Picasi

Niva Ray's page

45 posts. Organized Play character for Roxxie613.


Full Name

Niva Ray

Race

NG Sylph investigator 1 HP:10/10 | AC:15 T:13 FF:12 (+2 vs nonmagical ranged attacks)| CMB:+1 CMD:14 | Saves F:+1 R:+5 W:+2 | Resist: Electricity 5 | Init:+5 | Per:+4 darkvision (+5 trapfinding) |

Classes/Levels

Extracts 1:1/2 (1 prepared 0 open)| Inspiration: 2/3 | Active conditions:

About Niva Ray

Niva Ray
Female Sylph investigator 1 Archetypes Empiricist,
NG Medium outsider (native)
Init +5, Senses darkvision (60 ft.); Perception +4

Statblock:
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DEFENSE
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex, )
hp 10 ((1d8)+2)
Fort +1, Ref +5, Will +2
Resistances electricity 5,
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OFFENSE
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Speed 30 ft.
Melee rapier +3 (1d6+1/18-20)
Melee dagger +3 (1d4+1/19-20)
Ranged dagger (thrown) +3 (1d4+1/19-20)
Ranged alchemist's fire +3 (1d6)
Ranged acid +3 (1d6)
Innate Spell-Like Abilities feather fall (DC 10,1/day),

Prepared Spells
Investigator (CL 1st; concentration +5)
1st-cure light wounds(DC 14)
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STATISTICS
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Str 13, Dex 16, Con 12, Int 17, Wis 10, Cha 10,
Base Atk +0; CMB +1; CMD 14
Feats Weapon Finesse
Skills Bluff +4, Craft (Alchemy) +7, Diplomacy +4, Disable Device +8, Linguistics(Read Lips) +7, Perception +4, Perception (Trapfinding) +5, Sense Motive +4, Spellcraft +7, Use Magic Device +5,
Traits Dangerously Curious, Reactionary,
Languages Aquan, Auran, Common, Ignan, Read Lips, Terran, Tien
SQ alchemy, breeze-kissed, energy resistance, inspiration, spell-like ability, trapfinding, weapon and armor proficiency,
Combat Gear potion of cure light wounds, alchemist's fire, acid (2),
Other Gear rapier, leather armor, spell component pouch, vial (5), dagger (3), rope, silk (50 ft.), grappling hook, common, formula book, 3.0 gp
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SPECIAL ABILITIES
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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.

Breeze-Kissed Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against nonmagical ranged attacks. The sylph can calm or renew these winds as a swift action. Once per day, the sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph's AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity.

Dangerously Curious You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result. You gain a +1 trait bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Darkvision

Energy Resistance (Ex) Sylphs have electricity resistance 5.

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.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Spell-Like Ability (Ex) Feather Fall 1/day.

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.

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Formula Book
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Investigator Spells
1st -comprehend languages, crafter's fortune, cure light wounds, enlarge person, heightened awareness

Bot Me:
Niva is fairly simple. In social situations, she lets others talk first, but will (with a use of inspiration) step up if no one else will. She is ever cautious of traps, both physical and social. In combat, she has a rapier and will try to flank, but will avoid putting herself in a bad spot.
dice=Rapier]1d20+3[/dice]
dice=Damage(P)]1d6+1[/dice]

Niva will use her inspiration pool as outlined above for social situations. If the group has a natural talker, she will save it for difficult looking obstacles.

Background (under construction):

Key influencing points:
Curious about all outsider races
Niva is slow to start speaking, but when she does she does not shut up. She is breaking out of this shell around fellow pathfinder agents, and she joined the society to expand her knowledge and learning, as growing up hers was not the best.

Physical Appearance:

Key notes:
Pale, almost blue skin, deep blue lips, stark white eyebrows and hair, contrasting blue-green eyes