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About Zael the ArchaeologistPhysical Description:
Height: 5'7" Weight: 150 LB Eyes: Auburn Brown Hair Color, Length & Facial Hair: About 3 to 4 inches long along the top, tapering sharply to under an inch along the neck, permanently swept up and back from the receding widow's peak at the fore to the back. The hair is mostly black, but has some unusual bits of silver that do not seem to be purely from age along the sides. The beard and mustache are the same color pattern, well groomed, and about 2 inches long. Skin Color: A few shades above a pale white, it is obvious that the man has spent time in the sun, despite never properly tanning. Other Features: What look to be electric burn marks on his fingers and around his eyes are permanently scarred into his flesh, though they seem to have a slight silver tint to them that would not be produced by mere electricity, magical or not. Skills:
Feats:
Weapon and Armor Proficiencies: All simple weapons (as well as hand crossbows, rapiers, saps, shortbows, short swords and sword canes) and light armor. Technolgist: You are familiar with the basic mechanics of technology. You are considered to be trained in any skill used against a technology-based subject, though if the skill in question requires training to use against non-technical subjects you still must have the training to receive this benefit. Alertness: You often notice things that others might miss. You get a +2 bonus on Perception and Sense Motive skill checks (this raises to +4 if you have 10 or more ranks in the associated skill). Skill Focus (Knowledge: Engineering): Choose a skill. You are particularly adept at that skill. Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill. Traits:
Numerian Archaeologist: Numeria is a land ripe for archaeological exploration, as many of the technological dungeons have either been avoided or locked down. You have studied the strange language assosiated with these ruins and suspect that Torch's namesake is in fact part of a lager buried ruin. You gain Androffan as an additional language, in addition when you use a timeworn technological item roll twice for determining glitches and choose which result to use as the actual result. Trustworthy: People find it easy to put their faith in you. You gain a +1 trait bonus on Bluff checks made to fool someone, as well as a +1 trait bonus on Diplomacy checks (Diplomacy is always a class skill for you). Class Specific:
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 the table above. 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, then reactivates 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 prepare his extracts anew 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 that 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 at least 10 + the extract's level. The saving throw DC of 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 of any level that he can create. An investigator can also add formulae to his book just as 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 formulae.
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 (his inspiration die) to the result of that check, including any on which he takes 10 or takes 20. This choice is made after the check is rolled and before the result is revealed. An investigator can use inspiration once only per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft 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 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.
Race Specific:
+2 to One Ability Score (INT) Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Random Crunch:
Favored Class: Investigator Hit Points: 16 / 16 Hit Dice: 3d8 Armor Class: 14 / 15 vs trap damage Touch Armor Class: 11 / 12 vs trap damage Flat-Footed Armor Class: 13 Saving Throws: Fortitude: 1 Reflex: 4 Will: 5 Initiative Bonus: 1 Base Attack Bonus: 2 Melee Attack Bonus: 3 Ranged Attack Bonus: 3 CMB: 2 CMD: 12 Spell Resistance: N/A Spells Per Day: Level 1: 6 Inspiration Remaining / Day: 2 / 4 Speed: Base Speed: 30 Encumbered Speed: 20 Lift/Push: Light Load: 43 lbs or less Medium Load: 44 lb - 86 lb Heavy Load: 87 lb - 130 lb Lift Over Head: 130 lb or less Lift Off Ground: 260 lb or less Drag or Push: 650 lb or less Experience Points: 0 Hero Points: 0 Known Spells:
Spells Prepared:
1 Cure Light Wounds, 1 Detect Secret Doors, 1 Comprehend Languages, 1 Identify, 1 Keen Senses, 1 Heightened Awareness Items Equiped:
Armor Studded Leather: Armor Bonus: +3; Max Dex: +5; AC Check: -1; Arcane Spell Failure: 15%; Speed: 30 FT. Weapon Sword Cane (Masterwork): Damage: 1d6; Crit: x2; Type: P; Special: Draw as swift action, DC perception of 20 to reveal not a cane (10 if allowed to handle), Weapon Finesse feat applies, cannot be wielded two handed for extra damage. Hand Crossbow (Masterwork): Damage: 1d4; Crit: 19-20 / x2; Range: 30 FT; Type: P; Special: Can be fired one handed, pulled back one handed (incurs AoO), and dual wielded (using normal dual wielding penalties for two light weapons). Other Explorer's Outfit: Though these garments are obviously made of durable materials, they have been cut in a fashion that almost gives them a regal bearing. The long sleeved tunic is made from a simple black fabric with silver-toned embroidery on the sleeves. A vest with two pockets often covers it, made of a crimson material with black accents on the pockets and back. The pants are of a similar design to the shirt, and seem to be of similar fabrics as well. The only two articles that seem out of place are the cloak (a simple black and tan affair that seems to have a few stains on the tan sections) and a tan hat with the brim folded and attached up on the left side. Items Owned:
Name*****Weight*****Value Studded Leather Armor*****20 LB*****25 GP Sword Cane (Masterwork)*****4 LB*****345 GP Hand Crossbow (Masterwork)*****2 LB*****400 GP Crossbow Bolts (24)*****2 1/2 LB*****2 GP 4 SP Masterwork Thieves Tools*****2 LB*****100 GP Alchemist's Kit%*****24 LB*****40 GP Explorer's Outfit*****8 LB*****10 GP Formula Book*****3 LB*****15 GP Total Weight & Value: 65 1/2 LB / 937 GP 4 SP %This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin. Wealth:
0 PP 34 GP 0 SP 0 CP Artrioc:
STR: 10 DEX: 14 CON: 10 INT: 16 WIS: 13 CHA: 12 Bard 1 Skills:
Feat: Technoligist: (See Zael) Trait: Tireless Logic: Your curious mind figures out even the most complex problems. Once per day when you make an Intelligence-based skill check or ability check, you can roll twice and take the better result. |