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Stayven Vernikas's page

134 posts. Alias of Simeon.


Race

Human Investigator 6 | HP: 38/38 AC:21 T:16 F:15 | Saves F:2 R:10 W:6 | Init: 5 | Per: 11 | CMB:4 CMD:20

About Stayven Vernikas

Stayven Vernikas
Human (Varisian) investigator (cartographer, natural philosopher) 6 (Pathfinder RPG Advanced Class Guide 30, Ultimate Wilderness 56, 56)
LG Medium humanoid (human)
Init +5; Senses Perception +11
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Defense
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AC 21, touch 16, flat-footed 15 (+4 armor, +1 deflection, +5 Dex, +1 natural)
hp 38 (6d8+6)
Fort +2, Ref +10, Will +6
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Offense
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Speed 30 ft.
Melee +1 handaxe +11 (1d6+6/×3)
Ranged shortbow +9 (1d6/×3)
Special Attacks studied combat (+3, 3 rounds), studied strike +2d6
Investigator (Cartographer, Natural Philosopher) Extracts Prepared (CL 6th; concentration +9)
. . 2nd—barkskin (2), blur, cure moderate wounds
. . 1st—cure light wounds, heightened awareness[ACG] (2), shield (2)
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Statistics
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Str 10, Dex 20, Con 10, Int 16, Wis 13, Cha 10
Base Atk +4; CMB +4; CMD 20
Feats Extra Investigator Talent[ACG], Slashing Grace[ACG], Weapon Finesse, Weapon Focus (handaxe)
Traits frontier-forged (any frontier area), weathered emissary
Skills Acrobatics +10**, Bluff +5, Diplomacy +9*, Disable Device +16, Knowledge (dungeoneering) +12*, Knowledge (engineering) +9*, Knowledge (geography) +12*, Knowledge (history) +9*, Knowledge (local) +12*, Knowledge (nature) +12*, Knowledge (planes) +9*, Linguistics +10, Perception +11*, Sense Motive +6*, Stealth +14**, Survival +11* (+12 to get along in the wild)
Free inspiration on skills marked with an asterisk, free inspiration when a map is up marked with two asterisks
Languages Common, Elven, Dwarven, Goblin, Giant, Hallit, Sylvan, Varisian
SQ alchemy (alchemy crafting +6), geographic lore, herbalism +3, investigator talents (expanded inspiration[ACG], infusion, mutagen[UM]), mutagen (+4/-2, +2 natural armor, 60 minutes), natural philosopher’s inspiration (6/day), studied terrain, swift travels, track +3
Combat Gear mutagen[APG]; Other Gear +1 darkleaf cloth studded leather, +1 handaxe, shortbow, belt of incredible dexterity +2, handy haversack, ring of protection +1, alchemy crafting kit[APG], bedroll, belt pouch, box of fishing tackle (2 lb), chalk (10), cold weather outfit, fishing pole, simple (1 lb), flint and steel, folding pole[UE], grappling hook, hot weather outfit[APG], ink, inkpen, investigator starting formula book, masterwork thieves' tools, mess kit[UE], parchment (50), pot, silk rope (50 ft.), small tent, soap, torch (10), trail rations (30), waterskin, whetstone, 1,618 gp, 1 sp, 8 cp
Other Stuff: horse
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Special Abilities
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Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Geographic Lore (Ex) Determine true north as a full round action.
Herbalism +3 (Su) Use Knowledge (nature) in place of Craft (alchemy) and Profession (herbalist) checks.
Infusion Create an extract can be used by anyone but takes up a slot until used.
Mutagen (DC 16) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 60 minutes.
Natural Philosopher’s Inspiration (+1d6, 6/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Slashing Grace (Handaxe) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Studied Combat (+3, 3 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +2d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Studied Terrain (Ex) By making a map of an area can use inspiration on specific skill checks without expending inspiration. (Can also apply inspiration to Climb, Fly, Ride, Swim)
Swift Travels (Ex) Know easiest, shortest, and fastest way through studied terrain.
Track +3 Add the listed bonus to Survival checks made to track.

