Elf

Varilien Dorianathi's page

49 posts. Alias of GM Grimtongue.


Full Name

Professor Varilien Dorianathi

Race

Elf inquis of Brigh 3 | Init +6, Perc +11 (low-light) |

Defenses:
2/18 hp | AC 17 (T 13, FF 14) | CMD 15 | F+4, R+5, W+7 (+1 per adj ally; immune magic sleep; +2 vs ench)

Classes/Levels

Offenses:
Mwk longbow +6, 1d8 / +1 lt hammer +7, 1d4+1 | CMB +2 | Judg 1/1, Disappear 6/6, 1-Spells 4/4.

Gender

M

Size

M

Age

152

Alignment

N

Deity

Brigh

Location

Enroute to Torch

Occupation

Professor of mathematics and engineering at the esteemed University of Lepidstadt

Strength 10
Dexterity 16
Constitution 10
Intelligence 15
Wisdom 16
Charisma 10

About Varilien Dorianathi

Varilien Dorianathi

Character summary:
An elf Indiana Jones, except a mathematician and engineer instead of historian and archeologist. Played largely like a rogue/investigator (roguish and knowledge skill monkey) but with a divine bent.

Elf inquisitor (none) of Brigh 3 (Pathfinder RPG Advanced Player's Guide)
N Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +11

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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 18 (3d8, max at 1st, average after 1st)
Fort +4, Ref +5, Will +7 (+2 racial vs enchantment spells & effects)

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Offense
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Speed 30 ft.
Melee +1 light hammer +7 (1d4+1/x2) bludgeoning
Ranged Mwk longbow +6 (1d8+0/x3) piercing, 100 ft. range

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Statistics
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Str 10, Dex 16, Con 10, Int 15, Wis 16, Cha 10
Base Atk +2; CMB +2; CMD 15
Feats Technologist, Skill Focus (Craft (mechanical)), Weapon Finesse, Shake It Off
Traits Against the Technic League (weapons), Mathematical Prodigy
Skills Bluff +6, Craft (mechanical) +10, Craft (sketch) +6, Diplomacy +6, Disable Device +4, Disguise +5, Heal +7, Intimidate +5, Knowledge (arcana) +7, Knowledge (engineering) +7, Knowledge (religion) +7, Linguistics +3, Perception +11, Ride +7, Sense Motive +10, Sleight of Hand +7, Stealth +8, Survival +7
Languages Androffan, Common, Draconic, Elven, Gnome
SQ elven immunities, elven magic, monster lore, judgment, detect alignment, track, solo tactics, against the technic league, technologist, shake it off, disappear
Combat Gear mwk chain shirt, +1 light hammer, mwk light hammer, mwk longbow, cloak of resistance +1
Other Carried Gear mwk backpack, bedroll, belt pouch, 10 candles, canteen, flint and steel, silver holy symbol, quality holy text, 4 journals, 50' silk rope, soap, spell component pouch, mwk thieves' tools, traveler's outfit
Light horse common riding kit (bit and bridle, riding saddle, saddle blanket, saddlebags)
Saddlebags bullseye lantern, 2 canteens, coffee pot, compass, 2 days' worth of feed, healer's kit, mess kit, common iron pot, 8 1-oz vials of ink, 3 inkpens, mwk artisan's tools, mirror, 10 1-pint flasks of oil, 5 days' worth of trail rations

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Special Abilities
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Low-Light Vision Can see twice as far as the normal radius for bright, normal, and dim light.
Elven Immunities Immune to magic sleep effects, +2 racial save bonus vs. enchantment spells and effects.
Elven Magic +2 racial bonus to caster level checks to overcome SR, and to to Spellcraft checks to identify properties of magic items.
Monster Lore Add (WIS mod) to Knowledge skill checks (in addition to (INT mod)) to identify abilities and weaknesses of creatures.
Judgment 1/day, swift action. Select a type of judgment to make (see below for options); you can change the type later as another swift action. Pronounce judgment on your foes and receive a bonus or special ability according to the chosen judgment. This ability lasts until the combat ends, at which point all of the bonuses immediately end. You must participate in the combat to gain these bonuses. If you are frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, your ability does not end, but the bonuses do not resume until you can participate again. If you are evil, you receive profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses, and this choice cannot be changed.
Detect Alignment At will, use Detect Chaos, Detect Evil, Detect Good, or Detect Law. You can use only one at a given time.
Track Add +1 to Survival checks made to follow tracks.
Solo Tactics All allies are treated as if they possess your teamwork feats for the purpose of determining whether you receive a bonus from those feats. Your allies do not actually receive the bonuses from those feats unless they possess the feats themselves. The allies' positioning and actions still must meet the prerequisites of a teamwork feat for you to receive the listed bonus.
Against the Technic League (weapons) +2 trait bonus on damage rolls made against targets you know are associated with the Technic League.
Technologist Considered trained in any skill used against a technology-based subject. You must still have ranks in a skill that requires training to use against non-technological subjects in order to gain the benefit of Technologist.
Shake It Off: Solo Tactics (Teamwork) While adjacent to one or more allies, gain a +1 bonus on saving throws per ally (max. +4).
Disappear (Sp) Standard action, (3 + WIS mod) times per day. Become Invisible (as the spell). The invisibility lasts for (inquisitor level) rounds or until you attack.

Spells known:
0 - Acid Splash, Create Water, Detect Magic, Guidance, Light, Oath of Anonymity, Read Magic, Resistance, Stabilize
1 - Bless, Cure Light Wounds, Mending, Shield of Faith

Appearance:
Professor Dorianathi is a tall, slender elf with short black hair and hazel eyes. He sports a khaki button-up shirt with two breast pockets and its sleeves rolled up. An inkpen with frayed feathers sticks out of one of these pockets, with an accompanying bulge implying a vial of ink to go with it. The shirt is tucked into loose-fitting, dark brown linen trousers over a pair of common boots, and the whole thing is capped by a large-buckled leather belt. Atop his head is a wide-brimmed, feathered hat; a small stylized gear is attached to the hatband, easily visible.

