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 About Tremetorideria Centicus Crunch:  Tremetorideria Centicus
 Sylph Empirist(Investigator) 1 / White Mage (Arcanist) 1 (Pathfinder RPG Advanced Race Guide 156, Pathfinder RPG Advanced Class Guide 11, 30, 79, 100) Neutral Good Small Native Outsider (Sylph) Init +6 Senses Darkvision; Perception +5 -------------------- Defence -------------------- AC 15, Touch 14, Flatfoot 11 hp 14 (1d6 + 1d8) Fort +0 Ref +6 Will +4 Defensive Abilities Breezekissed -------------------- Offence -------------------- Speed 35ft. Melee Mwk Dagger (1d4-1/ 19-20 X2) Ranged Shortbow +4 (1d6/ x3) -------------------- Statistics -------------------- Str 8 Dex 18 Con 10 Int 18 Wis 10 Char 14 Base Attk +0 CMB + CMD + Feats Cloudgazer Traits Precise Treatment, Mentored, Reactionary Drawback Meticulous Skills Climb +3 (1) Craft Alchemy +9 (1) Disable Device +8 (1) Heal +8 (1) Knowledge Arcana +8 (1) Knowledge Dungeoneering +8 (1) Knowlegde Engineering +8 (1) Knowledge History +8 (1) Knowledge Local +8 (1) Knowledge Nature +8 (1) Knowledge Planes +8 (1) Knowledge Religion +8 (1) Linguistics +8 (1) Perception +5 (2) Sleight of Hand +8 (1) Spellcraft +9 (2) Stealth +15 (1) UMD +6 (1) Languages Common, Auran, Aquan, Dwarven, Elven, Gnome, Sylvan Familiar Dwarf Caiman (+3 to Stealth) Extracts Prepared Endure Elements, Polypurpose Panacea Spells Prepared Mage Hand, Prestidigitation, Read Magic, Mending, Obscuring Mist, Windy Escape -------------------- Special Abilities -------------------- Magical Child Template Gratuitous Garment Transformation Sequence: A magical child can normally transform between her identities in 5 rounds. However, the transformation is quite a spectacle, involving loud sounds or music, brilliant colorful energies, and swift motions. Mystical Talking Acceptance Letter: A magical child starts play with a magical spirit guide in the form of a familiar, using her class level as her effective wizard level. The spirit guide is always capable of speaking common, even before gaining the Speak with Master ability. In addition, the spirit guide can transform between its normal form and that of a specific inanimate accessory (usually a piece of jewelry) as a move action. Sword That Will Pierce The Heavens!: Players may choose to reduce their character's size to small with no ability adjustments. Regardless, any small characters always wield weapons as though they were one size larger. Race Breeze-Kissed: Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against nonmagical ranged attacks. The sylph can calm or renew these winds as a swift action. Once per day, the sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph's AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity. Darkvision: Sylphs can see in the dark up to 60 feet. Like the Wind: A sylph with this racial trait gains a +5 foot bonus to her base speed. This racial trait replaces energy resistance. Whispering Wind: Some sylphs are especially thin and wispy, as though they were made more of air than flesh. Sylphs with this racial trait gain a +4 racial bonus on Stealth checks. This racial trait replaces the sylph's spell-like ability racial trait. Class Alchemy (Su): 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 the table above. 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. Inspiration (Ex): 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 his investigations, but can also use these flashes 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 (his inspiration die) to the result of that check, including any on which he takes 10 or takes 20. This choice is made after the check is rolled and before the result is revealed. An investigator can use inspiration once only per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft 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 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 (minimum 1) to Perception checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps. Arcane Reservoir (Su): An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist's arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist's level. Each day, when the arcanist prepares spells, the arcanist's arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost. Points from the arcane reservoir are used to fuel many of the arcanist's powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way. Consume Spells (Su): At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost. Spontaneous Healing (Su): At 1st level, a white mage can expend 1 point from her arcane reservoir to use one of her spell slots to cast a cure spell (any spell with "cure" in its name) from the cleric spell list as if it were on her spell list and prepared. The spell must be of a level the arcanist can cast. At 10th level, the white mage can expend 5 points from her arcane reservoir and a spell slot of at least 5th level to cast breath of life. This ability replaces the arcanist exploits gained at 1st and 9th levels. Magic:  Extracts Known 1st Level Crafter's Fortune: Subject gains +5 on next Craft check.
 Spellbook Cantrips Acid Splash: Orb deals 1d3 acid damage.
 1st Level Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
 Inventory:  WIP Other Gear Harimaki, Mwk Backpack, Chirugens Kit (Ultimate Equipment) Chalk, Chroniclers Kit (Ultimate Equipmet), Coffepot Familiar:  Chaki the Dwarf Caiman Source Pathfinder #55: The Wormwood Mutiny pg. 88/ Familiar Folio pg.1 N Small animal Init +0; Senses low-light vision; Perception +0 Defense AC 14, touch 11, flat-footed 14 (+3 natural, +1 size) hp 6 (1d8+2) Fort +4, Ref +2, Will +0 Offense Speed 10 ft., swim 30 ft Melee bite +1 (1d4) Statistics Str 10, Dex 11, Con 15, Int 2, Wis 11, Cha 2 Base Atk +0; CMB –1; CMD 11 Feats Sill Focus (Stealth) Skills Stealth +11 (+19 in water), Swim +8; Racial Traits +8 Stealth in water Languages Common Special Abilities Hold Breath (Ex) A dwarf caiman can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning. Sprint (Ex) Once per minute, a dwarf caiman may sprint, increasing its land speed to 20 feet for 1 round. Dwarf caimans are a small species of crocodilian predators that live primarily amid the fast-running streams of tropical rainforests and nearby coastal waters. While hunting birds, lizards, fish, and other small prey, these patient predators sometimes lie in awkward positions for hours before they strike, their mottled scales making them appear to be nothing more than floating wood. Background:  Tremetorideria (Tre to her friends, if she had any) is the only child of an elderly pair of Taldan alchemists, Aburianellia and Augenus. They encouraged her fierce appetite for learning and taught her all that they knew about alchemy. This was not merely enough to satisfy Tre and ever hungry to learn more she took to breaking into the libraries of her wealthy merchants and nobles in order to read their books. In one of the libraries she frequented she found an old spell book and much to her delight, after months of secretive practice was able to learn a few spells. Tre was picked on by the local children for her small size, strange appearance, and studious nature. This caused her to become somewhat shy, prefering to watch from a distance than to interact with others. Being raised by healers also left her with a distaste for violence. One day Tre was walking in the park, her nose in a book as normal, when she tripped over a small green reptile. "i'm awfully sorry" she began instinctively before being stuned into silence when the reptile replied "Don't worry about it, no harm done" A talking crocodile! Albeit a very small one. Tre had never heard of such a thing! Could it be an awakened animal, or polymorphed, or... Tre's train of thought was cut off when she heard "accepted by the House of Unyielding Radiance, the finest school on Jalmeray" . Tre's ears pricked up at the word school, "Are... are there many books?" she breathlessly asked. Montage During the theme song a montage shows a small, white haired sylph girl in a number of scenes such as; walking down a street with her nose in a book being jostled by other pedestrians, mixing a variety of chemicals causing the room to fill with purple smoke, hiding in a tree watching a group of other children talking, reading in the dark with a small floating orb of light over her shoulder. The montage ends with her entering the gates of the House of Unyielding Radiance and dropping her bag in shock. | 
 
	
 
     
     
    