Maritine LeGrasse's page

148 posts. Alias of MrMantis.

Full Name

Maritine LeGrasse




Lepidstadt Inspector 5 | Initiative +3 | Perception +10 | Fort +3 Ref +8 Will +7 | HP 45 AC 18




Inspiration 6/6

About Maritine LeGrasse


Maritine LeGrasse

Female Human (Varisian) Investigator 5
LN Medium humanoid (human)
Init +3; Senses Perception +10

AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex, )
HP 45 (5d8)+5
Fort +3, Ref +8, Will +7, -1 on saves vs. fear effects

Speed 30 ft.
Melee masterwork rapier +8 (1d6/18-20)
Ranged hand crossbow +6 (1d4/19-20)
Ranged acid +6 (1d6)
Ranged alchemist's fire +6 (1d6)
Ranged ghast retch (flask) +6 (/none/x0)
Ranged tangleburn bag +6 (1d6/none/x0)
Ranged tanglefoot bag +6 (/none/x0)
Magic Item Spell-Like Abilities: mage hand ( at will) prestidigitation ( DC 10, at will)
Prepared Spells Prepared Spell List
Investigator (CL 5th):
2nd - invisibility (2) (DC 16)
1st - adhesive spittle (DC 15), cure light wounds (DC 15), tears to wine (DC 15), true strike (2) (DC)

Str 10, Dex 16, Con 12, Int 18, Wis 12, Cha 9
Base Atk +3; CMB +3; CMD 16
Feats - Extra Investigator Talent, Inspired Alchemy, Weapon Finesse, Weapon Focus (Rapier)
Skills Acrobatics +7, Appraise +4, Bluff +7, Climb -1, Craft (Alchemy) +13, Craft (Untrained) +4, Diplomacy +7, Disable Device +7, Disguise -1, Heal +5, Intimidate +9, Intimidate +9, Knowledge (Arcana) +9, Knowledge (Dungeoneering) +9, Knowledge (Engineering) +9, Knowledge (Geography) +9, Knowledge (History) +9, Knowledge (Local) +9, Knowledge (Nature) +9, Knowledge (Nobility) +9, Knowledge (Planes) +9, Knowledge (Religion) +9, Perception +10, Sense Motive +11, Stealth +10, Use Magic Device +12
Languages Aboleth, Common, Draconic, Elven, Polyglot, Varisian
Archetypes Lepidstadt Inspector,
SQ Alchemist Discovery, Alchemy, Bonus Feat, Infusion, Inspiration, Interrogation, Keen Mind, Keen Recollection, Perceptive Tracking, Perceptive Tracking, Poison Lore, Relentless Pursuit, Skilled, Studied Combat, Studied Strike, Weapon and Armor Proficiency,
Possessions masterwork rapier; apprentice's cheating gloves; traveler's outfit; +1 chain shirt; cloak of resistance +1; inquisitor's kit; hybridization funnel; alchemist's lab, portable; masterwork artisan's tools; rope (50ft); boro bead (1st); bolt (x10); universal solvent (x4); everburning torch; iron vial (x10); traveler's any-tool; wand of cure light wounds; antitoxin (x2); formula book; acid (x5); alchemist's fire (x5); ghast retch (flask) (x2); tangleburn bag; tanglefoot bag (x2); Hand Crossbow ; Handy Haversack ; Wrist Sheath, Spring Loaded ; Formula Book


Accelerated Drinker You know how to drink a potion efficiently, such as by not using your hands, tossing it in the air and catching it in your mouth, or opening it with your teeth. You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.
Alchemist Discovery (Ex) You can select one alchemist discovery as an investigator talent. When selecting an alchemist discovery, you must be high enough level to qualify for that discovery, using your investigator level as your alchemist level to determine if you qualify. This talent can be selected multiple times; each time grants a new alchemist discovery.

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 5 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.

Infusion (Ex) When you create an extract, you can infuse it with an extra bit of your own magical power. The extract created now persists even after you set it down. As long as the extract exists, it continues to occupy one of your daily extract slots. An infused extract can be imbibed by a non-Investigator to gain its 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 6. 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.

Interrogation (Ex) A Lepidstadt inspector is a master of harrying others until they cooperate with his investigations, and knows instinctively when the answers he receives are falsehoods. He adds +2 to Intimidate checks made to influence a creature's attitude and to Sense Motive checks.

Keen Mind (Ex) A Lepidstadt inspector's strong, analytical mind resists attacks and hazards that would muddy his clear thoughts. He gains a +1 bonus on Perception checks and Will saves.

Keen Recollection You can attempt all knowledge checks untrained.

Lepidstadt Scar You gain a +1 dodge bonus to AC against attack rolls made to confirm a critical threat against you.

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

Perceptive Tracking (Ex) A Lepidstadt inspector must take the perceptive tracking talent as his investigator talent. He doesn't need to be trained in Perception to do so.

Poison Lore (Ex) You have a deep understanding and appreciation for poisons. You cannot accidentally poison yourself when applying poison to a weapon. If you spend 1 minute physically examining the poison, you 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, you 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. You have no chance of accidentally poisoning yourself when examining or attempting to neutralize a poison.

Pragmatic Activator While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

Relentless Pursuit (Ex) A Lepidstadt inspector can learn enough about a suspect through observation that he can deduce the most effective way to deal with the subject. Once per day, if a Lepidstadt inspector finds a creature's tracks using perceptive tracking, he gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against or about that creature, as well as on weapon attack and damage rolls against that creature. These bonuses last until the Lepidstadt inspector selects a new subject for relentless pursuit.

Secret Shame You have a terrible fear of the public at large, a group, or an important person (such as your order of knights, your liege lord, your family, or your lover) learning a shameful truth about you. You take a -1 penalty on saving throws against fear effects, and the DC of any Intimidate check to demoralize you is reduced by 1. If you would normally be immune to fear, you do not take these penalties, but instead lose your immunity to fear (regardless of its source).

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Studied Combat (Ex) With a keen eye and calculating mind, you can assess the mettle of your opponent to take advantage of gaps in talent and training. You can use a move action to study a single enemy that you can see. Upon doing so, you add 2 as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for 4 rounds or until you deal 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 (Ex) You can choose to make a studied strike against the target of your studied combat as a free action, upon successfully hitting your studied target with a melee attack, to deal additional damage. The damage of studied strike is 1d6 precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike. If you used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), you may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If you chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual -4 penalty), the studied strike damage may also deal nonlethal damage. You 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.

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.

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