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About TchortThis walking corpse wears only a few soiled rags, its flesh rotting off its bones as it stumbles forward, arms outstretched.
Tchort:
Male Daemon-Spawn Tiefling Investigator (Empiricist) 1 LN Medium outsider (native) Init +3; Senses darkvision 60 ft.; Perception +4 . . Inspiration +1d6 to Initiative check for 1 inspiration Str 12, Dex 16, Con 14, Int 18, Wis 10, Cha 7
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Inspiration Pool: 4 [x][x][x][ ] Extracts Prepared
Acid Flasks: 3
Crossbow Bolts: 12
White Gloves: 12
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex); CMD 14 hp 11 (1d8+3) Fort +2, Ref +5, Will +2 (+1 vs. spells, spell-like/supernatural abilities of evil arcane casters) Resist cold 5, electricity 5, fire 5 Special Defenses
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BAB +0; CMB +1 Speed 30 ft. Melee . . claw/claw +3/+3 (1d4, primary natural) . . unarmed strike +3 (1d3, nonlethal) . . touch +3 Ranged . . light crossbow +3 (1d6) . . ranged touch +3 Special Attacks
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Investigator Extracts Known (CL 1st; concentration +5; vs SR +1 1st Level (2/day)
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Feats . . Weapon Finesse with light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls; if you carry a shield, its armor check penalty applies to your attack rolls; natural weapons are considered light weapons Traits
Proficiencies
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Skills Points 10 (6 Investigator, +4 Int) ACP -1 (-1 armor, -0 encumbrance) * ACP applied to these skills ^ free use of inspiration on these skills [ ] *Acrobatics +2
Skill Modifiers
Languages Abyssal, Common, Draconic, Elven, Infernal, Skald
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Tiefling (Daemon-Spawn) Abilities +2 Dex, +2 Int, –2 Wis . . Darkvision 60 ft . . Fiendish Resistance cold resistance 5, electricity resistance 5, and fire resistance 5 . . Maw or Claw choose . . Prehensile Tail can use to retrieve small, stowed objects carried on person as swift action; replaces fiendish sorcery . . Skilled Daemon-spawn gain a +2 racial bonus on Disable Device and Sleight of Hand checks Investigator Abilities
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Light up to 50 lbs. Medium up to 100 lbs. Heavy up to 150 lbs. Current Load Carried 49 lbs. (Light) Money 35 gp 1 sp 9 cp Containers
Worn Items
Weapons
Backpack, masterwork
Belt Pouch
Scroll Case
Waterproof Bag
*Crafted alchemical item: Craft (alchemy), take 10: (10) + 9 = 19
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Tchort was born in Irrisen to a well-connected family that had a long-supressed tiefling background. Irrisen's tendency towards racial purity ensured that Tchort grew up without much fanfare, but many would have had it much worse. His family was still influential--Jadwiga three or four generations back--and Tchort was protected by his family's reputation, as much as anything. He was kept close to home, which prevented any embarrassing accidents, but otherwise had a very comfortable and enriching upbring; just one with personal tutors instead of a school. Early on, Tchort's passion and aptitude for arcane magic was obvious, and so his parents got him tutors to focus on that. He excelled, eventually having to dismiss the tutors that he'd surpassed, and beginning to investigate arcane knowledge on his own. He became a powerful wizard. From behind the scenes, for the most part, he helped orchestrate several successful campaigns for power among other old Jadwiga families. All the while, of course, he'd been harboring a... troubling concern... over how he was treated. More powerful now than almost all in his own family, and most in Irrisini society overall, here he could never enter that society. All because of a tail. So, he plotted. Of course he plotted. And he did it. He did... whatever it was that he'd planned to do. He can't remember what it was, though. He doesn't really know what it was that he did, what plan he set in motion, but it failed, and it nearly ruined him. Level-drained and with no memory of the events, it's a wonder he survived. He thinks he probably shouldn't have survived, really, but somehow he did. Maybe he'd been offered just that one last kindness. He awoke in Qadira, decades of arcane power just gone. Nothing there, not even the simplest incantations that all wizards know. Nothing left of that part of his life. A small bag of coin--a mercy they'd left that with him--allowed him to rent an apartment. He began teaching himself a trade--alchemy, he figured, had good financial opportunities, if nothing else--and began to make a living. At the same time as learning a new trade, he's been deeply examining his memories. What he can recall has only been vague: Irrisen, yes. Danger, nearly death. A powerful family; yes? (His own? But there's also some kind of opposition, like they're enemies, so that doesn't feel quite right...) He remembers the power he used to command. He remembers that painfully (they probably made sure of it, he posits at times), the weak essences he's been able to work up a mere shadow of the power he once had. When he went to the soothsayer, he wanted to lift the veil over his past. She couldn't do it. He offered more and more coin, but she refused it all. "Go. Walk. Walk and you will find your past; your past will find you. Walk, walk to Taldor. Keep walking, you will know." tl;dr wrote: Level 15+ Wizard gets level-drained to 0-level when he rebels against his evil racist family in Irrisen; starts over as Investigator while recovering in Qadira Spoiler:
Level 1 Str 12, Dex 14+2, Con 14, Int 16+2, Wis 12-2, Cha 7 Tiefling (Daemon-spawn) Investigator (Empiricist) Favored Class Bonus: +1 hit point hp 1 (d8 max at level 1, +2 Con, +1 fcb) +0 Fortitude save, +2 Reflex Save, +2 Will save +0 BAB Tiefling: Maw or Claw (Claws) Tiefling: Prehensile Tail Investigator 1st level extracts (6): Disguise Self, Endure Elements, Expeditious Retreat, Heightened Awareness, Shield, True Strike Feat: Weapon Finesse Traits: Cunning Liar, Warded Against Witchery Skill points (10): Bluff, Craft (alchemy), Disable Device, Knowledge (arcana), Knowledge (local), Knowledge (nature), Perception, Sleight of Hand, Spellcraft, Use Magic Device Languages: Abyssal, Common (Taldane), Draconic, Elven, Infernal, Skald |