Creeping Death

Tamisiel's page

115 posts. Organized Play character for Evan Whitefield.


Race

Offense:
Initiative: +2; Speed 30; Shortsword +2 (1d6-2) Ranged Touch +3
Formula:
Caster Level: 2, 1st Level- Heightened Awareness, Shield

Classes/Levels

Skills:
Alchemy +10, Disable Device +12, Intimidate +10, (History, Nobility, Planes, Religion) +9, (Arcane, Local)+10, Linguistics +9, Perception +12, Sense Motives +10, Spellcraft +10, UMD+10; Shadow Whispers: +2 to Demoralize

Gender

Investigator 2, N, Female, Elf, Inspiration 9/day

Defense:
AC 21 (17) T 12; FF 15; 15/15 hp; Fort +1, Ref +5, Will +3

About Tamisiel

Tamisiel Riversong
Empiricists Investigator 2
N, Female, Elf
PFS# 5331-18
Sovereign Court
Inspiration: 9/day

Defense:

AC 17 (5 Armor +2 Dex)
Touch 12 Flat-footed 14
CMD 13 (10 base +1 BAB +0 Str +2 Dex)

hp 15 (13 Investigator +2 Con)

Fort +1 (0 Investigator +1 Con)
Ref +5 (3 Investigator +2 Dex)
Will +3 (3 Investigator +0 Wis)

Special Defenses:
Inspiration: Add 1d6 to any saving throw; 2 points

Offense:

Initiative: +2 Spd 30
BAB: +1 (1 Investigator) CMB: +0 (0 BAB +0 Str)

Mwk Shortsword +2 (1d6/19-20)
Shortbow +3 (1d6/ x3)
Ranged Touch +3 (varies)

Special Attacks:
Inspiration: Add 1d6 to any Attack roll; costs 2 points

Formula:

Caster Level: 2

1st Level- 4 per day (2 Investigator +2 Int)
Heightened Awareness, Shield, Crafter's Fortune, ****

Formula Book:
1st: 14 (4 Class +5 Int +5 Chronicles)
Comprehend Languages, Crafter’s Fortune, Cure Light Wounds, Detect Secret Doors Disguise Self, Endure Elements, Enlarge Person, Expeditious Retreat, Heightened Awareness, Identify, Illusion of Calm, Reduce Person, Shield, Touch of the Sea

2nd: 6 (0 Class +6 Chronicles)
Alchemical Allocation, Blur, Investigative Mind, Invisibility, Lesser Restoration, Resist Energy,

Skills:

(12 Investigator +10 Int +2 Favored Class =24)
Acrobatics +1 (2 Dex -1 Armor)
Appraise +5 (5 Int)
Bluff +2 (1 Rank +3 Class Skill -2 Cha)
Climb -3 (-2 Str -1 Armor)
Craft (Alchemy) +10 (2 Rank +3 Class Skill +5 Int)
Diplomacy +2 (1 Rank +3 Class Skill -2 Cha)
Disable Device +9 (2 Rank +3 Class Skill +5 Int -1 Armor)
Disguise -2 (-2 Cha)
Escape Artist +1 (2 Dex -1 Armor)
Heal +0 (0 Wis)
Intimidate +10 (2 Rank +3 Class Skill +5 Int)
Knowledge
Arcane +10 (2 Rank +3 Class Skill +5 Int)
History +9 (1 Rank +3 Class Skill +5 Int)
Local +10 (1 Rank +3 Class Skill +5 Int +1 Trait)
Nobility +9 (1 Rank +3 Class Skill +5 Int)
Planes +9 (1 Rank +3 Class Skill +5 Int)
Religion +9 (1 Rank +3 Class Skill +5 Int)
Linguistics +9 (1 Rank +3 Class Skill +5 Int)
Perception +12 (2 Rank +3 Class Skill +5 Int +2 RB)
Ride +1 (2 Dex -1 Armor)
Sense Motives +10 (5 Rank +3 Class Skill +5 Int)
Spellcraft +10 (2 Rank +3 Class Skill +5 Int)
Stealth +1 (2 Dex -1 Armor)
Survival +1 (1 Wis)
Swim -1 (0 Str -1 Armor)
Use Magical Device +10 (2 Rank +3 Class Skill +5 Int)

Special Modifiers:
Shadow Whispers: +2 trait bonus on Intimidate checks made to demoralize opponents
Ceaseless Observation: Use Int mod on Diplomacy (gather information) checks
Alchemy: Add Inquisitor Level to Craft checks to create alchemical items
Trapfinding: +1 no Perception and Disable Device checks to find and disarm traps
Inspiration: Add 1d6 to any skill check; knowledge, linguistics, and Spellcraft checks do not use any points, all other skill checks coasts 1 point
Mwk Thieves Tools: +2 on Disable Device Checks
Alchemist’s Lab: +2 on Craft (Alchemy) checks

Statistics:

Str 10 +0 (0 pts)
Dex 14 +2 (2 pts +2 RB)
Con 12 +1 (5 pts -2 RB)
Int 20 +5 (17 pts +2 RB)
Wis 10 +0 (0 pts)
Cha 7 -2 (-4 pts)

Languages: Common, Elven, Aklo, Celestial, Draconic, Goblin, Sylvan,

Traits:
Shadow Whispers (Norgorber): +1 trait bonus on Knowledge (local) checks and a +2 trait bonus on Intimidate checks made to demoralize opponents.
Bruising Intellect: Use your Intelligence modifier for Intimidate instead Charisma modifier.

Feats:
Extra Inspiration

Racial Abilities:
Low-Light Vision: See twice as far in dim light
Elven Immunities: Immune to magic sleep effects +2 on saving throws vs. enchantment spells and effects
Elven Magic: +2 on caster level checks to overcome spell resistance, +2 on Spellcraft checks to identify magic items
Keen Sense: +2 on Perception checks
Weapon Familiarity: Treat any weapon with “Elven” in the name as a martial weapon

Class Abilities:
Alchemy: Add Inquisitor Level to Craft checks to create alchemical items
Trapfinding: Add 1/2 Inquisitor Level (min 1) to Perception and Disable Device checks to find and disarm traps
Inspiration: Add 1d6 to any skill check, Attack roll, or saving throw; Inspiring a knowledge, linguistics, and Spellcraft checks do not use any points, Inspiring any other skill checks coasts 1 point, Inspiring an attack or save costs 2 points; Pool of points = 1/2 Investigator level + Intelligence Modifier

Equipment:

Armor:
+1 Chain Shirt: +4 AC, +4 Max Dex, -1 Armor Check

Weapons:
Mwk Shortsword: Piercing
Shortbow: 60ft,
Arrows x20: Piercing
Worn:
Explorer's Outfit

Belt Pouch:
Wand of CLW: CL 1; 36 charges
Wand of Detect Magic: CL 1; 49 charges
Antitoxin (x3)
Antiplague (x2)
Alchemist Fire (x4)
Vermin Repelent (x3)
Tindertwigs (x3)
Fuse Grenades (x3)
Pellet Gernade (x3)
Burst Jar (x3)

Back Pack:
Alchemist Crafting Kit, Bed Roll, Waterskin, Rations (x2), Flint and Steel, Sunrods (x3), Mwk Thieves tools, Formula Book in Waterproof Bag

In Absalom:
Alchemist’s Lab