| Rani Zakia |
DBH here with my character Rani Zakia.
RANI ZAKIA
Male Half-Elf (Garundi) investigator 6 / ranger 1. NG medium humanoid (elf, human)
Init +3; Senses Low-Light Vision, Perception +16,
Languages Ancient Osiriani, Auran, Common, Draconic, Elven, Gnoll, Osiriani, Polyglot
AC 19, touch 13, flat-footed 16. hp 58 (7HD)
Fort +6, Ref +11, Will +7, +2 racial saving throw bonus against enchantment spells and effects., +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol, +2 Reflex to avoid traps
Defensive Abilities Trap Sense +2,
Immunities Sleep,
Speed 40 ft. (8 squares)
Ranged +1 composite longbow +9 (1d8+1/x3), within 30 ft. +10 (1d8+2)
Melee masterwork silver dagger +7 (1d4/19-20)
Ranged masterwork silver dagger (thrown) +9 (1d4+1/19-20), within 30 ft. +10 (1d4+1)
Melee cold iron/+1 rapier +7 (1d6+2/18-20)
Base Atk +5; CMB +6; CMD 19
Atk Options Humanoid (Human) +2,
Prepared Spells Prepared Spell List
Investigator (CL 6th):
2nd - cure moderate wounds (DC 15) , darkvision (DC 15) , fire breath (DC 15) , see invisibility (DC )
1st - comprehend languages (DC ) , cure light wounds (DC 14) , endure elements (DC 14) , monkey fish (DC ) , urban grace
Ranger (CL 1st):
Abilities Str 12, Dex 16, Con 13, Int 16, Wis 13, Cha 14
Special Qualities Adaptability, Alchemy, Studied Terrain, Studied Terrain (Dungeon Map), Studied Terrain (Overland Map), Studied Terrain (Town Map), Elf Blood, Elven Immunities, Expanded Inspiration, Geographic Lore, Inspiration, Inspired Intelligence, Keen Senses, Low-Light Vision, Multitalented, Rogue Talent, Studied Combat, Studied Strike, Swift Travels, Track +1, Trapfinding, Trap Spotter, Weapon and Armor Proficiency, Wild Empathy +3,
Feats Extra Investigator Talent, Fast Learner, Point-Blank Shot, Precise Shot, Skill Focus (Perception)
Skills
*Acrobatics +9, Acrobatics (When Jumping) +18,
*Appraise +8,
*Bluff +6,
*Climb +6,
*Craft (Alchemy) +13,
*Craft (Calligraphy) +10,
*Craft (Painting) +9,
*Diplomacy +8,
*Disable Device +18,
*Disguise +6,
*Escape Artist +7,
*Heal +6,
*Intimidate +6,
*Knowledge (Arcana) +9,
*Knowledge (Dungeoneering) +8,
*Knowledge (Engineering) +8,
*Knowledge (Geography) +8,
*Knowledge (History) +8,
*Knowledge (Local) +8,
*Knowledge (Nature) +8,
*Knowledge (Nobility) +7,
*Knowledge (Planes) +7,
*Knowledge (Religion) +7,
*Linguistics(Auran, Draconic, Gnoll) +9,
*Perception +16, Perception (Trapfinding) +19,
*Sense Motive +9,
*Sleight of Hand +8,
*Spellcraft +9,
*Stealth +10,
*Survival +8, Survival (Follow or identify tracks) +9,
*Swim +5,
*Use Magic Device +6,
Possessions +2 mithral shirt; cloak of resistance +1; boots of striding and springing; thieves' tools (masterwork); smoked goggles; cold iron/+1 rapier; formula book; +1 Composite Longbow ; Handy Haversack [ Chronicler's Kit; Desert Kit; Grooming Kit; Gear Maintenance Kit; Map Maker's Kit; Mess Kit; Scrivener's Kit; Survival Kit (Masterwork); Bedroll; Winter Blanket; Waterproof Bag (x2); Grappling Hook, Common; Rope, Spider Silk (50 ft.); Iron Spike (x4); Traveler's Any-Tool; ]; Waterproof Bag [ Coffee Pot; Coffee (Cup) (x10); Honey (Jar); Powdered Milk; Trail Ration (x10); Oldlaw Whiskey (Bottle); Soap; ]; Belt Pouch [ Wire Saw (Adamantine); Compass; Flint and Steel; Sewing Needle; String (50 ft.); ]; Wrist Sheath, Spring Loaded [ Masterwork Silver Dagger; ]; Canteen ;
Formula Book
Adaptability Half-elves receive Skill Focus as a bonus feat at 1st level.
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, you gain a competence bonus equal to 6 on the skill check. In addition, you can use Craft (alchemy) to identify potions as if using detect magic. You 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 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 (Pathfinder RPG Advanced Player's Guide 32) 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 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.
