Pentosh

Renemala "Speedy" Oyayisi's page

11 posts. Alias of pH unbalanced.


Full Name

Renemala "Speedy" Oyayisi

Race

Human (Zenj/Mulaa)

Classes/Levels

Investigator 4

Gender

F

Size

M

Age

29

Alignment

TN

Deity

Gozreh

Location

Eledar, Sargava

Occupation

Spice Grower/Administrator

Strength 8
Dexterity 14
Constitution 10
Intelligence 18
Wisdom 13
Charisma 14

About Renemala "Speedy" Oyayisi

Renemala "Speedy" Oyayisi:
Female Investigator 4
TN Medium Humanoid (Human) (Zenj - Mulaa)
Init: +2; Perception: +8
Languages: Common, Polyglot, Chelaxian, Infernal, Sylvan, Azlanti

Str: 8 Dex: 14 Con: 10 Int: 18 Wis: 13 Cha: 14

BOOKKEEPING:

Feats: Brew Potion, Combat Expertise, Weapon Finesse
Investigator Talents: Underworld Inspiration
Traits: Colonial Sympathizer (Race), Jungle Guide (Region), Northcoast Militia (Campaign)
Drawback: Power-Hungry
Favored Class: Investigator (3x hp; 1x 1st Level Extract)
Skills Purchased: 4 pts each in Bluff, Craft (Alchemy), Know (Arcana), Know (Nature), Perception, Survival; 1 pt each in Acrobatics, Diplomacy, Disable Device, Disguise, Heal, Intimidate, Know (Geography), Know (Local), Linguistics, Prof (Administration), Sense Motive, Sleight of Hand, Spellcraft, Stealth, Survival, Swim, Use Magical Device
Inspiration Pool: 6 pts

COMBAT INFO:

DEFENSE

AC:15, Touch 12, Flat-footed 13 (+3 armor, +2 Dex)
hp x (4d8+3)
Fort +1, Ref +6, Will +6
+2 Fort saves vs Poison, Hot Climate, and/or Swarms
CMD 14

OFFENSE

BAB +3; CMB +6 (w/finessible); +3 otherwise
Spd 30 ft.

Weapons:
MW Sword Cane (+5, 1d6-1, 20/x2, P)
Sling (+5, 1d4-1 20/x2, B, 50 ft)
Dagger (Cold Iron) (+5, 1d4-1, 19-20/x2, P/S)


SKILLS:

+Acrobatics 1 +5*
+Appraise +4
+Bluff +9 I (+10 vs Colonials & Sympathizers)
+Climb -2*
+Craft (Alchemy) +11 (+2 item creation)
+Diplomacy +6 (+7 vs Colonials & Sympathizers)
+Disable Device +7* I
+Disguise +6 I
+Escape Artist +1*
Fly +1*
Handle Animal +3
+Heal +5
+Intimidate +6 I
+Know (Arcana) +11 I
+Know (Dungeoneering) +4
+Know (Engineering) +4
+Know (Geography) +8 I
+Know (History) +4
+Know (Local) +8 I
+Know (Nature) +11 I
+Know (Nobility) +4
+Know (Planes) +4
+Know (Religion) +4
+Linguistics +8 I
+Perception +8 (+10 vs Traps)
+Perform +2
+Profession (Admin) +5
Ride +1*
+Sense Motive +6
+Sleight of Hand +5* I
+Spellcraft +8 I
+Stealth +5*
+Survival +8 (+9 Jungle)
Swim -1*
+Use Magical Device +6


INVESTIGATOR ABILITIES:

Weapon and Armor Proficiency: Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword caneUE. They are proficient in light armors, but not shields.

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, 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 1–8: 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 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 1stlevel formulae of his choice, plus a number of additional formulae equal to his Intelligence modif ier. 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): 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 f lashes 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: 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.

Poison Lore (Ex): An investigator has a deep understanding and appreciation for poisons. At 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator spends 1 minute physically examining the poison, he can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison’s saving throw DC). Lastly, once a poison is identified, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison’s saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.

Poison Resistance (Ex): At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the investigator becomes completely immune to poison.

Investigator Talent (Ex or Su): At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once.

