About Vincent ArazeirosVincent Arazeiros
Defense: HP : 81, death at -14 (54 + 18 con + 9 trait)
Fort: +8 (3 base, 2 con, 2 familiar, 1 resistance)
Special Qualities: Low-light vision, Darkvision 60', Amazing Expanded Combat Inspiration 8/day (+1d8+2 to any roll), Trap Sense +3, Share Will (Vorq can make Will save for a failed save, if it succeeds, Vincent does). Offense: BAB : +6/+1
Special Attacks: +1 attack if 2 or more enemies. 1/day immediate action +5ft reach for 1 round, Arcane Pool 8/day (+2 enhancement to attack/damage, swift action, 1 minute/1 weapon), Studied Combat (+4, swift action, 4rds), Studied Strike (+1d6, free action), Mutagen (+4/+2/-2, std action, 90 min), Power Attack (-2/+4 or 6), Opportune Parry/Riposte (counts as AOO, 1 point/use). Melee:
Ranged:
Extracts:
Extracts Per Day: 6 @ 1st, DC 15, 5 @ 2nd, DC 16, 4 @ 3rd, DC 17; CL 9 Memorized: -- 1st (6): Heightened Awareness, Long Arm, Shield, Tears To Wine, Enlarge Person, [Empty] -- 2nd (5): Alchemical Allocation, Alchemical Allocation, Barkskin, Barkskin, Ablative Barrier, [Empty] -- 3rd (4): Monstrous Physique, Fly, Resinous Skin, [Empty] Known: -- 1st (15): Ant Haul(18hr), Blend (90m), Comprehend Languages(90m), Crafter's Fortune, Cure Light Wounds, Detect Secret Doors, Disguise Self(90m), Enlarge Person(9m), Heightened Awareness(90m), Identify, Long Arm(9m), Shield(9m), Tears to Wine(90m), Touch of the Sea (9m), True Strike -- 2nd (22): Ablative Barrier(9hr), Acute Senses(9m), Alchemical Allocation, Barkskin(90m), Blur (9m), Bull Strength (9m), Cure Moderate Wounds, Delay Disease (24hr), Detect Thoughts (9m), Elemental Touch (9r), False Life(9hr), Investigative Mind (90m), Invisibility(9m), Ironskin(9m), Merge With Familiar (9hr), Lesser Restoration, Perceive Cues (90m), Resist Energy (90m), See Invisibility (90m), Tattoo Potion, Touch Injection (9hr), Transmute Potion to Poison (9m) -- 3rd (7): Amplify Elixer, Cure Serious Wounds, Fly(9m), Haste(9r), Monstrous Physique(9m), Paragon Surge (9m), Resinous Skin (90m) Skills:
6 (class) + 4 (int) + 1 (trait) + 2 (background)/level, 117/117 spent total. Strength +5
Dexterity +1
Intelligence +4
Wisdom +0
Charisma -2
--Free Inspiration: Diplomacy, Heal, Knowledge, Linguistics, Perception, Profession, Sense Motive, and Spellcraft checks.
Feats:
Psychic Sensitivity: You gain access to occult skill unlocks for any skills in which you have ranks. If you have no ranks in the appropriate skill, you can’t use the occult skill unlock, even if that skill can be used untrained. Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Extra Talent: Quick Study. Improved Familiar: When choosing a familiar, the creatures listed here are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil). Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature’s type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate). Extra Talent: Amazing Inspiration. Talents/Arcana:
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. Quick Study (Ex): An investigator can use his studied combat ability as swift action instead of a move action. Mutagen (Su): It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An investigator can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. A mutagen that is not in an investigator's possession becomes inert until an investigator picks it up again. When an investigator 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 investigator 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 investigator level. In addition, while the mutagen is in effect, the investigator 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. Combat Inspiration (Ex): When an investigator uses inspiration on an attack roll or saving throw, he expends one use of inspiration instead of two. Amazing Inspiration (Ex): When using inspiration, the investigator rolls a d8 instead of a d6. At 20th level, the investigator rolls 2d8 and adds both dice to the result. Flamboyant Arcana (Ex): A magus gains the derring-do and opportune parry and riposte deeds from the swashbuckler’s list of deeds. The magus can spend only points from his arcane pool (not panache points) to use these deeds and any other deeds he gains from the deed arcana. He can’t use points from his arcane pool to use deeds from other classes or those gained by feats, nor can he regain points to his arcane pool as a swashbuckler would regain panache points. Derring-Do (Ex): At 1st level, a magus can spend 1 arcane pool point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. He can do this after he makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Dexterity modifier (minimum 1). Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the magus, he can spend 1 arcane pool point and expend a use of an attack of opportunity to attempt to parry that attack. The magus makes an attack roll as if he were making an attack of opportunity; for each size category the attacking creature is larger than the magus, the magus takes a –2 penalty on this roll. If his result is greater than the attacking creature’s result, the creature’s attack automatically misses. The magus must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if he has at least 1 panache point, the magus can as an immediate action make an attack against the creature whose attack he parried, provided that creature is within his reach. Class Abilities:
