Vampire

Setzer Arroyo's page

1 post. Alias of FratManCy.


Full Name

Setzer Arroyo

Race

Fetchling

Gender

Male

Size

Medium

Age

Mid 20's

Alignment

True Neutral

Deity

Athiest

Location

Shackles

Languages

Aklo, Aquan, Common, Draconic, Elven

Occupation

Advisor / Investigator

About Setzer Arroyo

Setzer the Duskborn Investigator
Male Fetchling Investigator 4
N Medium Outsider (native)
Ini +3 Peception +6
-Defense--------------------------------- 
AC 17, Touch 13, Flat Footed 14
HP 27 (4d8 + 4 + 4 favored)
Fort +1, Ref +7, Will +5
Cold / Electricity Resist 5, Poison Resistance +2 
-Offense--------------------------------- 
Speed 30ft
Melee Sword Cane +1 (1d6-2/x2)
Ranged MWK Light Xbow +7 (1d8/19-20x2)
-Statistics------------------------------ 
Str 8, Dex 16, Con 10, Int 16, Wis 13, Cha 15
Base Atk +3; CMB +1; CMD 14
Feats: Extra Inspiration, Extra Investigator Talent (Underworld Inspiration (Ex)
Skills Acrobatics +7, Appraise +7, Bluff +7, Climb +2, Craft (Alchemy +11), Diplomacy +7, Disable Device +7, Disguise +6, Escape Artist +7, Heal +5, Intimidate +7, Knowledge (All +7), Knowledge Planes +9, Linguistics +7, Perception +6, Perform +2, Profession (Diplomat +5), Sense Motive +6, Sleight of Hand +7, Spellcraft +7, Stealth +9, UMD +7 all skills listed are class skills
TraitsTireless Logic Once per day when you make an Intelligence-based skill check or ability check, you can roll twice and take the better result. Adaptable Flatterer You gain a +1 trait bonus on Bluff checks and on attack rolls against opponents who are denied their Dexterity bonus to AC against you.
Languages: Aklo, Aquan, Common, Draconic, Elven
Combat Gear: Sword Cane, MWK Light Crossbow, Chainshirt, Handy Haversack, Wand of CLW 50charges, Alchemical Toys (See below)

PP
GP 274
SP
CP

-Spell Like Abilities---------------------------
1 / Day, Disguise Self (CL 4)

-Special Abilities------------------------------ 
Inspiration: 8/8, 1d6 to any Bluff, Disable Device, Disguise, Intimidate Knowledge, linguistics, Sleight of Hand or Spellcraft skill check.

Trapfinding: +2 Perception vs traps and +2 Disable Device. Can disarm Magical Traps.

Poison Lore

Poison Resistance: +2 vs poison

Investigator Talents: Infusion, Underworld Inspiration

Keen Recollection: Can attempt all knowledge skills untrained.

Trap Sense: +1 Reflex Saves / +1 Dodge Bonus AC vs traps.

Studied Combat(Ex) Move action, study single enemy within sight. Adds ½ Investigator level as insight bonus on melee attacks and as a bonus on dmg rolls until he hits with Studied Strike or effect lasts 3 rounds.

Studied Strike(Ex): Free action, 1d6 extra dmg upon successful melee attack.

Swift Alchemy

Class Abilities:

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.

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 usingdetect 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 thecaster 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 highIntelligence 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 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 anIntelligence 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): Current Pool: 8/8
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 actionrather 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 thepoison, 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)
Alchemist Discovery: INFUSION: Allies can drink your extracts.
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.

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 Intelligencemodifier (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.

Extracts:

Level I <3 + 1 bonus>
Level II <1 + 1 bonus>

I (Comprehend Languages, Cure Light Wounds, Enlarge Person, Endure Elements)
II (Lesser Restoration, Blood Armor)

Fetchling Racial Abilities:

-Defense Racial Traits-----
Shadow Blending (Su): Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5.
-Feat and Skill Racial Traits-----
Skilled: Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks.

-Magical Racial Traits-----
Spell-Like Abilities (Sp): A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of anyhumanoid creature. A fetchling's caster level is equal to his total Hit Dice. When a fetchling reaches 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once per day as a spell-like ability. A fetchling's caster level is equal to his total Hit Dice. When a fetchling reaches 13th level in any combination of classes, he gains plane shift (self only, to theShadow Plane or the Material Plane only) usable once per day as a spell-like ability. A fetchling's caster level is equal to his total Hit Dice.

