Katiyana

Stoat's page

Organized Play Member. 43 posts. No reviews. No lists. No wishlists. 2 Organized Play characters. 2 aliases.


Full Name

Professor McMaan

Race

| HP: 15/15 | AC 9 (T 8, FF 9) | CMB: +0 CMD: 10 | F:+0 R:+1 W:+6 | Init -2 | Perc +9 (+1 traps), SM +9, Bluff +9, Diplomacy +12

Classes/Levels

| Speed 30 ft. | Extracts: 1st: 4/4 | Inspiration: 5/6, Meticulous Concoction: 1/1 | Active Conditions: None

Age

Old

Alignment

NE

Languages

Common, Abyssal, Aklo, Goblin, Infernal, Necril

Strength 5
Dexterity 7
Constitution 9
Intelligence 21
Wisdom 16
Charisma 16

About Professor 'Fancypants' McMaan

Statistics:

Professor ‘Fancypants’ McMaan
Male Old Human Investigator (bonded investigator) 3
NE Medium Humanoid (human)
Init -2; Senses Perception +9 (+1 vs. traps)

------------------------------
DEFENSE
------------------------------
AC 9, touch 8, flat-footed 9 (+1 armour, -2 Dex, +0 shield)
…+4 shield
hp 15 (3d8-3)
Fort +0, Ref +1, Will +6

------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee masterwork swordcane +0 (1d6-3/19-20)
…masterwork silver dagger +0 (1d4-3/19-20)
Ranged acid +0 (1d6 acid)
…alchemist’s fire +0 (1d6 fire) (if direct hit, also on fire 1 round
Spells Extracts (CL ?3rd, Concentration +8)
1st—shield, shield, true strike, true strike

------------------------------
STATISTICS
------------------------------
Str 5, Dex 7, Con 9, Int 21, Wis 16, Cha 16
Base Atk +2; CMB -1; CMD 6
Traits alchemical adept, meticulous concoction
Feats craft potion, craft poppet, evolved familiar (swim speed)
Skills Bluff +9 (3R), Craft (alchemy) +16 (3R), Craft (construct) +11 (3R), Diplomacy +12 (3R), Disable Device +4 (+1 traps), Disguise +9 (3R), Knowledge (arcana) +11* (3R), Knowledge (nature) +11* (3R), Knowledge (planes) +11* (3R), Knowledge (all other)* +5 (0R), Linguistics +5* (0R), Perception +9 (+1 traps), Sense Motive +9 (3R), Spellcraft +9* (3R), Use Magic Device +9 (3R)
(13 points; 6 class, 5 INT, 1 race, 1 favoured class)
Abilities alchemy, familiar (soulbound pig), investigator talent (inspired intelligence), inspiration (6/day), keen recollection, trap sense +1, trapfinding
Proficiencies simple weapons, hand crossbow, rapier, sap, shortbow, short sword, and sword cane, light armour
Languages Common, Abyssal, Aklo, Goblin, Infernal, Necril

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------

Alchemical Adept - You are skilled in creating alchemical items. You gain a +2 trait bonus on all Craft (alchemy) checks made to craft alchemical items. Furthermore, when you fail a Craft (alchemy) check by 5 or more but don’t roll a natural 1, you don’t ruin any raw materials or have to pay that cost again.

Alchemy - 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 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 1stlevel formulae of his choice, plus a number of additional formulae equal to his Intelligence modif ier. 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.

Brew Potion - You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Magic Items for more information. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.

Craft Poppet - You can craft poppets and add augmentations to existing poppets that you control. You are treated as having both Craft Arms and Armor and Craft Wondrous Item for the purpose of fulfilling the prerequisites for Craft Construct.

Evolved Familiar - Select an evolution from the list of 1-point evolutions available to a summoner’s eidolon. Your familiar has this evolution. The familiar must conform to any limitations of the evolution. For instance, no familiars can benefit from the mount evolution and only familiars with wings can take the wing buffet evolution. If you gain a new familiar, your old familiar loses all evolutions, and you can select a new 1-point evolution for the new familiar.
…Swim Speed

Familiar Soulbound Pig
A bonded investigator gains a familiar to aid him. This familiar functions as the wizard arcane bond class feature, using the bonded investigator’s class level to determine the familiar’s special abilities. The bonded investigator’s extracts are considered spells for the purposes of familiar abilities like share spell and deliver touch spells. This ability replaces poison lore, poison resistance, and poison immunity.

Investigator Talent
Inspired Intelligence - An investigator can add his inspiration die to all Knowledge, Linguistics, or Spellcraft checks without expending a use of inspiration, even those he’s not trained in.

Inspiration 6 points, +1d6
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.

Keen Recollection - an investigator can attempt all Knowledge skill checks untrained.

Meticulous Concoction - Your meticulous carefulness makes your bombs and extracts more potent. Once per day, you can either add a +2 trait bonus to the save DC for one bomb you throw or extend the duration of one extract you imbibe by 2 rounds. Extracts with an instantaneous duration are not affected by this trait.

Trap Sense - 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).

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.

Formulae Book:

------------------------------
Formulae Book
------------------------------
1stcomprehend languages, cure light wounds, disguise self, enlarge person, firebelly, monkeyfish, reduce person, shield, true strike, youthful appearance

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Combat Gear masterwork swordcane, masterwork silver dagger, acid (10), alchemist’s fire (10), potio of comprehend languages, potion of cure light wounds (8), potion of disguise self, potion of enlarge person, potion of monkeyfish, potion of reduce person, potion of youthful appearance
Possessions padded armour, combat poppet, sneaky poppet,
Holdings Laboratory, masterwork alchemy lab, masterwork construct workshop, 300 gp in supplies
Money 4 GP 10 SP 0 CP