Zephram Taranis
Male Sylph Investigator (Empiricist) 8
NG Medium Outsider (Native)
Init: +3, Senses: Normal, Perception: +16 (Darkvision 60')
Languages: Common, Auran, Terran, Dwarven, Elven, Undercommon (L), Aklo.
Birthday: Gozreh 18 Age: 22
Deity: Zohls (Empyreal Lord of Investigation and Truth)
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DESCRIPTION/BACKGROUND
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Zephram's complexion is extremely pale, his skin reminiscent of the powedered white of nobles at their fancy balls, though with a slight blueish undertone that underscores his raised cheekbones and narrow, angular face. His rail-thin build and long limbs make him appear somewhat fragile, and create the illusion that he is taller than his actual 6'2" frame. The strange pallor and angularity of his build mark his as something other than human, and this is only accentuated by his shoulder-length sky-blue hair which is constantly moving, as if blowing in his own, personal breeze. Despite the pale skin and hair, his intelligent eyes are a dark grey that and yet they seem to shine with an inner light, reminiscent of thunderheads during a tempest.
History:
Zephram was born and in Galduria, and his earliest memories are those of the Twilight Academy. His mother, Zeldana, was a relatively weak sorceress and longtime student who had dedicated herself to experiments that would focus the power of her djinn bloodline and increase her magical abilities. While she would never speak to her son of these experiments, it was clear that she somehow thought he was proof of her imminent success. The fact that the boy was not developing any magical abilities despite his appearance, however, only increased her obsession and frustration. This all came to a head when, only six winters after he was born, Zeldana was expelled from the Academy and fled Galduria.
Despite the his mother's reassurances that all was well, even as they were fleeing the town in the middle of the night, and despite his young age, Zephram's quick mind realized that his mother had done something forbidden -- something terrible --because of her obsession. In that moment, something within him changed -- he became more withdrawn and more critical, no longer content to take things at face value without first carefully and cooly examining them.
They spent two years wandering from town to town, never staying in a place for more than a month or two, his mother generally trading minor magics for coin that she primarily spent trying to further her research, using her more natural charms and promises to acquire a place to live. Despite his mother's insistances, Zephram never referred to any of his mother's new "friends" as "Daddy".... Besides, none of these men wanted anything to do with the strange, pale child with eyes that seemed to look through them. The detached, logical, part of Zephram could hear the falseness ring of her claims of beign 'lovestruck', and knew exactly what she was doing, even if he didn't fully understand what it meant.
When he was ten, his mother's minor magics were enough to join a travelling Varisian caravan, taking a role as a fortune teller and reader of the Harrow. For the first time in years, Zephram had a measure of stability in his life. Unfortunately, the combination of his strange, almost sickly appearance and the growing analytical detachment did not serve him well with the other children who would rather dance and run and playfight than read or play games of strategy. Still, the boy's quick fingers and quicker mind caught the eye of Ilan, who ran the caravan's gambling tent. He took Zephram under his wing and began to teach him tricks and games where the boy would switch out dice and cards, or pluck small items from the non-Varisians that would come out to the caravan on its stops. While these tricks adn games were fun at first, Zephram began to realize what it was he was being groomed for, but he pushed down this realization, just happy to finally have a father figure.
Ilan's sons, Eugeni and Andil, were considerably less happy about Zephram's relationship with their father, jealous of the attention the blue-haired freak was getting.. and worse, the praise that Ilan never gave them. They started with teasing, but over a few months, escalated to outright bullying and violence. Zephram turned his mind to avoiding them as much as possible, using his ability to see in the dark and light step to full advantage. Their frustrations grew over time, until, finally, when he was fifteen, Eugeni and Andil destroyed Zephram's meager posessions and alerted one of his marks about a loaded die. Zephram's quick mind [Trait: Clever Wordplay] let him talk his way out of trouble, but, infuriated, he confronted the boys about their interference, accusing them in front of their father. Ilan was livid, but in the shouting match that ensued, Eugeni finally let the truth out, screaming, "I don't know why you let that blood-drinking murderess and her blue-haired freak of a kid join us anyway!"
Zephram was stunned. In his mind, his mother had read from a forbidden tome or summoned something that she shouldn't have all those years ago. The thought that she was trying to focus her bloodline by killing others... it was shocking... it was terrible.... it... fit... with her obsession. Still, unsure as to whether or not he could believe it, Zephram left the caravan, heading back to Galduria, where it all began. Quietly, he began to push some small amounts of coin about in his attempt to learn about the events of a decade ago... ones that, he imagined, even the Academy would want to have covered up, for fear of being shut down... especially after the incident with the carrion golems.
He was in Galduria for months, asking questions, listening to tales, digging up old reports and journals... even ones that just happened to be locked away, thanks to Ilan's little games... While he was never caught anywhere he shouldn't have been, Zephram's questions were not always the most subtle, and his inquiry was noticed by member of the Academy, a young alchemist originally from Magnamar named Aara Sidenu.