-Senses Racial Traits-----
Darkvision: Fetchlings can see perfectly in the dark up to 60 feet.
Low-Light Vision: In addition to their ability to see perfectly in the dark up to 60 ft, fetchlings have low-light vision, allowing them to see twice as far as humans in conditions of dim light.

Personality:

Setzer is a gentleman, intellect, and charming individual. While he often inundates his coworkers with an abundance of information, he means well. Having been born as a fetchling, he had to turn his racial disparity into source of intrigue.

Appearance:

Setzer is a fetchling in his mid twenties and as such, he has the trademark pale skin, dyed dark hair and a pair of glowing yellow eyes. His attire is neat and professional, a long yellow ochre coat covers his body whereby baubles and tools dangle from pockets and loops. He's often seen with a cane that allows him to probe and gesture especially when giving a lecture.

Party Role:

Before combat
Setzer attempts to understand his enemies and find their abilities and weaknesses.

During Combat.
Setzer's primary role is to provide support for his allies, whether its using inspiration to understand a foe, striking from a safe spot, or implementing a tool. He almost always has a solution for every problem. In no means is he dead weight among the team.

After Combat
If given the time, Setzer will try to study and collect samples of his fallen foes and record the experiences in his ever growing library.

Background:

Setzer is a retired diplomat who serves as an adviser among pirate ships.

He is intellectual, charming, and cunning. Setzer's strength lies in his abilities to outsmart his enemies in both social environments as well as the battlefield. He attempts to keep himself prepared for every situation, often providing his allies the tools and knowledge to solve any problem.

Long before he became a pirate, Setzer had proven himself as a capable diplomat and spy. His primary job was to secure relations between competing mercantile organizations by negotiating deals, and acting as a mediator whether at the docks or sea.

During his career, he came across several ships manifests bearing precious cargo such as magical items and artifacts. He felt frustrated knowing that these items would never truly be understood and longed to keep them for himself. From his contacts, he learned that pirates were able to accumulate vast wealth and items that rivaled shopkeepers and merchants. With little pay, Setzer turned towards piracy for its excitement and treasure.

Gear:

Offense
Sword Cane 45GP
MWK Light Xbow 335GP

Defense
Chain shirt 100GP

Misc
Handy Haversack 2000GP

-ALCHEMICAL GEAR-----

Tools, Devices, and Kits
Alchemist's Lab, Portable 75GP
Bouyant Balloon 4x 20GP
Sunrod 10x 10GP
Water Purification Sponge 2x 25GP
total: 130

Consumables
Antiplague 6x 150GP
Antitoxin 6x 150GP
Alchemist's Kindness 20x 10GP
Blade Guard 2x 40GP
Bloodblock 6x 75GP
Padzahr 2x 80GP
Smelling Salts 6x 75GP
Soothe Syrup 4x 50GP
Soul Stimulant 1x 150GP
Stillgut 2x 50GP
Twitch Tonic 2x 45GP
Troll Oil 4x 50GP
Unguent of Revivfication x2 50GP
Wismuth Salix 4x 60GP
total: 1035

Misc Substances
Air Crystal 2 x 50GP
Alchemical glue 4x 40GP
Alchemical Solvent 4x 40GP
Defoliant 4x 60GP
Embalming Fluid 1x 25GP
Foaming Powder 2x 10GP
Glowing Ink 4x 10GP
Impact Foam 4x 50GP
Marker Dye 6x 45GP
Nushadir 2x 10GP
Rusting Powder 2x 30GP
Smoke Stick 4x 40GP
Tindertwig 10x 5GP
Weapon Blanch
Silver 2x 5GP
Cold Iron 2x 20GP
Total: 440

Alchemical Weapons
Acid Flask 7x 35GP
Alchemist's Fire 4x 40GP
Alkali Flask 2x 15GP
Alkali Salt 2x 30GP
Banshee Ballerina Firework x1 36GP
Bottled Lightning 3x 60GP
Burst Jar 4x 70GP
Flame Fountain Firework 1x 50GP
Flash Powder 2x 50GP
Fuse Grenade 3x 150GP
Holy Water 4x 50GP
Liquid Blade 6x 120GP
Liquid Ice 3x 60GP
Pellet Grenade
Iron 3x 75GP
Shard Gel 4x 50GP
Tangleburn Bag 1x 75GP
Tanglefoot Bag 3x 75GP
Thunderstone 2x 30GP
total: 1071

Magical Items
Wand of Cure Light Wounds 50charges, 750GP