About Tytus Umbraeyes
Name: Tytus Umbraeyes
Job: Investigator (Empyrist)
Personality: Inquisitive, Sarcastic, Helpful
Likes: Solving Problems, Riddles, Helping People M
Dislikes: Unsolved problems, unfair treatment of clients
Favorite foods: deep fried vegetables surrounding a veal steak
Hobbies: Pipe, Cigar, solving cases, chelish opera
Physical Description: Body proportions like a dwarf, dark skin, black hair, amber eyes, expertly coloured long beard
Colours: Metallic gray, white and red
Heraldry: A metallic gray Bloodhound on a red field with 8 white gearwheels
Clothing Style: Red tunic with a multipocketed gray vest over a gray and red kilt. Heavy duty boots and a Fedora hat. Usually with a cigar in his mouth.
Languages: Common, Abyssal, Infernal, Draconic, Dwarfen, Goblin, Orc, Celestial
AC: 21 = 10 + 8(Armour) + 0(Shield) +2(Dex)+1 Nat Armor+1Defl;
touch 13, flat-footed 19
hp 75 (10d8+40)
Fort: 8 = 3(base) + 3(CON)+3R;
Ref: 11 = 7(base) + 2(DEX)+3R;
Will: 8 = 7(base) - 1(WIS)+3R; +4 against illusions
+5 to hit, +5 Damage for 6 rounds, or 3d6 extra damage
Spd 30 ft. (30 ft.)
• Dorn Derger +9 (1D10+11/20/x3/reach)
• Dagger +9/+8 (1d4+3/19-20/x2)
• Brass Knuckles +9 (1d3+3/20/x2)
• Maw +9 (1d6+3/20/x2)
• Shortbow +6 (1d6/20/x3)
Str 16, Dex 16, Con 14, Int 24, Wis 08, Cha 08
Base Atk +6 ; CMB +9; CMD 22
Ability Score Racial Traits:
Tieflings are quick in body and mind, but are inherently strange and unnerving. They gain +2 Dexterity, +2 Intelligence, and –2 Charisma.
Tieflings are outsiders with the native subtype.
Tieflings are Medium creatures and thus receive no bonuses or penalties due to their size.
Tieflings have a base speed of 30 feet.
Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. See the Linguistics skill page for more information about these languages.
The skin of these tieflings provides some energy resistance, but is also as hard as armor. A tiefling with this trait gains fire resistance 5 and also gains a +1 natural armor bonus to AC.
Tieflings gain a +2 racial bonus on Disable Device and Sleight of hand checks.
Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit a powerful, toothy maws. The tiefling can choose a bite attack that deals 1d6 points of damage. These attacks are primary natural attacks.
Tieflings can see perfectly in the dark for up to 60 feet.
Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action.
Weapon and Armor Proficiency:
Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.
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 aninvestigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make 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. The power they lend creates powerful effects, but also binds the extract’s effect to its 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 1–7. 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 (Pathfinder RPG Advanced Player’s Guide 32), which determines 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 an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is 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 1stlevel 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 formulae 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 them.
An investigator is beyond skilled and knowledgeable—he also possesses keen powers of observation and deduction above and beyond the abilities of others. An investigator typically uses these powers to aid in their investigations, but can use these flashes of inspiration for 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 bonus, minimum 1. 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 he takes 10 or 20 on). 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 spending a use of inspiration, provided he’s trained in that skill. An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. Inspiration can also be used on attack rolls and saving throws, though at the cost of expending two uses of inspiration from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Ceaseless Observation (Ex)
An empiricist's ability to notice the minutiae of almost everything that happens around him allows him to make shrewd and insightful calculations about people and even inanimate objects. At 2nd level, an empiricist uses his Intelligence modifier instead of the skill's typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information.
An investigator adds half 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.
Studied Combat (Ex) +4/+4 (6 rounds)
With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator's studied combat, he cannot become the target of the same investigator's studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.
Studied Strike (Ex) +4d6
At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike. If the investigator's attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage. The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.
Unfailing Logic (Ex)
An empiricist's grasp of facts and data teaches him to anchor himself in reality, granting resistance to even the most potent illusions. At 8th level, an empiricist gains a +4 insight bonus on all Will saving throws against illusion spells or spell-like abilities that allow a save to disbelieve their effects. In addition he can spend one point from his inspiration pool as an immediate action to use his Intelligence bonus instead of her Wisdom bonus on all such saves for one round.
At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist's possession becomes inert until an alchemist picks it up again. When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma. A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately ends.
An investigator can use his studied combat ability as swift action instead of a move action.
Expanded Inspiration (Ex)
An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he’s trained in the skill.
Sickening Offensive* (Ex):
When the investigator damages a studied target, that creature is also sickened for 1 round.
