Ranger

Piri Erudishen's page

337 posts. Alias of Nammpo.


Full Name

Piri Erudishen

Race

Aasimir Investigator (Empiricist)4 AC 119|T14|FF16|HP35

Classes/Levels

Init+3|Perc+11|Fort 3|Ref 7(+1)|Will 4(+2)|Darkvision 60|DR Acid, cold, elec.|

About Piri Erudishen

Stats:
Piri Erudishen
Male peri-blooded aasimar (emberkin) investigator (empiricist) 4 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Advanced Class Guide 30, 100, Pathfinder RPG Bestiary 7)
CG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +11
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Defense
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AC 19, touch 14, flat-footed 16 (+4 armor, +1 deflection, +3 Dex, +1 shield)
hp 35 (4d8+12)
Fort +3, Ref +7, Will +4 (+2 save vs. illusion and disbelievable effects)
Defensive Abilities trap sense +1; Resist acid 5, cold 5, electricity 5, unfailing logic
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Offense
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Speed 30 ft.
Melee rapier +4 (1d6+1/18-20)
Ranged +1 shortbow +8 (1d6+2/×3)
Special Attacks studied combat (+2, 4 rounds), studied strike +1d6
Investigator (Empiricist) Extracts Prepared (CL 4th; concentration +8)
. . 2nd—cure moderate wounds (2)
. . 1st—cure light wounds (2), shield, true strike
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Statistics
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Str 12, Dex 17, Con 14, Int 18, Wis 10, Cha 10
Base Atk +3; CMB +4; CMD 18
Feats Point-Blank Shot, Precise Shot
Traits child of oppara, student of philosophy
Skills Acrobatics +9, Appraise +10, Bluff +4 (+8 to lie (as a result of using Int instead of Cha)), Climb +5, Diplomacy +4 (+8 to gather information (You can use your Intelligence Modifier instead of Charisma), +8 to persuade others but not to gather information (as a result of using Int instead of Cha)), Disable Device +15, Disguise +4, Heal +4, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +9, Knowledge (planes) +10, Knowledge (religion) +8, Linguistics +8, Perception +11, Sense Motive +9, Sleight of Hand +7, Spellcraft +10, Stealth +10, Use Magic Device +10; Racial Modifiers +2 Knowledge (planes), +2 Spellcraft
Languages Celestial, Common, Draconic, Elven, Gnome, Hallit, Sylvan
SQ alchemy (alchemy crafting +4), ceaseless observation, inspiration (6/day), investigator talent (infusion), keen recollection, trapfinding +2
Other Gear +1 studded leather, mwk buckler, +1 shortbow, adamantine angel quill arrowhead arrow (20), arrows (60), blunt arrows[APG] (20), rapier, silver angel quill arrowhead arrow (20), efficient quiver, ring of protection +1, alchemy crafting kit[APG], backpack, bedroll, flint and steel, ink, inkpen, masterwork thieves' tools, mess kit[UE], trail rations (5), waterskin, 2,023 gp, 3 sp, 1 cp
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Special Abilities:
Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+4)
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Infusion Create an extract can be used by anyone but takes up a slot until used.
Inspiration (+1d6, 6/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Studied Combat (+2, 4 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +1d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Unfailing Logic +2 (Ex) +2 save vs. illusion and disbelievable effects

Background:
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The Erudishen family was at one time the best of the Alchemists in all of Taldor. They were highly revered being Aasimir and had all the best contracts for potions of all varieties. Putting too much faith in the governors and politicians, Piri's Great Grandfather had backed a politician whom he considered a friend. As soon as the politician was installed, he betrayed the Erudishens and disparaged their reputation publicly, switching all of the government's contracts over to an inferior corrupt Alchemical supplier from out of town.

Piri's parents were complacent and accepting, but Piri and his sister were not to be swindled. They both harbor a strong disdain for the "new nobility", which seem to be manufacturing their esteem by blatant history revisionism. They dislike politicians in general and completely but realize the necessity of the evil.

Both Piri and his sister have their goals set on bringing back the old Taldorian culture, updated to allow for prestige based on character and contribution rather than race and gender!

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