His hands paradoxically combine long, thin fingers with a callused palm, suggesting that he has spent many hours writing... or crafting, or fighting, you're not sure which. The pen in his pocket, and the ornate hammer dangling from a strap on his belt, and the chain shirt he carries with ease seem to indicate all three. From his backpack sprouts a bouquet of papers and parchments, some of which are covered in scribbled notes, sketches, and makeshift blueprints.

Personality:
Varilien has a wry sense of humor, a very dry wit. He is a highly engaging conversationalist, and clearly an elf of insatiable intellectual curiosity. He loves to learn, and just as enthusiastically shares his findings and interests with anyone who will listen - and sometimes a few who would rather not. He finds himself lost in thought from time to time, giving the impression of absent-mindedness, but in actuality he is keenly aware of his surroundings, and his mind is simply taking it all in and categorizing the sensory inputs. Varilien enjoys no alcoholic beverages, which cloud the mind unnecessarily in his view, but is an otherwise adventurous eater and drinker.

Background:
Professor Varilien Dorianathi has been a professor of mathematics at the University of Lepidstadt for 30 years. A native of the Ustalavic county of Caliphas, the curious elf got his start as an amateur mathematician and tinkerer; he was offered his highly-desirable position after publishing a widely-read paper which theorized a new type of metal that could be used architecturally, as well as for ships, weapons, and even constructs. Although his findings were ultimately flawed (his assumptions did not incorporate recent scientific analyses of Numerian "skymetals") but the logical procession was sound, and his theorems were recognized as novel. Varilien accepted the offer almost immediately and moved to Lepidstadt shortly thereafter.

After a short time working in the department, Professor Dorianathi embarked on what would turn out to be the first of many, many research sabbaticals in Numeria. Although the first few visits were primarily to learn more about the country's famous skymetals and to refine his metallurgical theories, he soon found different reasons for being there. On his second visit, he developed a professional relationship with a cadre of Brigh worshipers whose notes furthered his own knowledge immensely. The fascinating theories and questions they posed led him to correspond regularly via letters after his return to Lepidstadt. Professor Dorianathi was able to bring back new and surprising knowledge from these sabbaticals, and the University continued to provide funding and freedoms for his excursions.

From his third visit onwards, these sabbaticals were fully collaborative workshops, spending months in scientific investigation beside the disciples of Brigh. And soon enough, Brigh - the "Whisper in the Bronze" - began whispering to him directly. Never having been much for religion, the professor nonetheless found a growing devotion to Brigh, whom he began to see as a patron muse for his mathematical inquiries. Little by little, her Numerian adherents taught him about their divine mistress during their many experiments, converting him slowly into a fully-fledged believer. They also shared whispered concerns about the widening influence of the Technic League, and how this organization had taken to seizing and hoarding any technologies scavenged by Numerian citizens, including those obtained and studied by the disciples of Brigh. Dorianathi carried these dark omens home with him, yet after leaving Numeria, his concern lessened as time passed.

He continued his correspondence with his various contacts in Numeria, and made plans for another sabbatical, this time to Torch to see the forging of skymetals in action. Yet, while on the road to Numeria, he received two unsettling rumors: that the eponymous torch had been extinguished, and that the Technic League was to blame. Professor Dorianathi is even now enroute to Torch, to put his considerable skills toward both investigating the disappearance of the torch and recording copious notes about whatever technologies he discovers.

Build Notes:
Starting Abilities STR 10, DEX 14, CON 12, INT 13, WIS 14, CHA 10

Alternative Racial Traits Human-Raised (repl. Weapon Familiarity): Gain Skill Focus as a bonus feat.

Clandestine inquisition Secrecy is required of the faithful in lands where your deity’s worshipers are hunted. Sleight of Hand is a class skill for you.

Clandestine inquisition Disappear (Sp): You can become Invisible as per the spell as a standard action. The invisibility lasts for (inquisitor level) rounds or until you attack. You can use this ability (3 + WIS mod) times per day.

Cunning Initiative class feature Add (WIS mod) to initiative in addition to (DEX mod).

Adventuring Skill Ranks: 24 ((6 + INT mod) * 3 levels) 3 Bluff, 3 Diplomacy, 1 Disable Device, 2 Disguise, 1 Heal, 1 Intimidate, 1 Know (arcana), 2 Know (religion), 3 Perception, 1 Ride, 3 Sense Motive, 2 Stealth, 1 Survival.

Background Skill Ranks: 6 (2 * 3 levels) 2 Craft (mechanical), 1 Craft (sketch), 1 Know (engineering), 1 Linguistics, 1 Sleight of Hand.

Other Skill Bonuses +3 to Craft (mechanical) from Skill Focus feat, +1 morale to Intimidate from Stern Gaze class feature, +1 to Know (arcana) from Mathematical Prodigy trait, +1 and class skill to Know (engineering) from Mathematical Prodigy trait, +2 to Perception from Keen Senses racial feature, +1 morale to Sense Motive from Stern Gaze class feature, class skill to Sleight of Hand from Clandestine inquisition.

Feat Origins Technologist (character level 1), Skill Focus (Craft (mechanical)) (Human-raised racial feature), Weapon Finesse (character level 3), Shake It Off (inquisitor level 3 bonus teamwork feat)

Three extra 0-level spells Taken from 3 elf inquisitor favored class bonuses (Add one spell known from the inquisitor spell list, at least one level below the highest spell level the inquisitor can cast.)