Gnoll Warden

Sruigryth Khe's page

37 posts. Alias of Aipaca.


Full Name

Sruigryth Khe

Race

| HP: 30/39 | Init +8, Per +10, SM +10 | AC/T/FF/CMD 18/12/16/18 (+2 AC/FF/CMD w/ Mut.) | F+4 R+6 W+5 (+2 vs. Illusion) | Inspiration (4/5) | Extracts: 1st (4/4), 2nd (2/2) | Mutagen (1/1) |

Size

Medium

Age

Adult

Alignment

N

Languages

Gnoll

Strength 16
Dexterity 14
Constitution 16
Intelligence 16
Wisdom 12
Charisma 10

About Sruigryth Khe

Sruigryth Khe
Humanoid (Gnoll)
Neutral Male Gnoll Investigator (Empiricist) 4
Str 16, Dex 14, Con 15, Int 16, Wis 12, Cha 10
Init +8; Perception +10
Languages: Gnoll, Common, Sign Language, Thassilonian
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Defense
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AC: 18, Touch: 12, Flat 16 (2 Dex + 2 Natural Armour + 4 Armour)
HP 39/39 (8+5+5+5 class, 12 Con, 4 FCB)
Fort +4 (1 class + 3 Con), Ref +6 (4 class + 2 Dex), Will +5 (4 class + 1 Wis) (+2 vs. Illusion, spend 1 Inspiration for additional +2)
CMD: 18 (10 + 3 BAB + 3 Str + 2 Dex)
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Offense
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Base Atk +3
CMB: +6 (3 BAB + 3 Str)
Speed: 30 ft.
Melee: Mwk Longspear +7 (1d8+4; 20x3) [Power Attack -1/+3] [Mutagen +2/+3] [Flanking +2/+1d6] [Studied Combat +2/+2] [Studied Strike +0/+1d6]
Ranged: Light Crossbow +5 (1d8; 19-20x2)
Extracts: 1st (4/day), 2nd (2/day)
Inspiration (5/day)
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Gnoll:

Ability Score Racial Traits: Flexible (+2 Str, +2 Con)
Type: Humanoid (gnoll)
Size: Medium
Base Speed: 30'
Languages: Xenophobic. Gnolls start knowing their racial language only.
Natural Armor: Gnoll hides are remarkably tough, granting them a +2 natural armor bonus.
Darkvision: Gnolls have darkvision and so can see perfectly in the dark up to 60 feet.

Investigator:

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 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 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 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.
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 typical 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.
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.
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 Ref lex 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 modif ier (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.
Unfailing Logic (Ex): An empiricist’s grasp of facts and data teaches him to anchor himself in reality, granting resistance to even the most potent illusions. At 4th level, an empiricist gains a +2 insight bonus on all Will saving throws against illusion spells or spell-like abilities that allow a save to disbelieve their effects. In addition he can spend one point from his inspiration pool as an immediate action to use his Intelligence bonus instead of her Wisdom bonus on all such saves for one round. At 8th level, the empiricist’s insight bonus increases to +4. At 16th level, he gains immunity to all illusion spells and spell-like abilities that allow a save to disbelieve the effects. This ability replaces swift alchemy.

Investigator Talents:

3: Alchemist Discovery (Mutagen): The alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again. When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma. A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

Investigator Formulae Book:

1: Cure Light Wounds, Enlarge Person, Heightened Awareness, Linebreaker, Long Arm, Monkey Fish, True Strike
2: Alchemical Allocation

Traits and Feats:

Drawback: Meticulous: You plan and prepare everything in detail, and aren't good at improvising when things don't go as planned. You take a -2 on skill checks for skills with which you are untrained.
T1: Reactionary: You gain a +2 trait bonus to initiative.
T2: Inspired: Once per day as a free action, roll twice and take the better result on a skill or ability check.
T3: Student of Philosophy: You can use your Intelligence modifier in place of Charisma on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true.
Teamwork: Precise Strike: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.
F1: Improved Initiative: You get a +4 bonus on initiative checks.
F3: Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Skills:

Skills (6 class/level + 3 Int/level = 36) (-1 ACP)
Acrobatics: +2 (2 Dex)
Bluff: +0 (0 Cha) (+3 to convince others of a lie)
Climb: +7 (3 Str + 1 rank + 3 class)
Diplomacy: +7 (3 Int + 1 rank + 3 class)
Disable Device: +12 (3 Int + 4 ranks + 3 class + 2 Trapfinding)
Disguise: +0 (0 Cha)
Escape Artist: +2 (2 Dex)
Fly: +2 (2 Dex)
Heal: +1 (1 Wis)
Intimidate: +0 (0 Cha )
Knowledge (Arcana): +8 (3 Int + 2 rank + 3 class)
Knowledge (Dungeoneering): +9 (3 Int + 3 rank + 3 class)
Knowledge (Local): +8 (3 Int + 2 rank + 3 class)
Knowledge (Nature): +8 (3 Int + 2 rank + 3 class)
Knowledge (Plance): +8 (3 Int + 2 rank + 3 class)
Knowledge (Religion): +8 (3 Int + 2 rank + 3 class)
Perception: +10 (3 Int + 4 rank + 3 class) (+2 vs. traps)
Ride: +2 (2 Dex)
Sense Motive: +10 (3 Int + 4 rank + 3 class)
Spellcraft: +7 (3 Int + 1 rank + 3 class)
Stealth: +9 (2 Dex + 4 rank + 3 class)
Survival: +0 (0 Wis)
Swim: +3 (3 Str)
Use Magic Device: +10 (3 Int + 4 rank + 3 class)

Background Skills (2/level = 8 ranks)
Knowledge (Engineering): +8 (3 Int + 2 rank + 3 class)
Knowledge (Geography): +8 (3 Int + 2 rank + 3 class)
Linguistics: +10 (3 Int + 4 rank + 3 class)

Equipment:

Weapons: Masterwork Longspear [305gp], Cold Iron Morningstar [16gp], Dagger (2) [4gp], Light Crossbow [35gp], Crossbow Bolts (30) [3gp]
Armour: Mwk Leather Lamellar [210gp]
Gear:
== Investigators Kit (alchemy crafting kit, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, iron skillet, mess kit, soap, torch (10), trail rations (5 days), waterskin) [40gp]
== Deluxe Dungeoneering Kit SOLD [-130gp]
== Bandolier (2) [1gp], Iron Vial (10) [1gp], Spring-Loaded Wrist Sheathe (2) [10gp], Chalk [0.01gp], Hammer [0.5gp], Pitons (5) [0.5gp], Silk Rope (50') [10gp], Tindertwigs (2) [2gp], Crowbar [2gp], Grappling Hook [1gp], Common Thieves Tools [30gp]
== Tanglefoot Bag (4) [200gp], Alchemist's Fire (3/4) [80gp], Shard Gel (2) [50gp], Smog Smoke Pellet (2) [50gp], Caltrops (2) [2gp], Beartrap [2gp]
Magic Items: Gloves of Reconnaissance [2000gp]
Potions: Potion of Invisibility [300gp], Potion of Haste [750gp], Potion of Fly [750gp]
Wands: Wand of Obscuring Mist (20/50) [300gp], Wand of Silent Image (20/50) [300gp], Wand of Unseen Servant (20/50 [300gp]
Money: 5755.01gp spent

Biography/Background: