Trident Seller

Trevor Culexis's page

2,342 posts. Alias of Andrea1.


Full Name

Trevor Culexis

Classes/Levels

Investigator 1 HP8/11|AC14T12FF12|F2R4W2|Per4|Inspir1/4 4 Wis damage

Location

In Trouble

Strength 10
Dexterity 14
Constitution 13
Intelligence 17
Wisdom 12
Charisma 8

About Trevor Culexis

Full Name : Trevor Culexis

Race: Human

Classes/Levels: Investigator 1

Gender M

Size M

Age 25

Special Abilities :

Alignment: NG

Deity : Nethys

Location :

Languages :

Occupation : Investigator into the unknown!

Strength 10
Dexterity 14 (+2)
Constitution 13 (+1)
Intelligence 17 (+3)
Wisdom 12 (+1)
Charisma 8 (-1)
Height: 5'8" Weight: Hair : Bald Eyes: Brown
Favored Class: Investigator (Skill)
EXP:
Hit Points: 11
Spd: 30
Init: +6
AC: 14 (+2 armor shield +2 Dex)/Touch 12/FF 12)
BAB: +0
CMB:
CMD:
Saves: Fort +2 Ref +4 Will +2 +2 Saves vs. Poison

Weapons:
Club +0 1d6
Rapier +2 1d6 18-2/x2

Skills: 10/level
Perception (1+3) 4 5 vs. traps
Disable Device (1+2+3) 6
Heal (1+3) 4
Sense Motive (1+1+3) 5
Stealth (1+2+3) 6
Know-Nobility (1+3+3) 7
Know-Local (1+3+3) 7
Craft-Alchemy (1+3+3+1) 8
Acrobatics (1+2+3) 6
Know-History (1+3+3) 6

Background skills 2/level
Linguistics (1+3) 4 (Elven)
Know-Engineering (1+3) 4

Feats: Improved Initiative(+4),Weapon Finesse,
Traits: Tireless Logic (Once per day when you make an Intelligence-based skill check or ability check, you can roll twice and take the better result.),Iron Liver(+2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol)
Special Abilities:

Alchemy:

Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like 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.+2 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 Table: Investigator. 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 formulae list to determine the extracts he can know. An investigator can prepare an extract of any formulae 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 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).4 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.
[spoiler=Trapfinding]]An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1)+1. An investigator can use Disable Device to disarm magical traps.

Extracts per day 2//////
1.Cure Light Wounds,Anticipate Peril,Shield,Long Arm,
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6.

Extracts Prepared.
1.Empty,Empty,
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3.
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6.

Equipment
Investigator's Kit (40)
alchemy crafting kit
backpack
bedroll
belt pouch
flint and steel
ink
inkpen
iron pot
mess kit
soap
torches (10)
trail rations (5 days)
waterskin.
Thieve's tools
Club (0)
Rapier (20)
Leather armor (10)
Magnifying Glass