Katra Sebine

Raffia Sylvanus's page

6 posts. Alias of Mark Thomas 66 (RPG Superstar 2009 Top 16).


Classes/Levels

Female NG Human Investigator (Lamplighter)1 | HP: 10/10| AC: 15 Touch, 13 Flatfooted 12 | CMB: +0, CMD: 13 | Fort: +2, Reflex: +5, Will: +3| Init: +3 | Inspiration: 8/8 |Perception +6 | Extracts 2/2

About Raffia Sylvanus

Female Human Investigator (Lamplighter) 1
NG medium humanoid (human)
Init +3; Senses: Perception +6
HT:5’7 WT: 126lbs Hair:Black Eyes: Brown
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DEFENSES
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AC 15 , touch 13, flat-footed 12 (+2 armor +3 Dex); Leather armor Max Dex Bonus +6; Armor Check Penalty 0
hp 10 (1d8+2) Current: 10 Death threshold: -12
Fort +2 ; Ref +5; Will +3
Defensive Abilities
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OFFENSE
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Speed 30 ft.
Melee Rapier +3 1d6 Piercing 18-20/x2
Melee Dagger +3 1d4 slashing/piercing 19-20/x2
Melee
Ranged
Special Attacks –
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STATISTICS
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Str 10 (+0) Dex 16 (+3), Con 14 (+2), Int 16 (+3), Wis 13 (+1), Cha 12 (+1)
Base Atk +0, CMB +0 , CMD 13
Feats
Simple Weapon proficiency (+ Investigator weapons), Light Armor Proficiency, Weapon Finesse, Extra Traits

Traits
Conspiracy Hunter
You’ve long heard rumors of dark deeds afoot in Westcrown. Shipments of valuable cargo that go missing with nary a trace or question asked. People who disappear as though they never existed. Lords of business and nobles who speak in veiled reference and accidental slips of masters even they must obey. What lords rule the Westcrown underworld? Do the tales of far-reaching criminal organizations hold a hint of truth? Could the fabled Council of Thieves, said to have been purged from the city ages ago, have somehow survived or reformed? And what hold do they hold over the city today? You don’t know, but you’re determined to find out! Choose one of the following skills: Bluff, Diplomacy, Knowledge (local), Perception, Sense Motive, or Stealth. You gain a +1 trait bonus on this skill and it is always considered a class skill for you

Student of Philosophy
You were trained in a now-defunct philosophical tradition—such as that of the now-destroyed magic universities or astrologers—and learned to use logic and reason to persuade others.
Benefit(s): You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).

Accelerated Drinker
You know how to drink a potion efficiently, such as by not using your hands, tossing it in the air and catching it in your mouth, or opening it with your teeth.
Benefit: You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand.
Alchemical Prodigy
Early on in your life, you showed significant promise in the sciences and alchemical arts, and received extensive tutoring from those seeking to maximize your potential.
Benefit(s): If you have the alchemy class feature, your alchemist level is considered 1 higher when calculating the duration of your extracts.

Racial:
Ability Score Racial Traits:. Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature .
Type: Humans are Humanoid creatures with both human subtype.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Bonus Feat: Humans select one extra feat at 1st level.
Comprehensive Education: Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels. This racial trait replaces skilled.

Skills:6 +3 Int + 1 favored= 10 per level
Acrobatics (Dex) +7, Bluff (Int) +7, Climb (Str), Diplomacy (Int) +7, Disable Device (Dex) +7, Disguise (Cha), Escape Artist (Dex) +7, Heal (Wis), Intimidate (Cha) +1, Knowledge (arcana)* (Int) +8, Knowledge (dungeoneering)* (Int) +8 , Knowledge (local)* (Int) +7, Knowledge (nature)* (Int) +7, Knowledge (planes)* (Int) +7, Knowledge (religion)* (Int) +7, Perception (Wis) +6, Sense Motive (Wis) +1, Spellcraft (Int)* , Stealth (Dex) +7, and Use Magic Device (Int) +7.
Background: (2 per level)
Appraise (Int), Craft Alchemy +9 (identify potions as if using detect magic)(Int), Knowledge (engineering)* +8, Knowledge (geography)* +7, Knowledge (history)* +7, Knowledge (nobility)* +7, Linguistics (Int)*, Sleight of Hand (Dex) +3,

Languages Common (Taldane), Infernal, Draconic, Halfling

Formula book (CL: 2)
1st: 5
Tears to wine, Shield, Disguise self, Comprehend Languages, Expeditious retreat

Extracts Prepared (CL: 2)
1st: 2/day
Adhesive spittle, Shield

Combat Gear
Gear
Investigator’s kit: alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin. Formula book, rapier, leather armor, dagger, sap
Scrolls:

Potions

Wands

Worn Magical Gear
Armor
Belt
Body
Chest
Eyes
Feet:
Hands:
Head:
Headband
Neck:
Rings
Shoulders:
Wrists:

Other Misc. Magic items

Gold on hand:
Gold Stored:

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BONUS FEATS AND SPECIAL ABILITIES
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Lamplighter (Su)
At 1st level, a lamplighter can take a move action to create a small flame that immediately ignites a lamp, torch, or similar flammable item he’s holding.

Alchemy (Su)
Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like 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: 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 formulae list to determine the extracts he can know. An investigator can prepare an extract of any formulae 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.

Inspiration (Ex) Pool: 8 (* skill uses inspiration at no cost)
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 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 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 +1
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.

Background
Born the only child of a moderately notable noble house, Raffia was the core of her father’s heart, having lost her mother in childbirth. Already considered a little eccentric, her father poured everything into her, giving her everything that he could. As a result, Raffia had the fortune of not being the focus of matchmaking and succession, but rather, being free to pursue an exceptional education with some of the finest tutors, philosophers and trainers available.

Her remarkable aptitude was undeniable, the young girl hungrily taking in all the knowledge made available to her, at times exhibiting staggering leaps of intuition and insight, displaying an aptitude for all sorts of disparate skills, ranging from disabling devices, an encyclopedic capacity to recall information, and an uncanny knack for the obscure practice of alchemy.

In recent years, her insatiable curiosity has led her to investigate some of the whispered rumors of the darker deeds occurring within her city and the tales of dark, shadowy entities lurking throughout the night. Whether the actions of some new incarnation, remnant of the fabled Council of Thieves, or the work of some dark supernatural force pervading the city, she aims to bring light into the darkness, exposing the things that go bump in the night.

Description

Raffia's Lantern