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About Wendell AlmantStatistics:
Male Half-elf Investigator 1
CN Medium Humanoid (Human, Elf) Initiative +2; Senses Perception +6; Low-light vision 30’. ------------------------------ DEFENSE ------------------------------ AC 12, touch 12, flat-footed 10 (+2 dex) HP: 9 (1d8+1/lvl = 9) Fort +1, Ref +4, Will +2 (+2 vs. enchantments, sleep) ------------------------------ OFFENSE ------------------------------ Speed 30 ft. Dagger: 1d20 + 1 @ 1d4, 19-20x2.
*ACP applies to these skills
Feats: Exile's Path, Skill Focus(Use Magic Device)
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Alchemy (Su):
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. 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 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 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 (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 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). 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 (Ex):
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. ------------------------------
Money(~1 pounds)
Background:
Hailing from Ophelia, Wendell's parents did they best they could for him. Tailors both, the mixed-race couple made a decent living for commoners. Decent enough where their only son could go after his curiosities - and there were many. He would dabble in art, socialization, music, and marksmanship, but he always came back to cooking. He was responsible for errands and chores, so he learned to negotiate, garden, and manage a household from a young age. He was later taken on as an apprentice by a locally renowned chef, later succeeding him. His penchant for eccentric dress, chat, and meals - in addition to having his nose where it didn't belong - earned him a wide reputation.
When a slot opened in the king's kitchen due to a death, there were mixed feelings about him joining. Some of the staff resented his addition, but some appreciated the breath of fresh air the culinary master brought.
Appearance:
Of middling height and weight, it is the man's odd clothing that sets him apart from others of his race. Preferring pattern and color to drab hues and solidity, Wendell often clashes with the decor of the area he's in. It doesn't help he always has a mishmash of tools on him as well, from a knife to a chisel to a thread and needle. Adding to the eccentricity is his hair, generally unkept, but not quite long enough to get tangled in his work. Personality:
A few cloves short of a cluster, his peers would say. Wendell is brilliant ... but in his own way. His tendency to fixate on one obsession at a time is annoying to some around him, but the surprising insight he seemingly pulls out of a hat extends his tenure. One of the reasons he works so well as a chef is the urge or hunger forces him to return to the fixation of food frequently before heading off to some other task. Fluttering gossip is a distraction for him, and he has difficulty not overhearing things. Desire:
Chef Almant wishes to become known for excelling in his craft - perhaps from a exotic, renowned roast or spectacularly specific souffle. He wants his product to be known as the best ... even if people don't know its creator. That's a significantly separated second. Reward:
Going along with his desire, the foundation to make such marvelous meals is his primary investment. His dabbling in the arcane field of alchemy allows Wendell to imbue his food with something beyond the ken of the mundane palette. An odd amalgam of a supreme laboratory/kitchen tailored to his needs would be top on his list of material desires. Fear:
Though he hates to admit it, Wendell has a great fear of being isolated, alone. His eccentricity drives off many companions and friends, so his parents are important to him - yet even they are distant geographically, living yet in Ophelia. Without any (known) siblings, his coworkers' acquaintance form the closest relationships he has. The relatively-young chef often feels lonely when not working, and he worries if he stops in his old age, he would fall into despair. -------------------- SPELLCASTING -------------------- * = prepared 1st:
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