(3)Exotic Weapon Prof (Dorn Derger)
(3)Exotic Weapon Prof (Dorn Derger)
Reduce Armor Check penalty by 1
Not Flatfooted in surprise round
Investigator 6+INT = 11 * 10 = 110 + 10 Ranks in Use Magic Device /+10 Linguistic
ACP = -0 //Armour Check Penalty
• Acrobatics: 7 = 1 + DEX Mod + 3 - ACP;
• Appraise: 11 = 1 + INT Mod + 3;
• Bluff: 3 = 1 + CHA Mod + 3;
• *Climb: 7 = 1 + STR Mod + 3 -ACP;
• *Craft (alchemy): 29 = 10 + INT Mod + 3 +10CL +2 Item;
[Dayjob: Craft Alchemy +39 =10r. +7 int+ 3tr+ 10 Level + 2 item +5 CF + 1 Boon + 1 Van.]
• *Diplomacy: 20 = 10 + Int Mod + 3;
• Disable Device: 24(29) = 10 + int Mod + 3 -ACP + 2 racial; (+5 Trap)+2MW tools
• Disguise: 3 = 1 + CHA Mod + 3;
• Escape Artist: 2 = 0 + DEX Mod + 0 -ACP;
• Handle Animal#: -1 = 0 + CHA Mod + 0;
• Heal: 3 = 1 + WIS Mod + 3;
• Intimidate: -1 = 0 + CHA Mod + 0;
• *Know(Arcane): 13 = 3 + INT Mod + 3;
• *Know(Dung): 13 = 3 + INT Mod + 3;
• *Know(Engin): 13 = 3 + INT Mod + 3;
• *Know(Geo): 15 = 5 + INT Mod + 3;
• *Know(Hist): 13 = 3 + INT Mod + 3;
• *Know(Local): 17 = 7 + INT Mod + 3;
• *Know(Nature): 13 = 3 + INT Mod + 3;
• *Know(Nobility): 13 = 3 + INT Mod + 3;
• *Know(Planes): 13 = 3 + INT Mod + 3;
• *Know(Religion): 13 = 3 + INT Mod + 3;
• *Linguistics: 20 = 10 + INT Mod + 3;
• *Perception: 25 = 10 + Int Mod + 3 + 5 item; (+5 Trap)
• Ride#: 2 = 0 + DEX Mod + 0 -ACP;
• *Sense Motive: 20 = 10 + Int Mod + 3;
• Sleight of Hand: 2 = 0 + DEX Mod + 0 + 2racial -ACP;
• *Spell Craft: 20 = 10 + INT Mod + 3;
• Stealth: 6 = 1 + DEX Mod + 3;
• Survival#: -1 = 0 + WIS Mod + 0;
• Swim#: 3 = 0 + STR Mod + 0 -ACP;
• *Use Magical Device: 20 = 10 + Int Mod + 3;
DC = 10 + 3 + Level
Level-1: 5 + 2(INT)
Ant Haul *
Comprehend Language *
Endure Elements *
Touch of the Sea*
LV2 4 + 2
Alchemical Allocation ***/*
Aram Zey´s Focus
See invisibility *
Lv 3 3 + 2
Monstrous Physique ***/*
Remove blindness Deafness
Level 4 1+1
Death ward *
Dorn Duergar Adamantine+1
Timeworn Laser Pistol
Mithral Breastplate +2
Cloak of Protection+3
Ring of Protection +1
Headband of Intelligence +4 (UMD&Appraise)
Belt of strength +2
eyes of the eagle
Boro Bead Lv 1 x2
MW Thieves Tools
Pen and ink
Kit, Alchemy Crafting
An alchemist with an alchemy crafting kit is assumed to have all the material components needed for his extracts, mutagens, and bombs, except for those components that have a specific cost.
Alchemist Lab, portable
Alchemist Lab regular at home
Tanglefoot bag x2
MW Chain Shirt (sold)
Mithril Chainshirt +1 (sold)
Light: 76, Med: 153, Heavy: 230
P:SHield of Faith CL 12
W:CLW x2 (1used/24CH)
W:Enlarge Person (49CH)
W:Memorys Lapse (13CH)
W:Lesser Rest (12CH)
W:Break Ench CL 10 (
WORK IN PROGRESS
I will not PvP!
I will keep player and character knowledge seperate!
I will post at least 3 times between Monday and Friday and 1 time during the weekends. (If I cannot make this, I must let us know)
I will respect the GM's and each other's time and the fact that we all have real lives too.
I know that this is a game and the idea of a game is to have fun
Master of the Fallen Fortress (RPG) 1
#6–01: Trial by Machine 1
AP #55: The Wormwood Mutiny (RPG)3
#13: The Prince of Augustana (RPG) 1
6–02: The Silver Mount Collection (RPG) 1
#3-01: The Frostfur Captives (RPG) 1
#1: Silent Tide (RPG) 1
#6–06: Hall of the Flesh Eaters (RPG) 1
AP #43: The Haunting of Harrowstone (RPG) 1
#45: Delirium's Tangle (RPG) 1
#5–02: The Wardstone Patrol (RPG) 1
AP #56: Raiders of the Fever Sea (RPG) 3
# To scale the dragon 1
SOLDIER OF PEACE (2+ goals): You reduce the penalty on attack rolls to deal nonlethal damage with lethal weapons by 2; if you already suffer no penalty on such an attack, you instead deal 1 additional point of nonlethal damage. Once per adventure before casting a spell, you may choose to replace half the lethal damage dealt with an equal amount of nonlethal damage.