Studied Terrain (Ex) A cartographer can expend one use of inspiration to sketch a map and take notes of his surroundings. Drawing the map takes 10 minutes. While he is within the studied area, the cartographer can use inspiration on Acrobatics, Climb, Fly, Ride, Stealth, Survival, and Swim checks without expending a use of inspiration, provided he is trained in the skill. If he already has the ability to use inspiration on any of these skills without expending a use of inspiration, he gains an additional +1 bonus on checks with that skill while in the studied area. A cartographer can draw three types of maps. He cannot combine different map types in the same map, and areas within range that would belong in the other categories are excluded. Much like alchemy, cartography requires materials, but the cost of those materials is negligible. However, knowing an area so well as to gain these benefits requires more than just paper and ink-a great deal of memorization and a bit of inspiration are also required. For this reason, a cartographer can maintain these benefits in only one area at a time. The benefits remain in effect until the cartographer studies a new area or refreshes his inspiration pool.
Studied Terrain (Dungeon Map) While indoors, underground, or in any other type of environment where visibility is limited by walls, the radius is 600 feet, and only areas that the cartographer has explored within the past 24 hours count as studied terrain. Areas explored after drawing the map do not retroactively become part of the studied terrain.
Studied Terrain (Overland Map) In natural terrain, the radius of the mapped area is equal to 6 miles. If he is unable to see the whole area, he extrapolates and uses his knowledge of geography to fill in the blanks.
Studied Terrain (Town Map) While in an urban area or ruins, the radius is 6000 feet or the entirety of the urban or ruined area, whichever is smaller.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Expanded Inspiration (Ex) An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he's trained in the skill.
Geographic Lore (Ex) A cartographer gains a deeper understanding of wilderness terrain. Whenever he is on the Material Plane, he can determine where true north is as a full-round action. Furthermore, he can create and sell maps to earn a number of gold pieces per week of dedicated work equal to half his Knowledge (geography) check result per week.
Humanoid (Human) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against humans. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Immunity to Sleep (Ex) You are never subject to sleep effects.
Inspiration (Ex) 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 of 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 6. 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.
Inspired Intelligence (Ex) An investigator can add his inspiration die to all Knowledge, Linguistics, or Spellcraft checks without expending a use of inspiration, even those he's not trained in.
Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.
Keen Senses Half-elves receive a +2 racial bonus on Perception skill checks.
Low-Light Vision Half-elves can see twice as far as humans in conditions of dim light.
Multitalented Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Orphaned You grew up separated from your birth parents, and had to learn to watch out for yourself. You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you.
Rogue Talent (Ex) You can select one of the following rogue talents in place of an investigator talent: assault leader, black market connections, camouflage, canny observer, charmer, coax information, combat swipe, convincing liar, cunning trigger, deft palm, expert leaper, fast fingers, fast getaway, fast picks, fast stealth, firearm training, guileful polyglot, grit, hard to fool, hold breath, honeyed words, iron guts, lasting poison, ledge walker, major magic, minor magic, nimble climber, peerless maneuver, quick disable, quick disguise, quick trapsmith, resilience, rogue crawl, rope master, stand up, strong stroke, terrain master, trap spotter, or wall scrambler. Any talent effects based on rogue level use your class level. If the rogue talent has a prerequisite (such as the major magic rogue talent requiring the minor magic talent), you must fulfill the prerequisite before selecting that rogue talent. This talent can be selected multiple times; each time, it grants you a new rogue talent.
Studied Combat (Ex) With a keen eye and calculating mind, you can assess the mettle of your opponent to take advantage of gaps in talent and training. You can use a move action to study a single enemy that you can see. Upon doing so, you add 3 as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for 3 rounds or until you deal 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) You can choose to make a studied strike against the target of your studied combat as a free action, upon successfully hitting your studied target with a melee attack, to deal additional damage. The damage of studied strike is 2d6 precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike. If you used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), you may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If you 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. You 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 Travels (Ex) While in studied terrain, a cartographer intuitively knows the easiest, shortest, and fastest way through the wilderness. For the purpose of determining overland speed, the cartographer treats any trackless terrain as though he were on a trail, and he treats any terrain with a road or trail as though it were a highway. He can extend the benefit to up to 6 creatures traveling with him.
Track (Ex) You gain +1 to Survival checks made to follow tracks.
Trapfinding An investigator adds 3 to Perception skill checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.
Trap Sense (Ex) You gain a +2 bonus on Reflex saves made to avoid traps, and a +2 dodge bonus to AC against attacks made by traps.
Trap Spotter (Ex) Whenever you come within 10 feet of a trap, you receive an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
Weapon and Armor Proficiency Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.
Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+3 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.
That's his basics and his equipment all worked out. I just need to think a little regarding his history.
Originally from Absalom but he wanders the inner sea thanks to his drive to map places that have never been discovered, or mapped.
Very big on not just exploring and looting tombs but mapping and painting them for history.