She set a small trap and confronted Zephram... but it did not take long for her to realize why the boy was doing all this. Aara was a follower of Zohls, the Empyreal Lord of Truth herself, she found herself not capturing a criminal, but, instead, making an offer. If he was willing to apprentice himself to her, to turn his mind and skills to higher goals, she would not only teach him alchemy, but use her position to gain access to the one, definitive, document that would settle the questions: the record of his mother's explusion.
Zephram agreed, and over the course of the next few years learned to mix reagents into extracts, while also coming to follow the ways of the Verity. On the day of his graduation, true to her word, Aara presented Zephram with a copy of the expulsion... which both confirmed the rumours he'd heard and shown how they'd been warped. His mother had been working with blood, trying to infuse and strengthen bloodlines, and she did kill someone -- though the death was of a volunteer with a weak bloodline who was willing to undergo her experimental procedure.
Feeling somewhat vindicated, Zephram set out to find his mother's caravan... it took a few months to pick up the trail, but he followed it to Riddleport... just in time to see the dark portent in the sky.
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DEFENSE
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AC 18 {22}, Touch 13 {15}, Flat-footed 15 {17}, CMD 20 {22}
Special: +2 vs. non-magical ranged attacks; +3 vs. traps; +2 combat expertise HP 63 (8HD - 9+1,9,8+1,6,6+1,7,6+1, 7+1)
Fort: +4, Ref: +9 [+11], Will: +7
Special: +4 (insight) vs. illusions; +3 vs. traps
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OFFENSE
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Speed: 35 ft. (7 Squares) (Feather Step) Melee One-Handed
+1 Rapier +10/+5 {+12/+7} (1d6+2/18-20) {Piercing} or Combat Expertise +8/+3 {+10/+5} (1d6+2/18-20)
Masterwork Hanbo +10/+5 {+12/+7} (1d6+1) {Bludgeoning} or Combat Expertise +8/+3 {+10/+5} (1d6+1/18-20)
Dagger +9/+4 {+11/+6} (1d4+1/19-20) {Piercing,Slashing} or Combat Expertise +7/+2 {+9/+4} (1d6+1/18-20)
Ranged
Masterwork Composite Shortbow (Str +1) +10/+5 {+12/+7} (1d6+1/x3) {Piercing, 70' range increment} Special: +4/+4 Studied Combat, or +2d6 Studied Strike; +2/+2 (untyped) when under effects of concealment Base Atk: +6/+1, CMB: +7
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FEATS
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Armour Proficiencies: Light.
Weapon Proficiencies: Simple + hand crossbow, rapier, sap shortbow, short sword, sword cane.
Selected: Weapon Finesse, Combat Expertise, Improved Feint, Moonlight Stalker.
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TRAITS
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Into Enemy Territory (Campaign Trait) [+1 Trait Bonus to Fortitude]
The shadow in the sky is visible from all around Riddleport, not just in town. It’s certainly come to the attention of several druids, rangers, and other rural folk who dwell in the nearby mountains, forests, and swamps—among them, yourself. You’ve consulted with several seers and Harrowers, and may even have performed some simple auguries yourself, and all the signs point the same way—something or someone in Riddleport is connected to the blot, and it means bad news for the region. You’ve avoided the sleazy, dirty town for most of your life, traveling there only when absolutely necessary, and although you don’t relish the prospect of going there now, you see little other choice (especially if one of your superiors is ordering you to go investigate). Fortunately, an eccentric friend of yours (pick another PC) is in town, and you’ve heard this friend will be taking part in some gambling thing at a place called the Gold Goblin. Your friend’s always had better luck interacting with the cityfolk, so you’ve decided to accompany your friend to this gambling tournament and plan on letting him find a safe place for you to stay while you’re in town.
Clever Wordplay (Social Trait) [Bluff]
Your cunning and logic are more than a match for another’s confidence and poise. Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.
