Male Human Antiquarian Investigator 1 | Init +6, Per +7 | F+0 R+4 W+3 | HP 9/9 | AC 14 / ff 12 / t 12 | Inspo 4/4
A medium wagon is 75gp and can be pulled by two mules for an additional 16gp, for a total of 91gp. I doubt we have enough gp left over for the journey, but we (hopefully) will after this one.
Male Human Antiquarian Investigator 1 | Init +6, Per +7 | F+0 R+4 W+3 | HP 9/9 | AC 14 / ff 12 / t 12 | Inspo 4/4
Rashel brightens. "Oh, you mean like this!" He pulls out a hairpin, on which a pebble of mica has been glued. "I can get the pin to send out a series of plates of force, floating in front of you. Not sure if I've made this one work for anyone else, though."
Male Human Antiquarian Investigator 1 | Init +6, Per +7 | F+0 R+4 W+3 | HP 9/9 | AC 14 / ff 12 / t 12 | Inspo 4/4
Rashel worries a strip of jerky in one hand as he nibbles it. With the tip of a knife in his other hand, he carves some series of ancient arcane symbols into a slice of hard cheese. "I can offer you some jerky, Trawets, if you like," he replies. "I'll trade you for some nuts." He chuckles at Mhesari's statement. "We all know if he had done that 'special favor,' he wouldn't be here, enjoying this lovely morning with his friends!" He stabs the cheese slice and finally sticks it in his mouth. He points into a nearby tree and grins. [b]"That's a dale finch singing, isn't it?"
Male Human Antiquarian Investigator 1 | Init +6, Per +7 | F+0 R+4 W+3 | HP 9/9 | AC 14 / ff 12 / t 12 | Inspo 4/4
A disheveled, yet clean man looks up absent-mindedly from the... thing he's fidgeting in his hands. "Hmm? Oh! Yes, pleased to meet you. I'm Rashel. Rashel Greenpool. I just got back from the Thunder Peaks, where I found this!" He proudly displays the object in his hands. Whether it's a stone, a statuette, or a very rusty apparatus is unclear. Aware that it fails to attract interest, he admits, "Okay, I don't know yet what it's for. But I'm sure it's for something useful!"
EltonJ wrote:
The big difference is that the trinkets are spells, not extracts, so I can target other people with them, not just myself. So I can arrange for a bit of curing of party members (not at the level of a cleric, of course). The trade-off is that I don't get all the other alchemy or potion benefits that alchemists/investigators get.
Combat Stats:
Init +6 (+2 Dex, +4 feat) Fort +0 (+0 base 0 Con) Ref +4 (+2 base, +2 Dex) Will +3 (+2 base, +1 Wis) HP 9 (8 +0 Con, +1 FC) AC 14/ff 12/touch 12 (+2 armor, +2 Dex) BAB +0 CMB +0 (+0 Str) CMD 12 (10 +2 Dex) Move 30' Inspiration Pool 4 (+4 Int) Attacks:
Human Racial Features:
Medium Size, 30' move +2 to any one ability score Bonus Feat Skilled: +1 skill rank per level Favored Class: Investigator Antiquarian Investigator Class Features:
Antiquarian archetype (Pathfinder Player Companion: Blood of the Ancients) Weapon Proficiency: Simple weapons, Hand Crossbow, Rapier, Sap, Shortbow, Shortsword, Sword Cane Armor Proficiency: Light Relic Magic: Can cast arcane spells via relics, from the Alchemist list. A 2lb collection of relics acts as a formula book. No arcane spell failure. Inspiration: Inspiration pool of ½ level + Int mod. Spend 1 pool as a free action to add 1d6 to a skill or ability check. Free inspiration for trained Knowledge, Linguistics, or Spellcraft checks. Spend 2 pool for +1d6 to attack rolls or saving throws. Trapfinding: +1 to Perception rolls to find traps, +1 to Disable Device. Can disable magical traps. Feats:
Alertness: +2 Perception and +2 Sense Motive Improved Initiative: +4 Initiative Skills:
Adventuring Skills: Perception +7 (1 rank, +3 class, +1 Wis, +2 Alertness) Disable Device +7 (1 rank, +3 class, +2 Dex, +1 trapfinding) Escape Artist +6 (1 rank, +3 class, +2 Dex) Spellcraft +8* (1 rank, +3 class, +4 Int, +1d6 inspiration) Sense Motive +7 (1 rank, +3 class, +1 Wis, +2 Alertness) Use Magic Device +5 (1 rank, +3 class, +1 Cha) Knowledge(Arcana) +8* (1 rank, +3 class, +4 Int, +1d6 inspiration) Knowledge(Local) +8* (1 rank, +3 class, +4 Int, +1d6 inspiration) Stealth +6 (1 rank, +3 class, +2 Dex) Bluff +5 (1 rank, +3 class, +1 Cha) Diplomacy +5 (1 rank, +3 class, +1 Cha) Background Skills:
Traits:
Improvisational Equipment (Equipment): When using an item for anything other than its intended purpose—such as using a crowbar as a grappling hook or an old shirt to bandage a deadly wound—reduce the improvisation penalty by 2. This does not apply to improvised weapon penalties. (Adventurer’s Armory) Keen Appraiser (Magic): +1 trait bonus to Appraise. Only need to exceed an Appraise check by 2 to determine if an item is magical. (Quests & Campaigns) Equipment:
Assorted Trinkets (Formulae Book, 0gp, 2lb) Traveler’s Outfit (0gp, 5lb) Shortbow (30gp, 2lb) 20 arrows (1gp, 3lb) Morningstar (8gp, 6lb) Cold Iron Dagger (4gp, 1lb) Lamellar Cuirass (15gp, 8lb) 2 Bandoliers (1gp, 0lb) Backpack (2gp, 2lb) Bedroll (1sp, 5lb) Blanket (5sp, 3lb) Flint & Steel (1gp, 0lb) 4 Lamp Oil (4sp, 4lb) Miner’s Lantern (15gp, 2lb) Crowbar (2gp, 5lb) 6 Trail Rations (3gp, 6lb) Waterskin (1gp, 4lb) Mess Kit (2sp, 1lb) Marbles (1sp, 2lb) 20 gp, 7 sp Total Encumbrance: 61 lb Light: 0-33 Medium 34-66 Heavy 67-100
Spells:
Casting Level 1: 2/day Known Spells:
XP: 0 Rashel is a scavenger, a scrounger. Often unkempt, he’s used to having to sift through debris. He makes a living combing through the ruins of Sessrendale, checking out the rubble for any trinkets that might have been overlooked by soldiers from a century ago. Oftentimes, they’re little more than weathered baubles, not worth display on a commoner’s shelf, but for some reason, he’s regularly able to find toys, pouches, amulets, and other seeming detritus that he turns into magical effects. He thanks Tymora each day for his luck, and keeps searching wherever he goes for new trinkets. He’s known to hoard. At about 5’9” and 160 lbs, Rashel is relatively nondescript, his brown hair and eyes not indicating much as a person. If there’s anything people notice about him, it’s his undying optimism. |