ANOINTED (4+ goals): You gain a +2 sacred bonus on Charisma-based checks made against good creatures and on saving throws against spells and effects with the evil descriptor. Once per adventure as a swift action, you may grant a weapon you wield the benefits of bless weapon for one round.
PARAGON (7+ goals): When you or an ally purchases the spellcasting service raise dead, resurrection, or true resurrection, reduce the Prestige Point cost by 25%. When you cast any of these spells, reduce the material component cost by 25%. When activating either the Soldier of Peace or Anointed boon, you may grant the benefit to one ally you can see instead of receiving it yourself.
Once per adventure when you accomplish one of the following goals, you may check a box that precedes it. Once all of a goal’s boxes are checked, the goal is complete. You earn special rewards based on the number of goals you have completed.
[X]Defeat an outsider that has the evil subtype and whose Challenge Rating is at least equal to your character level.
[X]Defeat an undead creature whose Challenge Rating is at least equal to your character level.
Spend at least 100 gp per character level on spellcasting services for spells with the healing descriptor for another PC. You
may instead purchase and expend material components or a single-use magic item that costs the same amount for that PC.
[X]Accept the surrender of an enemy combatant (other than an evil outsider or undead creature), and ensure his fair
treatment until he can be safely released, ransomed, or delivered to authorities for justice. Alternatively, allow an
enemy combatant with no means of escape to flee without further harm.
Rescue a named NPC who is a divine spellcaster with a good-aligned deity or a named outsider with the good subtype.
Alternatively, collaborate with the NPC to overcome an obstacle directly related to the PCs’ success conditions, such as
defeating a foe; summoned outsiders do not contribute to this goal, but called ones do if not coerced into service.
Sponsor another PC to join your faction. To fulfill this goal, that PC must then join the Silver Crusade by spending only 1
Prestige Point per character level (one-third the normal cost). The PC must have at least 6 XP and at least three ranks in
any combination of the following skills: Diplomacy, Heal, Knowledge (planes), or Knowledge (religion).
[X]Participate in an adventure in Mendev or the Worldwound for which you receive the full Prestige Point award.
Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this
character. Completing this goal counts as two goals for the purpose of earning faction rewards.
Silver Crusade S8:
PURIFIER (2+ goals): When attempting a caster level check to remove a curse, disease, or other condition, increase your effective caster level by half the number of goals you have completed (rounded down). Also apply this benefit when others attempt caster level checks to remove such conditions from you.
MIRACLE WORKER (4+ goals): Once per adventure, you can use the lay on hands class feature as though you were a paladin whose level equals the number of goals you have completed.
PARAGON (7+ goals): When you or an ally purchases the spellcasting service raise dead, resurrection, or true resurrection, reduce the Prestige Point cost by 25%. When you cast any of these spells, reduce the material component cost by 25%.
Defeat an outsider that has the evil subtype, an evil-aligned creature with the elemental subtype, or an undead creature whose CR is at least equal to your character level.
Defeat a divine spellcaster whose patron is an evil deity and whose CR is at least equal to your character level.
Spend at least 100 gp per character level on spellcasting services with the healing descriptor, material components, or a single use magic item for another PC. The PC must use the benefit before the end of the adventure.
Accept the surrender of an enemy combatant (other than an evil outsider or undead creature), and ensure his fair treatment until he can safely be released, ransomed, or delivered to authorities for justice. Alternatively, allow an enemy combatant with no means of escape to flee without further harm.
Rescue a named NPC who is a divine spellcaster with a good-aligned deity or a named outsider with the good subtype. Alternatively, collaborate with the NPC to overcome an obstacle directly related to the PCs’ success conditions, such as defeating a foe; summoned outsiders do not contribute to this goal, but called ones do if not coerced into service.
Possess ranks in one of the following equal to your character level (minimum 4): Diplomacy, Heal, or Knowledge (religion).
While on a non-good plane other than the Material Plane, encourage a crowd of at least 20 participants to promote good, rebuke evil, or otherwise be virtuous. Doing so requires a successful Diplomacy, Knowledge (religion), or Perform (oratory) check (DC = 15 + your character level).
/Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals
Tytus Umbraleyes is a stocky young man of clearly dwarven blood, about 4`8`` with maybe 240 pounds. His heritage is obvious, as he has blackest orbs for eyes, a long tail and maw to make a shark proud. He dresses usually in brown leather pants and coat with an embroyeded red and black vest. If on a mission he wears a mithral breastplate of best dwarven craftmanship dyed in gray and gold, embossened with the hammer of Torag on his shoulders.
His belt of woven steelwire has the dwarven rune of strength engraved on his mithral buckle. On his left hip is a strange looking gun and on his right a block of adamantine carved into a angry dwarven head on a long chain. Two crossed bandoleers holds a few potions a mutagen and extracts.
Tytus vanity are cigars, whenever possible he lights one and gently savors it.