Fort +3, Ref +6 Will +2
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OFFENSE
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Speed 30'
Melee +0
Ranged +4
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STATISTICS
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Str 10, Dex 18, Con 14, Int 18, Wis 10, Cha 8
Base Atk +0; CMB +0; CMD 14
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TRAITS:
Addict (Campaign):
Someone you know has become addicted to shiver, a drug distilled from the venom of tropical arachnids known as dream spiders. The drug induces sleep filled with vivid dreams, during which the user's body shakes and shivers, giving the substance its street name. You've always thought of shiver as a problem of the lower class, but then someone you know overdosed on the stuff. You've done a bit of investigating and have learned that the villain who got your friend addicted in the first place was a crime lord named Gaedren Lamm. Unfortunately, the guards seem to be focused on the bigger dealers. They don't have time to devote many resources to what they've called "a bit player in a beggar's problem." It would seem that if Gaedren's operation is to be stopped, it falls to you.
Choose one of the following benefits.
Personal Addiction: You were the addict. You blame Gaedren for your brush with death and hate how his drugs are causing similar problems among other youths. Fortunately, your body recovers quickly from toxins, and you gain a +1 trait bonus on Fortitude saving throws.
Clever Wordplay (Social):
Your cunning and logic are more than a match for another’s confidence and poise. Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.
Ever Wary (Race):
Constant fear that your fiendish nature might provoke a sudden attack ensures that you never completely let down your guard. During the surprise round and before your first action in combat, you can apply half your Dexterity bonus (if any) to your AC. You still count as flat-footed for the purposes of attacks and effects.
Entomophobe (Drawback):
A harrowing experience with insects when you were young instilled in you a deep-seated fear of vermin of all description, especially when they swarm together. You take a –2 penalty on attacks against vermin, and you take a –2 penalty on saving throws against the nauseated condition of a swarm’s distraction ability.
FEATS:
Armor of the Pit:
Prerequisites: Tiefling.
Benefit: You gain a +2 natural armor bonus.
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SPECIAL ABILITIES
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Tiefling:
Darkvision:
Tieflings see in the dark for up to 60 feet.
Skilled:
Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Spell-Like Ability:
Tieflings can use Darkness once per day as a spell-like ability (with a caster level equal to the tiefling’s character level).
Fiendish Resistance:
Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Prehensile Tail:
Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
INVESTIGATOR (Empiricist):
Weapon and Armor Proficiency:
Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword caneUE. They are proficient in light armors, but not shields.
Inspiration (Ex): (1d6 5 Rounds / Day)
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 f lashes 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 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.
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, 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 investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table 1–8: Investigator. In addition, 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 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 1stlevel 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.
Carrying Capacity Light 0-43 lb. Medium 44-86 lb. Heavy 87-130 lb.
Current Load Carried
Money 5 GP 7 SP 8 CP
Background:
The earliest portion of Paquen’s life is a mystery. Her exact place of origin and her parents are unknown. Presumably she was born in Korvosa and her parents were citizens of the city. But this because she was found in a wicker basket sitting against a building on a heavily trafficked street in Korvosa’s Bridgefront neighborhood. She was already a few weeks old so her birth in the city is only the most likely guess.
Paquen was well placed, and found quickly. But naming a particular adoptive parent would be a misplaced thing to do. In Bridgefront, things can change quickly. As they changed, so did Paquen’s residence. Destitution, illness, death, all kinds of misfortune would put Paquen back in the street, but there was always a new place where there was room at the table found for her.
Moving about as she did, Paquen didn’t tend to form close relationships often. Instead she turned to books. It was sad when she left had to leave people behind, but if her new home had some books there was something good to look forward to. Paquen was a bright kid with a good memory. Over time her independent reading contributed as much to her education as formal instruction, which was sometimes spotty or absent depending on the circumstances at the time.
Although her various caretakers were well intentioned or at least not malicious, Paquen did stray into some dodgy behavior in her earlier teens. She wasn’t immune to the lure of having a little money in her purse. Although she was never in a gang or anything of the sort, she learned the basics of petty theft, pick pocketing, shoplifting, minor scams, and panhandling. She was nimble physically and mentally, so the skills and tricks came easily to her. This period didn’t last too long. Paquen was astute enough to figure out quickly the risks of getting caught outweighed the meager benefits.
A particular incident with Gaedren Lamm turned out to be the most dangerous, and nearly cost Paquin her life. Lamm's initial approach to lure Paquin into working for him was a promise to teach her how to make Shiver. However, he required her to prove herself trustworthy and talented enough to deserve such an elevated position first. She would have to sell shiver and try it herself. Paquin was rather more naive at that time and agreed to his terms. She was soon addicted to the drug. It took an overdose that nearly killed her before she gathered the will to break her habit. Ever since, Paquin has considered Lamm an enemy.
The risk wasn’t the only reason though. As Paquen matured intellectually she devoted more attention to readings in moral philosophy. She ranged freely in the area, including obscure, nearly forgotten texts dating from Aroden’s time, and subversive texts from Galt and Rahadoum. Her thinking became more oriented toward the nature of politics and society. This led her to conclude people preying upon one another was a terrible self-inflicted wound, while a tiefling such as herself preying upon non-tieflings only helped perpetuate some of the negative stereotypes that fed the bigotry she experienced. She also found the Milanite religion along the way.
By the time Paquen was truly living on her own in a stable situation, she had cobbled together a living from several mini-careers. She wrote letters and read documents for the illiterate. She had also picked up some knowledge of producing useful compounds from one of the women who housed her for a couple of years. She made soaps, perfumes, and simple medical cures. As she learned more through study and experimentation, this became her largest and steadiest form of income. Finally, she brought her old street skills out of retirement and began to look into serious crimes, working as a sort of detective for hire.
Paquen could make more money at what she does if she always demanded payment, but she doesn’t. She will take payment if a client can afford it, but she’ll also take gifts or nothing in some cases. The way she sees it, the neighborhood fed, sheltered, and raised her. Any debts she owes for it are less to particular individuals than to the community as a whole, so she tries to reciprocate.
Appearance and Personality:
Height: 5'4 Weight: 135 Hair: Black Eyes: Pale Violet
Paquen is fairly average in height and build, neither slender nor bulky. She is considerably more agile than her appearance would suggest. Perhaps this is the result of her heritage. She has long, wavy black hair that he often wears in a single loose braid. Her skin tone is light blue, but where there is substantial blood circulation close to the her skin’s surface the color tends toward a more purple tone. For example Paquen can blush, turning her cheeks purplish. Paquen’s eyes are yellow with easily discernable pupils. Her small horns are bilaterally symmetrical and a dark, graphite gray color.
Paquen rarely wears dresses, favoring inexpensive shirts, trousers and boots. She favors darker colors; black, gray, and brown, with splashes of red or yellow for color. She favors silver jewelry, but has only a few inexpensive items.