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About Skivven KraskarrasClass: Investigator
HP: 15 (2d8 +2 CON)
Favored Class Bonus: 2/6th of an investigator talent Feats & Investigator Talents:
1st level: Weapon Finesse
Ideas for later:
Traits:
Stargazer: (Campaign) They say the strange technological ruins scattered throughout Numeria came from the skies several thousand years ago. The concept of life on other planets far beyond Golarion has always fascinated you, and you’ve long hoped to learn more about what life on those other planets may have been like. You’ve heard stories about the strange alien creatures found in Numerian dungeons and hope to learn all you can about them—perhaps some of these aliens can be found in the caverns below Torch! You gain a +2 trait bonus on Knowledge checks to identify alien monsters’ abilities and weaknesses. In addition, you gain a +1 trait bonus on Knowledge (geography) checks, and this skill is a class skill for you. You are treated as if you possessed the Technologist feat for the purposes of resolving checks to identify an alien creature using a Knowledge skill and for all Knowledge (geography) checks. If you already possess the Technologist feat, then your trait bonus on Knowledge (geography) checks increases to +3.
Indomitable Faith: (Faith) You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves. River Rat (Marsh or River): (Regional) You learned to swim right after you learned to walk. When you were a youth, a gang of river pirates put you to work swimming in nighttime rivers and canals with a dagger between your teeth so you could sever the anchor ropes of merchant vessels. You gain a +1 trait bonus on damage rolls with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you. Meticulous: (Drawback) You plan and prepare everything in detail, and aren't good at improvising when things don't go as planned. You take a —2 penalty on skill checks for skills with which you're untrained. Race Features:
+2 Dexterity, +2 Intelligence, –2 Strength: Ratfolk are agile and clever, yet physically weak.
Ratfolk: Ratfolk are humanoids with the ratfolk subtype. Small: Ratfolk are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Slow Speed: Ratfolk have a base speed of 20 feet. Darkvision: Ratfolk can see in the dark up to 60 feet. Rodent Empathy: Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents. Cheek Pouches: Some ratfolk have developed stretchy cheek pouches that they can use to hold and carry small loads up to 1 cubic foot in volume and 10 pounds in weight, such as light weapons, potions, scrolls, and similar objects. Such a ratfolk can transfer a held object to his cheek pouches or extract an object from his cheek pouches as a swift action. As a move action that provokes an attack of opportunity, the ratfolk can instead massage all of the items held in the cheek pouches onto the ground in the square it occupies. As long as the ratfolk has at least one object in its cheek pouches, its speech is difficult to understand, and it has a 20% spell failure chance when casting spells with verbal components. This racial trait replaces swarming. Tinker: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks. Languages: Ratfolk begin play speaking Common. Ratfolk with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc, and Undercommon. Investigator Class Features:
Class Features
The following are the class features of the investigator. Weapon and Armor Proficiency: Investigators are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient with light armor, but not with 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 the table above. 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, then reactivates 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 prepare his extracts anew 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 that he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have an Intelligence score equal to at least 10 + the extract's level. The saving throw DC of 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 of any level that he can create. An investigator can also add formulae to his book just as 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 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 his 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 (his inspiration die) to the result of that check, including any on which he takes 10 or takes 20. This choice is made after the check is rolled and before the result is revealed. An investigator can use inspiration once only per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft 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 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 (minimum 1) to Perception checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps. Ceaseless Observation (Ex): An empiricist's ability to notice the minutiae of almost everything that happens around him allows him to make shrewd and insightful calculations about people and even inanimate objects. At 2nd level, an empiricist uses his Intelligence modifier instead of the skill's normal key ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information. This ability replaces poison lore and poison resistance. Formula Book:
Skills:
Adventuring Skills
ranks 6+INT per level = 20 - 2 transferred to background = 18 * indicates class skills STR (+0)
DEX (+4)
INT (+4)
WIS (+0)
CHA (-2)
Background Skills
DEX (+4)
INT (+4)
WIS (+0)
CHA (-2)
Gear by Value:
Starting Gold 105 gp
_35 gp Small Light Crossbow
183 gp total _2 sp Mess Kit
36 sp total _3 cp Earplugs
40 cp total 102 gp total 3 gp left over
Gear by Weight:
Carrying Capacity: 24.25 lbs
_1 lb. Small Light Darkwood Crossbow
In Sack:
Total 34.625 lbs.
Background:
Skivven grew up in Iobaria, where many animalistic races live, including ratfolk. The city he came from, Antoll, had many hot springs and ancient plumbing piped heat to various parts of the city. The ratfolk living in the sewers there there worked to maintain the pipe network in exchange for food and goods made by humans. As a result, many ratfolk there were mechanically inclined.
The humans of the city disdained the ratfolk so the two communities tended to keep separate most of the time. But at night many ratfolk went up to the rooftops to watch the stars; it was the only time they could go outside in numbers without being harassed by humans. Skivven was one a rooftop with his friends one clear night when the group spied a bright falling star, streaking across the sky, headed to the west. The group speculated endlessly about what such a thing could be. When they returned to their community, they joined the others and related what they had seen. Others gathered around to tell stories that they thought might be related to this news. One well-traveled ratfolk told of how in distant Numeria, such falling stars had landed in Numeria and their wreckage dotted the landscape. The storyteller explained that these falling stars were in fact giant machines, large enough for people to ride within and travel beyond Golarion. Another elder ratfolk explained that the ratfolk did not originally come from Golarion; that the red star, Akiton, was their original home, and that they made the journey to Golarion milennia ago. These ideas electrified Skivven. What knowledge their ancestors must have had! To have crossed the stars in a giant machine... how had the ratfolk fallen that they hid in the sewers beneath human towns. Skivven became obsessed with the idea of these vehicles. He had to see them himself! What if he could discover one such machine, and master its secrets? What if he could repair such a machine and sail it through the sky? He could bring the ratfolk back to Akiton in his mighty machine, to visit the former home of his race! Skivven left home, and made his way down the Ardshrod river, and across the Lake of Mists and Veils, landing on the Numerian shore. He pressed on alone, trying to remain out of sight when danger threatened, but always seeking to find this "technology" that he had heard of. And then he saw a strange purple light on the horizon, spearing up into the sky. He followed the light, and found himself in the town of Torch. Description:
Most humans, upon identifying Skivven as a ratfolk, don't take a second glance, knowing that ratfolk are beneath their notice, the lowest class of sentient beings; tolerated by surface dwellers, but living as they do in the sewers and warrens they are more wretched that the poorest human. This is not always the case with ratfolk, though few of them would try to disabuse humans of this notion, knowing that it gives them the protection of anonimity.
Skivven fits many of the stereotypes of ratfolk; he is rather dirty and unkempt, and non-ratfolk often look on him with disgust. This is not aided by the fact that Skivven finds it convenient to keep small objects in his mouth, a habit that most humans find rather disgusting. He wears motley clothing made of various furs for protection from the cold, and has a variety of implements dangling from his clothing. His fur is dark brown with a pale streak running down his back from the crest of his head. Personality:
Skivven comes from an environment where fixing things and working with mechanical things is a part of the community's responsibilities and represents the 'work' that most ratfolk do. As a result, when he works with machines this represents the way Skivven contributes to those around him, and he often gets lost in social situations. He understands crafts better than people.
When he talks he tends to chatter madly and others have a hard time following what he is saying. This isn't helped by the fact that he often talks to himself. He has a certain nervous energy especially when he gets excited about something he finds interesting. He will often take foolish risks to have a look at something fascinating; he is not materialistic but he collects odds and ends and refuses to throw anything away. |