with white hair and an ever-present smile with his eyes closed, belying a demonic nature. He wears a simple black suit with a white shirt underneath, short brown gloves, and brown steel-toed shoes. He dons a pair of black trousers held up by two brown belts. He completes the outfit with a black fedora hat to close the shady visage.