Friendly Fighter

Tilver Arnholm's page

883 posts. Alias of Enchanter Tim.


Race

| Recall Knowledge: Arcana +14, Lore (Gladiatorial) +14, Lore (Chaos Cults) +18, Nature +10 (recall only), Occultism +16, Religion +10 (recall only), Society +16 |

Classes/Levels

Versatile Vials 5/5 | Active Investigations: Animal-thing; Pactlords | ◆ | ◇ | ↺]

Gender

Half-elf Investigator 8 [hp 96/96; F+12, R+12 (Bulwark), W+14 | AC 27 (slashing resist 3) | Perception +16 Low-light vision

About Tilver Arnholm

Tilver Arnholm
LG Male Half-Elf Investigator 8
Background: Gladiator
Senses Darkvision 60ft Perception: +16 [M]
Languages Common, Elven, Litorian, Abyssal, Draconic, Undercommon

DEFENSES
Hit Points: 96
AC: 27 [T] Bulwark
Fort: +12 [T] Ref: +12 [E] Will: +14 [E]

OFFENSE
Class DC: 24 [T]
Speed: 20
Melee +1 Striking Elven Curve Blade +17, 2d8+6 (S) (elf, finesse, forceful)
. . +1 Striking Light Hammer +17, 2d6+6 (B) (agile, thrown 20ft)
. . +1 Striking Shortsword +17, 2d6+6 (P) (agile, finesse, versatile S)
Ranged +1 Crossbow +13, 1d8+2 (P) (deadly d10)

Statistics
Str 18, Dex 10, Con 14, Int 19, Wis 14, Cha 10

Ancestry Abilities
Low-Light Vision See in Dim Light as though it was bright light
Natural Ambition Gain a Level 1 Class Feat (Known Weakness)
Elven Weapon Familiarity Trained in bows, longsword, rapiers; Gain access to all uncommon elf weapons. For the purpose of proficiency, advanced elf weapons are martial weapons.

Class Abilities
Pursue a Lead One per 10 minutes, spend 1 minute designating a subject as the target of your active investigation. Whenever you attempt a Perception or skill check to investigate the subject, you gain a +1 bonus to the check. You can maintain 2 active investigations at one time. If you Pursue a Lead after that, the subject must be different and you give up on a subject of your choice. Once you've given up a subject, you can't pursue it again until after you make your daily preparations.
Clue In (R) Once per 10 minutes, Share information with a creature attempting to investigate your investigation. They gain a +1 to that check.
Devise a Stratagem (>) Once per round, choose a creature you can see and roll at d20. If you strike the creature later this round, you must use the result of the roll instead of rolling normally. You make this substitution only on the first strike against the creature. When you make this substitution, you can add your Intelligence mod to the attack roll instead of Strength or Dexterity as long as you are using an agile or finesse melee weapon, agile or finesse unarmed attack, a ranged weapon, or a sap.
Strategic Strike When you make a strike that adds your Intelligence mod to your attack due to Devising a Stratagem, you deal an addition 2d6 damage.
Methodology (Alchemical Sciences) Trained in crafting, gain Quick Tincture action and Alchemical Crafting feat. Each time you gain a level, you learn a alchemical formula for an item of a level you can create. Each day, you can create a number of Versatile Vials equal to your Int modifier.
Quick Tincture (>) Use a Versatile Vial to create a alchemical elixir or tool of your level or lower. This item only lasts until the end of your turn.
Keen Recollection Your proficiency bonus for untrained Recall Knowledge checks is equal to your level instead of +0
Skillful Lessons At 3rd level and every odd-level, you gain a skill feat for a Int, Wis, or Cha-based skill, for for the skill gained in your methodology.
Weapon Specialization +2 to weapon damage with expert weapons.