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ATTRIBUTES
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Strength 13, Dexterity 17 {21}, Constitution 12, Intelligence 20 [18], Wisdom 12, Charisma 8
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SKILLS (6+int; 10 per level + umd [headband]) +3 FC (2,4,6)
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Class Skills are italicized, Trained Skills marked with * Skill Name [Total] = Rnk + Stat + Misc (Description)
Acrobatics* [+14 {+16}] = 8.0 + 3 + 3 Bluff* [+16] = 8.0 + 5 + 3 (Clever Wordplay, +d6 [inspiration]) Climb* [+7] = 3.0 + 1 + 3 Craft (Alchemy)* [+12] = 4.0 + 5 + 3 ---Create Alchemical Item [+20] (Alchemy) Diplomacy* [+4] = 2.0 + -1 + 3 ---Gather Information = [+10] 2 + 5 + 3 (Ceaseless Observation) Disable Device* [+16|18] = 8.0 + 5 + 3 + 2 (Ceaseless Observation, Mwork Tools, +d6 [inspiration]) ---Disable Traps [+20|22] (Trapfinding, Mwork Tools, +d6 [inspiration])
Disguise [-1] = 0.0 + -1 + 0
Escape Artist* [+12 {+14}] = 6.0 + 3 + 3
Intimidate [-1] = 0.0 + -1 + 0
Knowledge (Untrained) [+5] = 0.0 + 5 + 0 (Keen Recollection)
Knowledge (Arcana)* [+10] = 2.0 + 5 + 3 (+d6 [inspiration]) Knowledge (Dungeoneering)* [+10] = 2.0 + 5 + 3 (+d6 [inspiration]) Knowledge (Local)* [+10] = 2.0 + 5 + 3 (+d6 [inspiration]) Knowledge (Nature)* [+9] = 1.0 + 5 + 3 (+d6 [inspiration]) Knowledge (Planes)* [+10] = 2.0 + 5 + 3 (+d6 [inspiration]) Linguistics* [+9] = 1.0 + 5 + 3 (+d6 [inspiration]) Perception* [+16] = 8.0 + 5 + 3 (Ceaseless Observation) ---Find Traps [+20] (Trapfinding)
Ride [+3 {+5}] = 0.0 + 3 + 0
Sense Motive* [+15] = 7.0 + 5 + 3 (Ceaseless Observation) Sleight of Hand* [+11 {+13}] = 5.0 + 3 + 3 (+d6 [inspiration]) ---Conceal small Objects [+13 {+15}] (+d6 [inspiration]) Spellcraft* [+13] = 5.0 + 5 + 3 (+d6 [inspiration]) Stealth* [+18 {+20}] = 8.0 + 3 + 3 +4 (Racial)
Swim [+1] = 0.0 + 1 + 0
Use Magic Device* [+16] = 8.0 + 5 + 3 (Ceaseless Observation)
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SPECIAL ABILITIES
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Breeze-Kissed (Su)
Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against nonmagical ranged attacks. The sylph can calm or renew these winds as a swift action. Once per day, the sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph’s AC for 24 hours. This racial trait replaces air affinity.
Like the Wind (Ex)
A sylph with this racial trait gains a +5 foot bonus to her base speed. This racial trait replaces energy resistance.
Whispering Wind (Ex)
Some sylphs are especially thin and wispy, as though they were made more of air than flesh. Sylphs with this racial trait gain a +4 racial bonus on Stealth checks. This racial trait replaces the sylph’s spell-like ability racial trait.
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.
Inspiration (Ex)(Inspiration Pool: 9 [ooooo oooo])
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.
Ceaseless Observation (Ex)
An empiricist’s ability to notice the minutiae of almost everything that happens around him allows him to make shrewd and insightful calculations about people and even inanimate objects. At 2nd level, an empiricist uses his Intelligence modifier instead of the skill’s typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information. This ability replaces poison lore and poison resistance.
Keen Recollection (Ex)
At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Unfailing Logic (Ex)
An empiricist’s grasp of facts and data teaches him to anchor himself in reality, granting resistance to even the most potent illusions. At 8th level, an empiricist gains a +4 insight bonus on all Will saving throws against illusion spells or spell-like abilities that allow a save to disbelieve their effects. In addition he can spend one point from his inspiration pool as an immediate action to use his Intelligence bonus instead of her Wisdom bonus on all such saves for one round.
At 8th level, the empiricist’s insight bonus increases to +4. At 16th level, he gains immunity to all illusion spells and spell-like abilities that allow a save to disbelieve the effects. This ability replaces swift alchemy.
Trap Sense (Ex)
At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +2 bonus on Reflex saving throws to avoid traps and a +2 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 Talents
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.
*Underworld Inspiration (Ex): An investigator can use his inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending uses of inspiration, provided he’s trained in the skill.
*Mutagen (Su): The investigator can create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. Only dose of mutagen can be maintained at a time — brewing a second renders the first inert. The mutagen is inert unless in the hands of its maker, or an alchemist. The mutagen boosts 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 drinker to grow bulkier and more bestial, granting 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 alchemist 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.
*Sickening Offensive (Ex): When the investigator damages a studied target, that creature is also sickened for 1 round. An investigator must be at least 7th level to select this talent.
Studied Combat (Ex) (5 rounds)
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.
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EXTRACTS (CL 8; 6/5/3/0/0/0)
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Prepared: Level 3: Fly, Displacement, Thorn Body.
Level 2: Alchemical Allocation, Cat's Grace, Delay Poison, False Life, See Invisible.
Level 1: Cure Light Wounds, Expeditious Retreat, Heightened Awareness, Longarm, Longshot, Shield. + level 1 Boro bead