Petrune

Nikolai Lukresh's page

227 posts. Alias of KingHotTrash.


Race

Conditions: None | HP: 41/41 | AC: 18 (13 Tch, 15 Fl) | CMB: +7 CMD: 17 | F: +3 R: +8 W: +7 | Init: +8 | Perc: +12 (+15 v.s. Traps), SM: +12 | Insp. 4/5

Classes/Levels

Extracts:
1st Level:tears to wine, shield x 2, long arm, enlarge person; 2nd Level: cure moderate wounds x 2, perceive cues, bark skin

About Nikolai Lukresh

Nikolai Lukresh
Male Investigator (Empiricist) 5
LN Medium Humanoid (Human)
Init: +3 Senses: Low-Light Vision Perception: +12 (+15 vs traps)
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Defense
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AC 18 TAC 13 FF: 15
HP 41 Fort +3 Ref +8 Will +7
Special Defenses:
Lepidstadt Scar: You gain a +1 dodge bonus to AC against attack rolls made to confirm a critical threat against you.
Unafraid: The horrors of the fog-shrouded land of terror have hardened you. You receive a +2 bonus on all saving throws made against fear affects.
Unfailing Logic: +2 insight bonus on all Will saving throws against illusion spells or spell-like abilities that allow a save to disbelieve their effects
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Offense
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Melee
. . +1 rapier +9 (1d6+4/18-20x2)
. . dagger +7 (1d4/19-20x2)
Ranged
. . dagger +7 (1d4/19-20x2/10ft)
. . light crossbow +8 (1d8/19-20x2/80ft)
Speed 30 ft.
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Statistics
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Str 10 (+0) Dex 16 (+3) Con 12 (+1) Int 16 (+3) Wis 14 (+2) Cha 10 (+0)
Base Atk: +4 CMB: +6 CMD: 16
Feats: Weapon Finesse, Skill Focus: Linguistics, WF: Rapier, Orator, Fencing Grace
Skills: Linguistics +15 (6), Kn: History +9 (3), Kn: Nobility +9 (3), Kn: Religion +9 (3), Kn: Arcana +9 (3), Kn: Local +9 (3), Kn: Nature +9 (3), Kn: Dungeoneering +9 (3), Kn: Engineering +9 (3), Kn: Geography +9 (3), Sleight of Hand +8 (2), Heal +7 (2), Perception +12 (6), Disable Device +12 (6), Craft: Alchemy +15 (6), Stealth +12 (6), Sense Motive +12 (6), Spellcraft +11 (5), Use Magic Device +12 (6), Climb +4 (1)
Languages: Common, Elvish, Draconic, Dwarven, Orc, Goblin, Giant, Celestial, Necril, Caligni
SQ: Focused Study, Skilled
Traits: Lepidstadt Scar, Unafraid
Favored Class: Investigator - +5 Skill
Combat Gear: 2 daggers, mwk light crossbow, 20 crossbow bolts
Mundane Gear: alchemy crafting kit, mwk. backpack, bedroll, belt pouch, flint and steel, ink, inkpen, iron pot, mess kit, soap, torches (10), trail rations (5 days), waterskin, formulae book, concealable thieves' tools, neck guard, traveler's clothinh, courtier's clothing (80g), light combat-trained horse, riding saddle, saddlebags, bit & bridle, 10 days of feed, 4pp, 2gp, 4sp, 10cp
Magical Gear: +1 rapier, +1 chain shirt, goggles of the owl, two potions of cure light wounds, potion of ant haul, potion of endure elements
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Special Abilities
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Alchemy (Su): There Is A Lot To Alchemy, Click Here To Learn More!
Inspiration (Ex): An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. 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 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.
Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.
Ceaseless Observation (Ex): An empiricist’s ability to notice the minutiae of almost everything that happens around him allows him to make shrewd and insightful calculations about people and even inanimate objects. At 2nd level, an empiricist uses his Intelligence modifier instead of the skill’s typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information.
Investigator Talent (Su) or (Ex): 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 alchemist 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.
Quick Study (Ex): An investigator can use his studied combat ability as swift action instead of a move action.
Keen Recollection (Ex): At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Trap Sense +2(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 (to a maximum of +6 at 18th level).
Studied Combat (Ex): With a keen eye and 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 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(Ex): 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.