Class Feats
That's Odd Automatically notice one interesting detail in a new area.
Known Weakness When you Devise a Stratagem, you get a Recall Knowledge check as part of that action. If you critically succeed at the Recall Knowledge check, you notice a weakness and gain a +1 bonus to your attack roll from Devise a Stratagem. If you immediately convey this information, each ally gains a +1 bonus to their next attack roll against the subject until your next turn.
Shared Stratagem When you hit a creature with an attack that you substituted your Int mod for your standard modifier, designate 1 ally. The creature you hit is flatfooted to that ally for his next attack until your next turn.
Sentinel Dedication Become trained in one further armor type. Whenever any armor proficiency advances, you gain that proficiency level in the armor type granted by this feat.
Alchemical Discoveries Learn 2 formulas each time you level up instead of 1. The number of Versatile Vials you can create increases by 1.
Armor Specialist Gain Medium and Heavy Armor Specialization (Plate: Slashing resistance 3)

General/Skill Feats
Impressive Performance You can make an Impression with Performance instead of Diplomacy
Alchemical Crafting Use Craft to make alchemical items. Add 4 common formulas for 1st level items to your formula book
Specialty Crafting (Alchemical) +1 to crafting check
Armor Proficiency Become trained in medium armor
Forensic Acumen Perform a forensic examination on a body in half the time. If you succeed, you can attempt an immediate Recall Knowledge check to follow up on a clue with a +2 bonus.
Battle Medicine (>) Attempt a medicine check as Treat Wounds. Target is immune to your Battle Medicine for 1 day.
Additional Lore (Chaos Cults) Gain a Lore skill. Auto advances at 3rd, 7th, and 15th levels.
Continual Recovery When you Treat Wounds, the patient's cooldown is 10 minutes rather than 1 hour.
Schooled in Secrets You notice the signs and symbols of mystery cults. Use Occultism in place of Gather Information about such groups.
Toughness Gain extra hitpoints; Recovery checks at 9+dying value.
Titan Wrestler Disarm, Grapple, Trip two sizes larger than you.

SKILLS
Acrobatics +10 [T], Arcana +14 [T], Athletics +16 [E], Crafting +16 [E], Deception +10 [T], Diplomacy +10 [T], Intimidation +10 [T], Lore (Gladiatorial) +14 [T], Lore (Chaos Cults) +18 [M], Medicine +14 [E], Nature +2 (+9 to recall), Occultism +16 [E], Performance +10 [T], Religion +2 (+9 to recall), Society +16 [E], Stealth +10 [T], Survival +2, Thievery +10 [T]

Equipment (Bulk 6, 3L)
Worn backpack, belt pouch, +1 full plate armor
Weapon +1 striking elven curve blade, +1 striking shortsword, +1 striking light hammer, +1 crossbow, dagger,
Alchemical items alchemist's fire (lesser) (x3), acid flask (lesser) (x3), bottled lightning (lesser), blight bomb (moderate), cat's eye elixir, comprehension elixir (lesser), darkvision elixir (moderate), everburning torch, frost vial (lesser), holy water, silversheen, sunrod, antidote (x2), antiplague (x2), tanglefoot bag (lesser)
Stowed Bedroll, bandolier, crowbar, flint & steel, healer's tools, rope, rations, sheath, thieves' tools, torch, waterskin, manacles (simple), steel shield
Coin 12.9gp

Formula Book
Versatile Vials: 5
Known Formulas: Antidote (lesser), Antiplague (lesser), Cheetah's Elixir (lesser), Comprehension elixir (lesser), Comprehension elixir (greater), Darkvision Elixir (moderate), Darkvision elixir (greater), Elixir of Life (lesser), mistform elixir (lesser), Olefactory Obfuscator, Silversheen

Tilver 1e:
Tilver Arnholm
Half-elf fighter 1/investigator (lamplighter) 5
LG Medium humanoid (elf, human)
Init +3+1d6; Senses low-light vision; Perception +11, Sense Motive +8

Defense
AC 22, touch 12, flat-footed 20 (+10 armor, +1 Dex, +1 deflection)
hp 42 (6 HD; 5d8+1d10+6)
Fort +5, Ref +7, Will +7; +2 vs. enchantments
Defensive Abilities dual minded; Immune sleep

Str Mutagen
AC 24, touch 12, flat-footed 22 (+10 armor, +1 Dex, +2 nat armor, +1 deflection)

Offense
Speed 30 ft. (20 ft. in armor)
Melee +1 longspear +8 (1d8+5/×3) or
. . mwk rapier +8 (1d6+3/18-20) or
. . gladius +7 (1d6+3/19-20)
Power Attack +1 longspear +6 (1d8+11/×3) or
. . mwk rapier +6 (1d6+7/18-20) or
. . gladius +5 (1d6+5/19-20)

