Quinn

Quinn Elberion's page

161 posts. Alias of GeraintElberion.


Full Name

Quinn

Race

Human

Classes/Levels

Investigator 4 | HP 31/31 (8nl) | Init +1 | Perc +8 | AC 15/11/15 (currently 20/10/20) | Fort+3; Ref+6; Will+6/7/8

Gender

Male

Size

m

Alignment

LG

Deity

Abadar

Strength 14
Dexterity 12
Constitution 12
Intelligence 18
Wisdom 12
Charisma 12

About Quinn Elberion

Quinn
Male human (Varisian) investigator 4 (Pathfinder RPG Advanced Class Guide 30)
LG Medium humanoid (human)
Init +1; Senses Perception +8
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 31 (4d8+8)
Fort +3, Ref +6, Will +6; +1 trait bonus vs. charm and compulsion spells or +2 if directed to break the law, +2 bonus vs. poison
Defensive Abilities trap sense +1
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Offense
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Speed 30 ft.
Melee dagger +5 (1d4+2/19-20) or
. . dagger +5 (1d4+2/19-20) or
. . mwk sword cane +7 (1d6+2)
Special Attacks studied combat (+2, 4 rounds), studied strike +1d6
Investigator Extracts Prepared (CL 4th; concentration +8)
. . 2nd—barkskin, bull's strength
. . 1st—enlarge person (DC 15), expeditious retreat, shield (1/2)
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Statistics
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Str 14, Dex 12, Con 12, Int 18, Wis 12, Cha 12
Base Atk +3; CMB +5; CMD 16
Feats Extra Inspiration[ACG], Extra Investigator Talent[ACG], Weapon Focus (sword cane)
Traits lover of the law, Tireless Logic
Skills Acrobatics +5, Appraise +8, Bluff +5, Climb +6, Craft (alchemy) +8 (+12 to create alchemical items), Diplomacy +8, Disable Device +12, Disguise +5, Escape Artist +5, Heal +6, Intimidate +5, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +8, Perception +8, Sense Motive +8, Sleight of Hand +5, Spellcraft +8, Stealth +5, Use Magic Device +8
Languages Ancient Osiriani, Common, Kelish, Osiriani, Polyglot, Skald, Varisian
SQ alchemy (alchemy crafting +4), inspiration (9/day), investigator talents (infusion, mutagen[UM]), keen recollection, mutagen (+4/-2, +2 natural armor, 40 minutes), poison lore, swift alchemy, trapfinding +2
Combat Gear potion of countless eyes, potion of fly, potion of heroism, wand of cure light wounds (2 charges), acid (2), alchemist's fire (2), antiplague[APG], antitoxin, smelling salts[APG], smokestick, soothe syrup[APG]; Other Gear mithral chain shirt, dagger, dagger, mwk sword cane[APG], cloak of resistance +1, backpack, masterwork thieves' tools, waterskin, 3 gp
ALCHEMICAL ITEMS
Acid Quinn’s acid deals 1d6 acid damage on a hit and 1 damage to all adjacent creatures (a “splash”).
Alchemist’s Fire Quinn’s alchemist’s fire deals 1d6 fire damage on a hit and 1 damage to all adjacent creatures (a “splash”). On the next round, the target of a direct hit takes another 1d6 damage.
Antiplague Quinn’s antiplague grants the drinker a +5 alchemical bonus against diseases for an hour or the ability to take the better of two rolls on the ongoing saving throw against disease for the day.
Antitoxin Quinn’s antitoxin grants the drinker a +5 alchemical bonus against poison for an hour.
Meditation Tea Quinn’s meditation tea grants the drinker a +2 alchemical bonus against mind-affecting effects for 10 minutes. Once per day, drinking it can also grant a new save against a mindaffecting effect that existed before drinking.
Smelling Salts Quinn’s smelling salts grant a new save against any effect that makes the smeller unconscious or staggered, and they can wake a dying creature. It still must make stabilization checks each round and takes 1 damage, falling unconscious, if it takes a standard action or other strenuous action.
Smokestick Quinn’s smokestick fills a 10-foot cube with smoke, granting everything inside concealment (total concealment to creatures and objects more than 5 feet through the smoke).
Soothe Syrup Quinn’s soothe syrup grants the drinker a +5 alchemical bonus against nausea and sicken effects for 1 hour.
Twitch Tonic Quinn’s twitch tonic grants the drinker a +2 alchemical bonus against sleep, paralysis, and staggered. Once per day, drinking it can also grant a new save against any such effect that existed before drinking.
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Special Abilities
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Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Infusion Create an extract can be used by anyone but takes up a slot until used.
Inspiration (+1d6, 9/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.
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutagens
Mutagen (DC 16) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 40 minutes.
Poison Lore (Ex) After 1 min can use Know to ID poisons, 1 min more to neutralize with Craft (alchemy).
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.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
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.