About Tonny PrulMale Half-Elf Cryptid Scholar Investigator 8
Melee Whip +8 (1d3-1 nonlethal)
Non-Standard Skill Bonuses
Special Abilities:
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SPECIAL ABILITIES ------------------------------ Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait. Elf Blood: Half-elves count as both elves and humans for any effect related to race. Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects. Keen Senses: Half-elves receive a +2 racial bonus on Perception checks. Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. Multitalented: Half-elves choose two favored classes at 1st level and gain 1 additional hit point or skill point whenever they take a level in either one of those classes. Pathfinder Agent: You are an agent of the Pathfinder Society or a potential recruit. The Society wishes to strengthen relationships with the new colony of Pridon’s Hearth as an initial step to start a profitable trade business if the colony manages to thrive. Additionally you are charged to research and map any ruins found in the region, providing weekly reports and sending back relics if any are found. Benefit: You start play with a simple wayfinder and receive one of the following traits as a bonus trait even if you do not meet the prerequisites: Beast of the Society, Berserker of the Society, Blade of the Society, Defender of the Society, Exalted of the Society, Greater Adept of the Society, Havoc of the Society, Honored Fist of the Society, Maestro of the Society, Muscle of the Society, Stalwart of the Society, Tracker of the Society. Additionally you might request help in your reports that might or might not be answered back depending on time available and reputation based in the information and artifacts previously send to your Lodge (at the GM discretion). Muscle of the Society: You gain a +2 trait bonus on Strength checks made to break doors and lift portcullises, and you treat your Strength score as 2 higher for the purpose of determining your carrying capacity. Pragmatic Activator: You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier. 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. 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 1st level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. 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. Inspiration: An investigator is beyond knowledgeable and skilled - he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these f lashes of inspiration in other situations. 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. 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. Intuitive Monster Lore: A cryptid scholar adds his Wisdom modifier on Knowledge skill checks in addition to his Intelligence modifier when attempting skill checks to identify the abilities and weaknesses of creatures. At 5th level, a cryptid scholar can take 10 on such checks, even when threatened or distracted. This ability replaces poison lore and poison resistance. Investigator Talent: At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once. Keen Recollection: At 3rd level, an investigator can attempt all Knowledge skill checks untrained. Trap Sense: At 3rd level, 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). Swift Alchemy: At 4th level, an investigator can create alchemical items with astounding speed. It takes an investigator half the normal amount of time to create alchemical items. Opportune Advice: At 4th level, when the cryptid scholar succeeds at a Knowledge check to identify a monster’s special powers or vulnerabilities, he can take a move action to share his insights with his allies. Allies within 30 feet who can hear the cryptid scholar gain a +1 insight bonus to their ACs and on saving throws against extraordinary, supernatural, and spell-like abilities used by creatures of the same type and all the same subtypes as the monster identified. This bonus lasts for a number of rounds equal to the cryptid scholar’s Intelligence modifier (minimum 1) or until he uses knowledgeable strike, whichever comes first. This bonus increases by 1 at 8th level and every 4 investigator levels thereafter (to a maximum of +5 at 20th level). A creature cannot benefit from opportune advice regarding more than one specific kind of monster at a time. Once the cryptid scholar has used this ability to provide a bonus against a specific kind of monster, he can’t grant a bonus against that same kind of monster again for 24 hours, unless he expends one use of inspiration when taking a move action to use this ability. This ability replaces studied combat, and the cryptid scholar cannot choose investigator talents that add effects to studied combat or studied strike. Knowledgeable Strike: At 4th level, the cryptid scholar can direct allies to exploit a monster’s weaknesses. If the cryptid scholar ends his opportune advice early as a move action, each ally within 30 feet who can hear the cryptid scholar deals additional damage on its next successful unarmed, natural, or weapon attack against that specific kind of monster within 1 round. The additional damage is 1d6 at 4th level and increases by 1d6 for every 4 investigator levels thereafter (to a maximum of 5d6 at 20th level). The damage of knowledgeable strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to knowledgeable strike. Ranged attacks gain this additional damage only against a target within 30 feet. The ally must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Knowledgeable strike cannot be used against a creature with concealment. This ability replaces studied strike. Talents:
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TALENTS ------------------------------ Effortless Aid: The investigator can use an aid another action as a move action instead of as a standard action. An investigator can expend one use of inspiration to instead perform an aid another action as a swift action. Infusion: When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects. Inspirational Expertise: When an investigator succeeds at a Knowledge check to identify a monster’s special powers or vulnerabilities, he can expend one use of inspiration as a swift action to grant allies within 30 feet that can hear him a +4 insight bonus on attack rolls against that monster or type of monster for 1 round. An investigator must be at least 7th level to take this talent. Extracts:
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EXTRACTS ------------------------------ 1st (6/day) (1) Adhesive Spittle Reflex 15 (1) Comprehend Languages ( ) Cure Light Wounds ( ) Detect Secret Doors ( ) Identify (1) Long Arm ( ) Monkey Fish (2) Shield ( ) True Strike 2nd (4/day)
3rd (2/day)
Feats:
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FEATS ------------------------------ Bodyguard: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack. Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. Exotic Weapon Proficiency (Whip): You make attack rolls with the weapon normally. Inspirational Alchemy: You can recreate an extract that you consumed during the past hour. You must spend 10 minutes and expend a number of uses of inspiration equal to the level of the extract’s formula to do so. When you recreate an extract in this way, it does not count toward the number of extracts you can prepare in a day. Weapon Finesse: With a 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. Gear/Possessions:
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GEAR/POSSESSIONS ------------------------------ Carrying Capacity Light 0-38 lb. Medium 39-76 lb. Heavy 77-115 lb. Current Load Carried 37 lb. Current Wealth: 0 gp Whip (1 gp) (2 lb) Dagger (2 gp) (1 lb) Leather Armor (10 gp) (15 lb) Backpack (2 gp) (2 lb) *Alchemy Crafting Kit (25 gp) (5 lb) *Bedroll (0.1 gp) (5 lb) *Flint and Steel (1 gp) (0 lb) *Formula Book (- gp) (3 lb) *Ink (8 gp) (0 lb) *Inkpen (0.1 gp) (0 lb) *Paper x12 (4.8 gp) (0 lb) *Parchment x10 (2 gp) (0 lb) *Thieves’ Tools (30 gp) (1 lb) *Wayfinder (- gp) (1 lb) *Stored in Backpack Bot Me!:
Outside of combat, Tonny is happy to aid other party members with Knowledge, Linguistics, or Spellcraft checks. When exploring, he’ll Take 10 to look for surprises on doors before opening. If he (or another party member) finds something dangerous, he’ll again Take 10 to disarm a trap.
In combat, Tonny will try to stay back from the front lines while still being close enough to Aid his companions in attacking their foes. Background:
Originally from the Ustalav city of Lepidstadt, Tonny was recently accepted into the Pathfinder Society and sent to Pridon’s Hearth to establish connections with the local population and chronicle as much as possible. The son of two retired Pathfinders, Tonny is determined to not disappoint them - or the Society he’s heard so much about! Appearance and Personality:
A half-elf with tousled auburn hair smiles as he studies his surroundings. A whip hangs from his belt, and stray pieces of parchment and paper poke out from his pack as if they’ve been jammed in distractedly. |