If the investigator’s attack used a weapon that deals nonlethal damage (like a sap, 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 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. 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.
Unfailing Logic (Ex): An empiricist’s grasp of facts and data teaches him to anchor himself in reality, granting resistance to even the most potent illusions. At 4th level, an empiricist gains a +2 insight bonus on all Will saving throws against illusion spells or spell-like abilities that allow a save to disbelieve their effects. In addition he can spend one point from his inspiration pool as an immediate action to use his Intelligence bonus instead of her Wisdom bonus on all such saves for one round. At 8th level, the empiricist’s insight bonus increases to +4. At 16th level, he gains immunity to all illusion spells and spell-like abilities that allow a save to disbelieve the effects.
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Spellcasting
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Caster Level: 5
Spell DC: Spell Level + INT (3) + 10
Spells Known
1st Level (9): disguise self, shield, long arm, tears to wine, expeditious retreat, anticipate peril, false face, reduce person, enlarge person, heightened awareness
2nd Level (6): alchemical allocation, see invisibility, invisibility, barkskin, cure moderate wounds, perceive cues
Spells Prepared
1st Level (4 + 1): tears to wine, shield x 2, long arm, unused x 1
2nd Level (3 + 1): cure moderate wounds x 2, unused x 2

The Fluff:
Backstory

The city of Lepidstadt had been, for as long as Nikolai could remember, a city torn between the future and the past. The university, with its emphasis on science, math, and technology, stood against the stubborn superstitions that had long been hanging over the heads of the common folk of Ustalav. Nikolai's parents were no different, commoners who had been born on one of the many farms that the great city had been born from. More than happy to keep their heads down, their son was an annoyance from a young age.

Their annoyance came from Nikolai's natural curiosity and wonder at the marvels that the city's elites began to create. While others shook their head, wondering when those foolish know-it-alls would finally get their comeuppance, Nikolai could only dream of the wonders that they could create. Farming did not come easily to the young human boy and at his earliest chance, he apprenticed under one of the scribes within Lepidstadt's university. Books came easily to the young man, who was immediately enthralled with the power, the fantasy, and the worlds that they hid between their leather-bound surfaces.

While never an official student of Lepidstadt, Nikolai worked with some of their most brilliant minds. His parents accepted their child was a little strange and relied on his younger brothers and sisters for aid. He was always the good son though, bringing home his pay and helping the farm with little advancements here and there. Amidst the teachers, there was no better scribe to take than the young Lukresh boy. While socially awkward at first, he studied theories on debates, the human mind, psychology, and philosophy. With the blessing of the headmaster, after verbally destroying a senior in a debate about the function of the mind and the soul, he was allowed to become a student as long as his work remained in top performance.

It was not long before the Malkenclaw recruited the farm boy and began to teach him the basics of swordsmanship. Nikolai's knowledge of anatomy, tied with his analytical mindset, led to him being welcomed amidst the nobility and upper classmen in both studies and in dueling. Like many before him, he received his scar upon Fifthstones Hill and graduated from Lepidstadt with multiple doctorates in regards to the sciences. Even with this degrees in hand, Nikolai humbly returned to his work as a scribe within the university's walls. It was until the rumors of the new baroness arose within its storied halls and he was summoned to the dean's office.

"Yes sir? H-Have I done something wrong?" Nikolai had not often been called to the prestigious office, only early in his career there when he made critical mistakes was he berated by his most powerful employer. Yet the dean held a smile on their face, hands clasped together.

"Not at all, Nikolai. Or should I say Doctor Lukresh?" A blush spread across the young man's face as he bowed his head in deference and gratitude. "I bring you here to talk about an opportunity for yourself. You deserve better than dusty tomes and dark corridors. I hear that the new baroness, a woman by the name of Valeska Talanova, is forming a new council to assist her in ruling her domain. I have already sent the letter; you will join her and her court."

"B-b-but sir! The books! N-no one knows them like me!" His concern only earned a small laugh from the dean, who shook their head and invited the young investigator to join them for a drink. It was a chance of a lifetime, a chance to be more than the son of a farmer and a simple scribe. He had a brilliance to him, all he had to do was seize it.

With a bit of liquid courage and encouragement from peers, colleagues, students, and a gruff acceptance and quiet pride from his family, Nikolai left his city in search of his destiny and a new career, a new start.