Drow Scout

Venus Val'Khan's page

8 posts. Alias of The Kobold Klan.


Full Name

Venus Val'Khan

Race

Half-Drow

Classes/Levels

Investigator 1

Gender

Male

Size

Medium

Age

20

Alignment

Neutral Good

Deity

Lymnieris

Languages

Common, Elven, Drow Sign language, Gnome, Goblinoid, Dwarven

Strength 10
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 10
Charisma 13

About Venus Val'Khan

Racial Features:

+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-elves have a base speed of 30 feet.

Blended View
Source Blood of Shadows pg. 5
Prerequisite: low-light vision. Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet.Half-elves can take this trait in place of multitalented.

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.

Spell Resistance
Source Blood of Shadows pg. 15
Some drow-blooded half-elves share the drow resistance to magic. A half-elf with this racial trait gains spell resistance equal to 6 + her character level. This racial trait replaces adaptability and keen senses.

Drow Heritage
Source Blood of Shadows pg. 14
Half-elves with this trait count as drow for the purposes of any effect related to race, including prerequisites. This racial trait replaces the ability to choose any language as a bonus language, instead limiting the character to the bonus languages offered to drow

Class Features:

Weapon and Armor Proficiency: Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword caneUE. They are proficient in light armors, but not shields.

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 Table 1–8: 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 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 1stlevel formulae of his choice, plus a number of additional formulae equal to his Intelligence modif ier. 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 (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 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.

Poison Lore (Ex): An investigator has a deep understanding and appreciation for poisons. At 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator spends 1 minute physically examining the poison, he can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison’s saving throw DC). Lastly, once a poison is identified, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison’s saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.

Poison Resistance (Ex): At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the investigator becomes completely immune to poison.

Investigator Talent (Ex or Su): 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.

Investigator talents marked with an asterisk (*) add effects to an investigator’s studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt.

See the Investigator Talents section for a full list of Talents from all sources.

Keen Recollection: At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

Trap Sense (Ex): 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).

Studied Combat (Ex): 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 modif ier (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): 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.

Swift Alchemy (Ex): 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. He can also apply poison to a weapon as a move action instead of a standard action.

True Inspiration (Ex): At 20th level, an investigator can use inspiration on all skill checks—even ones he isn’t trained in—and all ability checks without spending inspiration.

In addition, whenever he expends inspiration on an ability check, attack roll, saving throw, or skill check, he adds 2d6 rather than 1d6 to the result. Some talents can affect this. If using the amazing inspiration investigator talent, he rolls 2d8 instead. If using this with empathy, tenacious inspiration, underworld inspiration, or a similar talent, he rolls two sets of inspiration dice and uses the higher of the two results

Skills/Feats/Traits:

Skills(rank/Ability/Other)
Acrobatics (Dex), 1/3/3
Appraise (Int), 1/3/3
Bluff (Cha),
Climb (Str),
Craft (Alchemy)(Int), 1/3/3
Diplomacy (Cha),
Disable Device (Dex), 1/3/3
Disguise (Cha),
Escape Artist (Dex),
Heal (Wis),
Intimidate (Cha),
Knowledge (History) (Int), 1/3/3
Knowledge (Dungeonering), 1/3/3
Knowledge (Nature),
Linguistics (Int), 1/3/3
Lore (Books/writing), 1/3/3
Perception (Wis), 1/0/3
Perform (Cha),
Profession (Wis),
Sense Motive (Wis),
Sleight of Hand (Dex),
Spellcraft (Int),
Stealth (Dex), 1/3/3
Use Magic Device (Cha), 1/1/3

Feats
Deft Manuvers

Traits
Foreign-Tongued (Shalelu)
Source Varisia, Birthplace of Legends pg. 29
Intrigued by the travels of one of your long-time acquaintances, you’ve convinced her to teach you one of the exotic languages she picked up in her journeys. Choose one of the following characters. You may select one of that character’s languages as a bonus language. Additionally, you gain a +2 trait bonus on Bluff checks made to pass secret messages to the chosen character (see the description of the Bluff skill). NPC Choices: Ameiko, Koya, Sandru, Shalelu.
Shalelu: Elven, Goblin

Cross-Knowledge
Source Ultimate Campaign pg. 56
Once per day, you may treat an extract you drink as if your caster level were 1 level higher as long as that extract appears on the wizard spell list and the alchemist list of formulae.

Alchemy Book:

Lvl 1-(2/day): Cure Light Wounds, Polypurpose Panacea, Identify, Coin Shot, Enlarge Person,

Inventory:

GP:45
Traveler's Outfit(Free outift- Cloak, Basic Clothes, Belt, Boots, Wide brimmed hat)
Sword Cane(45gp), Spiked Gauntlet(5gp), Lamellar cuirass(15gp), Investigator's Kit(30gp- an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kitUE, soap, torches (10), trail rations (5 days), and a waterskin.)

Backstory/Description:

Born to a Half-Elf Mother and a Drow Father, Venus's Elven nature shines. His skin is clear of most blemishes and scars, Although His Human nature is apparent with his rounder face and wider build. He stands about 5'7" and Has an average Build For a Half-elf, although a bit on the leaner side due to do being a bit more elf than your average half-elf.

Venus was born to a half-elf Barmaid and a Drow Father. Born In a small hamlet north of sandpoint, they moved in when Venus was around 5 years old, and have been a happy and well off addition to the City since. as he grew up, his Mother (a Competent Rogue as well as a barmaid) Raised the Half-blood herself, teaching him the basics of self defense and Raising him with the ideals of Lymnieris.
most of Venus's early life was spent jumping from Library to Library-ever the bookworm and lover of literature. He Has actually had a very great intrest in distant lands, from the Shackles and Cheliax, to the Empire of Kelesh and the north Shining sea.
his later end of hsi life was spent learning practical skills, His mother more than happy to teach him the basics of lockpicking and fencing, however she did so on only one condition: to never use his skills for nefarious means. He of course agreed and did his best to learn as much as he could. He eventually made his name as an Investigator in town, solving petty crimes and finding missing farm animals, Much with the help of the Ranger Shalelu, who was much more familiar with the monsters and such around the city