Melee +1 longspear +10 (1d8+8/×3) or
. . mwk rapier +10 (1d6+5/18-20) or
. . gladius +9 (1d6+5/19-20)
Power Attack +1 longspear +8 (1d8+14/×3) or
. . mwk rapier +8 (1d6+9/18-20) or
. . gladius +7 (1d6+9/19-20)

Space 5 ft.; Reach 5 ft. (10 ft. with masterwork longspear)
Investigator Spell-Like Abilities (CL 5th; concentration +8)
. . Special—continual flame (alchemical illumination, 24 hr duration), light (alchemical illumination), daylight, discovery torch
Investigator (Lamplighter) Extracts Prepared (CL 5th; concentration +8)
. . 2nd—Barkskin (x2), False Life
. . 1st—cure light wounds, enlarge person (DC 14),Heightened Awareness, shield (2)

Statistics
Str 16, Dex 14, Con 13, Int 16, Wis 10, Cha 10
Base Atk +4; CMB +7; CMD 19

Racial Abilities
Dual Minded +2 Will saves.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Class Abilities
Alchemical Illumination (Sp) As a standard action, burn equal level extract/potion to cast light spell from limited list.
Alchemy +5 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Inspiration (+1d6, 6/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Lamplighter (Su) As a move action, light a held flammable item.
Mutagen (DC 14) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 40 minutes.
Ready for the Revelation (Ex) Free inspiration for initiative checks.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Studied Combat As a move action, gain +2 (1/2 level) to attack and damage for 3 (Int mod) rounds or until Studied Strike is used
Studied Strike End Studied Combat to gain 1d6 damage on an attack
Fast Alchemy Halve the time it takes to make alchemical items
Quick Study Activate Studied Combat as a swift action
Underworld Inspiration Free use of inspiration on Bluff, Disable Device, Disguise, Intimidate, and Slight of Hand checks

Feats
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Dirty Fighting Forgo flanking bonus to not provoke AOO on a Combat maneuver. If you don't provoke an AOO on a combat maneuver, increase flanking bonus to +4. Counts at prereqs for combat maneuver feats.
Power Attack -2/+4 (-2/+6 for two-handed) You can subtract from your attack roll to add to your damage.
Extra Investigator Talent: Quick Study Gain Quick Study Investigator Talent

Traits
Bruising Intellect Use Int mod as a bonus to Intimidate instead of Cha
Surgeon in the Shadows

Skills
Acrobatics +7 (+3 to jump), Appraise +7, Bluff +4, Climb +7, Craft (alchemy) +10, Diplomacy +6, Disable Device +9, Escape Artist +3, Handle Animal +4, Intimidate +7, Knowledge (arcana) +7, Knowledge (dungeoneering) +8, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +9, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (planes) +8, Knowledge (religion) +7, Linguistics +7, Perception +11, Sense Motive +8, Sleight of Hand +3, Spellcraft +7, Stealth +3, Swim +4, Use Magic Device +9; Racial Modifiers +2 Perception

Misc and Equipment
Languages Lotorian, Common, Elven
SQ alchemical illumination, alchemy (alchemy crafting +5), elf blood, inspiration (6/day), investigator talent (mutagen[UM]), lamplighter, mutagen (+4/-2, +2 natural armor, 50 minutes), ready for the revelation, trapfinding +2

Combat Gear potion of invisibility, potion of protection from evil, potion of shield of faith +2 (2), wand of cure light wounds (33), oil of Magic Weapon (2), potion of Cure Serious Wounds
Other Gear +1 agile breastplate[APG], +1 longspear, cloak of resistance +1, ring of protection +1, mwk rapier, gladius, handy haversack, alchemy crafting kit[APG], bedroll, belt pouch, flint and steel, ink, inkpen, investigator starting formula book, masterwork thieves' tools, mess kit[UE], pot, soap, torch (6), trail rations (5), lantern, silk rope, waterskin, scroll of Alter Self
Coin 3526gp, 6sp

Formula Book
Adhesive Spittle (DC 14)
Cure Light Wounds
Enlarge Person (DC 14)
Expeditious Retreat
Heightened Awareness
Shield
Urban Grace

Barkskin
False Life
Invisibility