Investigator talents marked with an asterisk (*) add effects to an investigator’s studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt.

Keen Recollection: At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

Trap Sense (Ex): At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).

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 modifier (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:

Underworld Inspiration (Ex): An investigator can use his inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending uses of inspiration, provided he’s trained in the skill.

MAGIC:

Formula Book:
Level 1:
Bouncy Body
Comprehend Languages
Crafter's Fortune
Cure Light Wounds
Disguise Self
Enlarge Person
Expeditious Retreat
Heightened Awareness
Jump
Long Arm
Monkey Fish
Polypurpose Panacea
Reduce Person
See Alignment
Shield
Touch of the Sea
True Strike
Vocal Alteration

Level 2:
Alchemical Allocation
Animal Aspect
Blistering Invective
Cure Moderate Wounds

Extracts Prepared:
1: Crafter's Fortune, Heightened Awareness, Shield, <open>
2: Alchemical Allocation, Invisibility


HUMAN RACIAL TRAITS:

Heart of the Sun: Humans born in tropical climates treat hot climates as one category less severe. They also gain a +2 racial bonus on Fortitude saving throws against the effects of a hot climate, as well as against the poison and distraction ability of swarms and vermin. This racial trait replaces skilled.


TRAITS, FEATS, & DRAWBACKS:

Brew Potion: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Magic Items for more information.

When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.

Colonial Sympathizer: Your behavior is heavily influenced by the Sargavan colonials. You gain a +1 trait bonus on Bluff and Diplomacy checks involving Sargavan colonials and others with this trait.

Combat Expertise: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Jungle Guide: You’ve made your living outfitting and guiding expeditions deep into the Mwangi interior in search of ancient ruins and lost cities. You gain a +1 trait bonus on Handle Animal checks, and a +1 trait bonus on Survival checks in jungle terrain. One of these skills is a class skill for you. (Survival)

Northcoast Militia: You enlisted in Eleder’s milita when you came of age. Perhaps you are a local Zenj resident, for whom conscription and a two-year service is mandatory. You may have joined to gain training, wages, and career opportunity (to the dismay of many of the Zenj in Outerwall who consider you a traitor), or you failed to successfully dodge conscription (despite the relative ease of this tactic--perhaps you were unlucky, or just abnormally incompetent at lying). Alternatively, you may be from one of the city’s aristocrat, merchant, or trade families, serving proudly or forced into service by a family who thought you lazy. In any case, the militia drills you learned provide a +1 trait bonus to Will saves, as well as a +1 trait bonus to either your CMB or CMD (choose one). (CMB)

Power-Hungry: You’re addicted to power. You take a –2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.

Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.


EQUIPMENT:

Handy Haversack (2,000 gp)
Cloak of the Hedge Wizard (Divination) (2,500 gp)
Masterwork Sword Cane (345 gp)
Cold Iron Dagger (4 gp)
Masterwork Studded Leather (175 gp)
Alchemists Kit (40 gp)
Potions (425 gp) (25gp x 17 potions)
Formulae (315 gp) (15gp x 9 Lvl 1; 60 gp x 3 Lvl 2)
Wismuth Salix (10 gp)
Smelling Salts (8 gp 3 sp)
Twitch Tonic (15 gp)
Vermin Repellent x3 (5 gp)
Alchemical Grease (1 gp 7 sp)
Antiplague (16 gp 7 sp)
Blue Whinnis poison (40 gp)
3x Alchemists Fire (20 gp)
2x Alkili Flask (10gp)
Tanglefoot Bag (16 gp 7sp)
Candlerod (3sp)
Sunrod (7 sp)
10x Tindertwig (3 gp 3sp)
Defoliant (10 gp)
2x Smokestick (13gp 3 sp)
Foaming Powder (3gp 3sp)
Impact Foam (8gp 3sp)
Water Purification Sponge (8gp 3sp)
Chill Cream (5gp)

Potion List:
Bouncy Body
Comprehend Languages
Cure Light Wounds x6
Disguise Self
Endure Elements
Enlarge Person
Expeditious Retreat
Jump
Long Arm
Reduce Person
Shield
Touch of the Sea