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About Raff Reavstew_____________________________________________
4/day 1st: Enlarge person, Long arms, Endure elements, Detect secret doors, Ant haul, Identify, Monkey fish, Crafters fortune 2/day 2nd: See invisibility _____________________________________________
Mutagen +4str, con or dex / -2int, wis or cha / +2 nat. armor 6/day Inspiration 1d6 to most rolls 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 modif ier (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 (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. Swift Alchemy (Ex): At 4th level, an investigator can create alchemical items with astounding speed. It takes an investigator half the normal amount of time to create alchemical items. He can also apply poison to a weapon as a move action instead of a standard action.
Talents: Alchemist discovery (Mutagen) Trapfinding Keen recollection: All knowledge's untrained
GP: 2
Description
Spoiler:
While typically hidden behind the less off putting illusion of his hat of human guise, Raff is a half orc of average height and above average orcish features. Long tusks, extremely green skin and and simple yet garish tattoo's are his defining features, oft leaving polite company squirming in their seats. Only recently has Raff come across his new favorite possession, a hat that makes him appear as a normal human. Now he can finally have a civilized conversation... if he's ever able to find it again. BACKSTORY
Spoiler:
Sent too be raised by his uncle at an early age, Raff was never liked by his family.
They weren't cruel too him by any means, but he always felt a large chasm between him and them. Raff's uncle was perhaps a slight exception too this, caring less than the rest of Raff's circumstances of birth, perhaps due to his own half-orc wife, he agree'd to allow Raff tutelage under him. Becoming a learned man is not an easy feat for anyone, orc blood doesn't make it any easier. Raff was doing well through the learning portion of his tutoring, taking special interest in the orc half of his parentage. Going so far as too get tattoo's he'd found in his uncle's wife's literature. This was not very appreciated by his uncle, who had been putting up with rebellious behavior from his nephew for some time. Breaking into his bedroom just too get his hand's on a valuable book on mystic tattoo's was the last straw. His uncle made arrangements for him to be brought back home after 4 years of study, only to find on the day before he was too leave that Raff had fled. Spending the next 10 years of his life going from town to town drinking, gambling and being a general vagrant. Raff decided that just for the hell of it, he would sign on too go with a hunting party into unexplored territory near the river kingdoms. He liked it, didn't get weird looks all the time like he did back in civilized society and the hunters appreciated someone who knew how to make some pick me ups. All was great, but the wilds are a dangerous place and before long the hunters where set upon by something they just where not prepared too handle. Nearly all of them died other than Raff and an elderly man who's son brought him along on his request. The old man was the only reason Raff lived after getting lost after the attack. Teaching him a bit about survival as well as setting extremely effective traps. The day did come that the man died after a couple months in the wild, simply unable to sustain the strain.
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