Background:

Growing up poor on the streets of New Stetven is never easy, doubly so when one comes from a clan of Varisians on the outskirts of Brevic society. For a scrappy and inquisitive child like Stayven, fate sometimes has other things in store.

Stayven’s greatest joy growing up was exploring the streets of New Stetven, from broad avenues to twisting back alleys, he wanted to see them all. He found his fair share of trouble and mysteries, of course. The incident with the stray ogre was particularly exciting, and a few run-ins with would-be robbers and kidnappers gave him an incentive to learn how to fight.

His destiny came to him on a warm, muggy day in high summer. A man working for the Minister of Surveying was assigned to update city maps of Stayven’s neighborhood, but the haphazard construction and frequently unfriendly locals had stymied the man’s every attempt. Stayven ran across him as he stood in the middle of a street, scratching his head in confusion holding a partially drawn map. It wasn’t long before Stayven introduced himself, and the two got to work. The man’s name was Theobald, a worker for the bureaucracy of New Stetven, specifically the small and frequently insignificant Department of Maps and Charts.

As it turned out, Stayven’s passion for exploration turned out to be a perfect fit for Theobald’s conundrum, helping the bureaucrat to negotiate with locals and navigate the poorly planned and frequently confounding streets to make the requisite map. They parted on fine terms.

A few days later, Theobald returned again, offering Stayven an apprenticeship in the department. As it turned out, not many of New Stetven’s younger generation had a passion for mapping the streets, but Stayven seemed to be an exception.

He excelled in the department, and the stipend he was given proved a great boon to his family’s meager finances. A few years later, he was made an official member of the office, and given his assignment, one that would take him out of New Stetven. He was to re-survey the road from New Stetven to Brunderton, passing through the great Gronzi Forest and up into the Icerim Peaks. The first night he spent outside the city was wonderful, and he knew he never wanted to spend his life wandering the urban sprawl of New Stetven like Theobald.

A few years passed, and he quickly rose through the ranks, earning the title of Deputy Secretary of Frontier Surveying. He developed a keen knowledge of the wilds, taking great pleasure in learning all he could about the flora and fauna of the lands he mapped.

His talents, it seemed, were not just to be spent along the backroads of Brevoy. The newly founded kingdom of Tamlyn needed professionals to help them expand and grow, and as it just so happened, Stayven was a consummate professional. With a desire to do more than just re-chart the same roads year in and year out, he decided to see what opportunities he could find there. He resigned his post at the Department of Maps and Charts, gave a warm goodbye to his old friend Theobald, and hit the road south to Horace armed with his wits, his trusty handaxe, and a glowing letter of recommendation from the mayor of New Stetven.

Appearance and Behavior:

Stayven is a lithe Varisian man of fairly average height. As is common of Varisians, his hair and eyes are dark, his skin is a deep olive, and despite long periods spent in the wilds, nothing more than a few wisps of hair grace his chin. Though not especially stocky of build, he carries all manner of survival gear in a magical haversack, along with a shortbow slung on his back and a hatchet that hangs on his hip.

In battle, Stayven uses his wit and agility far more than what little brawn he has. His trusty hatchet is his weapon of choice, striking his enemies where it hurts most with biting precision.

Stayven is a kind and caring man, with a strong pride in his work. It’s his duty and his honor to explore wild backroads so that others might travel safely, to make sure that people can go where they wish without fear. Though a believer in the necessity of fair and just laws (along with a well-polished bureaucracy), he is far from a stuffy paladin. He enjoys a good celebration, and rarely takes himself too seriously. Though not inherently charismatic, a talent for words is valuable in his line of work. Where he truly excels is making his way in the wilderness, being highly self-sufficient and skilled in traversing rough terrain and navigating through nearly any environment the Stolen Lands can throw at him. While his eagerness for the work is a strong motivation for him, he also hopes to claim some land and influence with which to help his family.

Combat Strat:

Before combat, barkskin, heightened awareness, mutagen
Mutagen only, AC 24, attack +13/1d6+8
Mutagen + Barkskin AC 27, attack the same as before
Perception +11 and +2 to all knowledge

During combat
1st round, shield + studied combat
All buffs = AC 31, +16 to hit, 1d6+8+3 precision, end as a free action on 3rd round for +2d6 precision