Xerxes

Sezelrian Tharandah's page

9 posts. Alias of joerice.


Full Name

Sezelrian Tharandah

Race

Elf

Classes/Levels

Investigator (Relentless Inspector) 4

Gender

M

Size

M

Alignment

N

Deity

Ketephys

Languages

Elvish, Common, Orc, Dwarven, Goblin, Infernal, Draconic, Sylvan, Abyssal, Celestial

Occupation

Information Retrieval Specialist

Strength 10
Dexterity 18
Constitution 10
Intelligence 19
Wisdom 14
Charisma 12

About Sezelrian Tharandah

Male Elf Investigator (Relentless Inspector) 4
N Medium humanoid (elf)
Init +4; Senses Perception +12
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Defense
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AC 21 (25 with Shield),15 touch 14 flat-footed
hp 24
Fort +1, Ref +8, Will +7
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Offense
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Speed 30 ft.
BAB+3
Melee: Daggers +7 (1d4)19/20 s,p
Ranged: Daggers +7 (1d4)19/20, s,p
Melee: Heavy Mace +3 (1d8) b
Ranged: Zagresh, +1 Composite Longbow +8/9 (1d8+1)+1 w/in 30'
Melee: Longspear +3 (1d8) p, reach

Investigator Formulae Prepared:

1st— Blend, Heightened Awareness, Shield, See Alignment
2nd- Invisibility, Protection from Arrows
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Statistics
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Str 10, Dex 18, Con 10, Int 19, Wis 14, Cha 12
Base Atk +3; CMB +3; CMD 17
Feats: Precise Shot, Point Blank Shot,
Traits: Blight-burned, Suspicious

Skills
Bluff 8 (1+4+3)
Diplomacy 8 (1+4+3)
Intimidate 11 (1+4+3+1+2)
Knowledge Arcana 11 (4+4+3)
Knowledge Dungeoneering 11 (4+4+3)
Knowledge Local 11 (4+4+3)
Knowledge Nature 11 (4+4+3)
Linguistics 11 (4+4+3)
Perception 12 (2+4+3+1+2)
Sense Motive 13 (2+4+3+1+2+1)
Stealth 11 (4+4+3)
Knowledge (Untrained) 4 (4+0+0)

Languages: Elvish, Common, Orc, Dwarven, Goblin, Infernal, Draconic, Sylvan, Abyssal, Celestial

Combat Gear
Other Gear
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Class Abilities
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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 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)

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.

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..

Perceptive Tracking
Use Perception instead of Survival to both find and follow tracks

Keen Recollection

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

Interrogation (Ex)

A Relentless inspector is a master of harrying others until they cooperate with his investigations, and knows instinctively when the answers he receives are falsehoods. He adds 1/2 his class level (minimum 1) to Intimidate checks made to influence a creature’s attitude and to Sense Motive checks.

This ability replaces trapfinding.

Keen Mind (Ex)

At 3rd level, a Relentless inspector’s strong, analytical mind resists attacks and hazards that would muddy his clear thoughts. He gains a +1 bonus on Perception checks and Will saves. These bonuses increase to +2 at 9th level and +3 at 15th level.

This ability replaces trap sense, poison resistance, and poison immunity.

Studied Combat (Ex) (+2, 4 rounds)
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) 1d6
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.

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Racial Abilities
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Defense Racial Traits

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Feat and Skill Racial Traits

Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Magical Racial Traits

Creepy: For some elves, their long, slender limbs and large pupils evoke not attraction, but unease in other humanoids. Non-elf humanoids take a –1 penalty on saving throws against spells these elves cast that cause confusion or fear. In addition, elves with this trait gain a +2 racial bonus on Intimidate checks to demoralize. This racial trait replaces elven magic. Source PRG:HA

Offense Racial Traits

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Senses Racial Traits

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

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Formulae Book
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1st: Blend, Heightened Awareness, Comprehend Languages, Invisible Alarm, Shield, See Alignment, Endure Elements, Expeditious Retreat
2nd: Invisibility, Protection from Arrows
Equipment:
mwk chain shirt
dagger
dagger, cold iron
dagger, alchemical silver
heavy mace
longspear
mwk magic composite longbow
ranger's kit
bounty hunter's kit (includes basic maps showing major landmarks, caltrops, common manacles with an average lock, a net, a sap, and a 10-foot chain.)
Arrowsx40
139 GP