Investigator (Bonded): Investigator weapon proficiencies, Light Armor proficiency, +6 BAB, +3/6/6 F/R/W, 63 SP Alchemy (Su): Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts. 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. 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. Inspiration (Ex): 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). 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. 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. 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. 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 Reflex 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). Investigator Talent (Ex) or (Su): At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. 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 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): At 6th 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 6th level, and increases by 1d6 for every 4 levels thereafter. 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. Familiar (Ex): At 2nd level, a bonded investigator gains a familiar to aid him. This familiar functions as the wizard arcane bond class feature, using the bonded investigator’s class level to determine the familiar’s special abilities. The bonded investigator’s extracts are considered spells for the purposes of familiar abilities like share spell and deliver touch spells. Inspired Familiar (Ex): At 4th level, a bonded investigator’s familiar becomes a cunning assistant to the investigator. The familiar can access the investigator’s inspiration pool to augment its own actions; the use of inspiration is deducted from the investigator’s number of daily uses as normal. The familiar can use the inspiration ability (and gains the increased benefits of investigator talents that affect the bonus dice used in this ability) but cannot expend uses of inspiration for other purposes. Improved Familiar (Ex): At 7th level, a bonded investigator gains the Improved Familiar feat as a bonus feat, treating his investigator level as his arcane caster level for the purposes of determining what familiars are available to him. Magus (VMC): A character who selects this option doesn’t gain feats at 3rd, 7th, 11th, 15th, and 19th levels, but instead gains class features from his secondary class. A character who chooses magus as his secondary class gains the following secondary class features. Arcane Pool (Su): At 3rd level, he gains the arcane pool class feature as a magus of his character level – 2. The magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. A magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends. Magus Arcana: At 7th level, he gains one magus arcana. He treats his character level as his effective magus level when determining whether or not he can select an arcana. Traits:
Finding Dethan: Investigator is always a favored class to you, and your dedication to it is such that every time you take a level in the class, you gain +1 hit point and 1 additional skill point over and above what you would normally gain. Pragmatic Activator: You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier. Pugnacious: You gain a +1 trait bonus on attack rolls when threatened by two or more enemies. In addition, once per day you can gain one of the following effects as an immediate action: You can increase the reach of your melee attacks by 5 feet for 1 round, or you can treat your weapon as one size category larger than it actually is for purposes of determining damage for 1 round. Racial Abilities:
+2 Strength Elf Blood: Half-elves count as both elves and humans for any effect related to race. Starchild: Some half-elves descend from elves who are not from this world, but rather visitors from another world, plane, or dimension. Half-elves with this trait gain Psychic Sensitivity as a bonus feat at 1st level. Keen Senses: Half-elves receive a +2 racial bonus on Perception checks. Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. Blended View: Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Sophisticate: Half-elves gain a +2 racial bonus on Knowledge (history) and Knowledge (local) checks and can use those skills untrained. Favored Class (Investigator): Gain 1 HP, 1 Skill Point, +1/4 to the inspiration bonus, or +1/3 to inspiration pool uses.
Equipment:
Explorer's Outfit (free) Signet Ring (5gp) Wooden Armor +2 (+5/+3/0) Cloak of Resistance +1 Amulet of Natural Armor +1 Ring of Protection +1 Belt of Constitution +2 Wrist Sheath (Spring Loaded) x2
Pocketed Vest
Belt, 2 Belt Pouches, Wine Skin
Adventurer's Sash
Efficient Quiver (Slot 1: 24/60, Slot 2: 8/18, Slot 3: 3/6)
Backpack
Money (12131gp, 17sp, 19cp) Left with Joseph: Second Formula book containing copies of all formulae. Companions:
Hireling (Joseph, human commoner, untrained - 1sp/day - paid 3 days in advance to ensure that he waits for Vincent if anything should happen to him) Common Cat (Fluffy) Familiar (Vorqaktzil)
Defense:
Offense:
Statistics:
Skills:
Dexterity +3
Intelligence +4
Wisdom +1
Charisma +2
--Special: Expend 1 Inspiration point to add 1d8+2 to a skill check or ability check. Familiar can aid another using shared skill ranks.
Abilities:
Poison (Ex): Sting—injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus. Change Shape (Su): Change its form into that of any Small or Tiny animal, as per the spell beast shape II. If the form you assume has any of the following abilities, you gain the listed ability: climb 60 feet, fly 60 feet (good maneuverability), swim 60 feet, darkvision 60 feet, low-light vision, scent, grab, pounce, and trip. Tiny animal: If the form you take is that of a Tiny animal, you gain a +4 size bonus to your Dexterity, a -2 penalty to your Strength, and a +1 natural armor bonus. Small animal: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus. Divine Guidance (Sp): An emissary can cast guidance at will. This replaces alertness. Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Share Will (Su): Whenever an emissary or its master fails a saving throw against a mind-affecting effect that affects only one of them, the other can attempt the saving throw as well. If this second saving throw is a success, treat the original result as a success, and the emissary and its master can’t use this ability again for 24 hours. On a failure, both the emissary and its master suffer the effects of the failed saving throw, even if one of them wouldn’t ordinarily be a valid target. This replaces share spells. Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does. Domain Influence - Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability once per day. Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help. Inspired Familiar (Ex): The familiar can access the investigator’s inspiration pool to augment its own actions; the use of inspiration is deducted from the investigator’s number of daily uses as normal. The familiar can use the inspiration ability (and gains the increased benefits of investigator talents that affect the bonus dice used in this ability) but cannot expend uses of inspiration for other purposes. Description/Background:
Age: 33 Height: 6'4" Weight: 180lbs Eyes: One Blue, One Amber Hair: Black Vincent is a quiet man. Black hair hangs down in a functional pony tail behind his head, which is often obscured by the hood of his cloak. Occasionally one can glimpse the strange eyes beneath it: one a blazing sapphire color and the other a rich amber. The eyes are always observing or studying in a very unnerving way. He is not unattractive, having particularly refined features for what appears to be a human, but his gruff manner and curt language often offend those around him. Vincent doesn't seem to care, or to notice. Beneath the sky blue cloak and hood are accoutrements typical of an explorer, traveller, or simply a practical person. A bandoleer hangs from his chest above a grey vest, and a belt with several pouches from his hips. A rather ostentatious signet ring adorns one slender finger, marked with a sigil of a striking falcon, and the hand sits atop a cane with the head of a falcon for a handle. On his back hangs a wide-brimmed hat for inclement weather Following Vincent is another man in plain clothes, who appears much more humble and carries a backpack, sack at the waist, and a folded longspear for a walking stick. He responds to the name Joseph, as well as to the snapping fingers of Vincent, and seems to function as a squire or assistant. A stray-seeming cat walks between the two men, occasionally purring and brushing against either of their legs. Having secured passage to Thrushmoor via a ship over Lake Encarthan, Vincent stepped onto the docks and shook the dew off his cloak. He had received word via a messenger not 5 days prior, and begun the journey immediately. While his past was stormy, his mother being the victim of rape by a strange elven man, and then brutally murdered during her time working the street to feed him, his one constant had been Dethan. The older half-elf had immediately taken Vincent under his wing, teaching him to survive on the streets, teaching him to read, and setting him on his path. But that was years ago. By now, Vincent had managed to buy himself some minor status in Nirmathas (and it was certainly more affordable than elsewhere), though with his coffers running dry, he was fighting returning to a street pauper with all his strength and wits. Throughout his later life, and with growing distance between himself and Dethan, was the pursuit of occult knowledge and power. Might it help in his precarious position in life? But something gnawed at him for months now. Not only had Dethan been silent, but he was now officially missing. Thoughts of bargains he had struck in occult circles swirled through his mind hazily, but he dismissed them as he had done for weeks. Now, a letter arrives with word of Dethan. The gnawing in his mind returned full force, and coerced him to action. He gathered up his belongings for the trip, his prized sword cane, and his hired hand, and bought passage. Motioning for Joseph to follow with his cane, Vincent moved through Thrushmoor and rubbed the blot pin that was with the letter between his fingers before stowing it in a pouch. He settled into the inn, ordering a simple room and some ale, and then went to sleep without a word. Before dawn he awoke, knocking Joseph with his cane to wake him as well. Placing the 'black blot' on his cloak, he proceeded quietly to Iris Hill. |