Toiminnot
Sivusto
Male Human (Varisian) Investigator (Empiricist) 10
CG Medium humanoid (human)
Player Naal
Xp enough for level 10
Init +2
Senses Perception +21+1d6
AC 18, touch 13, flat-footed 16; (+5 armor, +1 deflection, +2 Dex)
hp 93 (10d8 +20 Con +10 favored +10 feat)
Fort +9, Ref +11, Will +11; +2 trait vs. emotion, fear, and pain; +4 insight to disbelieve illusions (+7 with inspiration)
Special Defenses studied defense +5 dodge AC when active, trap sense +3
Speed 30 ft.
Melee +1 cold iron rapier +10/+5 (1d6+3/18-20 P/S)
Melee +1 cold iron rapier +15 (1d6+3/18-20 P/S +4d6+5 precision) studied combat
Melee +1 cold iron rapier +10 (1d6+3/18-20 P/S +4d6+5 precision) studied defense
Melee +1 mithral dagger +10/+5 (1d4+3/19-20 P/S)
Melee +1 mithral dagger +15 (1d4+3/19-20 P/S +4d6+5 precision) studied combat
Melee +1 mithral dagger +10 (1d4+3/19-20 P/S +4d6+5 precision) studied defense
Melee +1 shapechanger-bane dagger +10 (1d4+3/19-20 P/S)
Melee +1 heavy mace +10/+5 (1d8+4 B) 2h
Melee +1 heavy mace +15 (1d8+4 B + 4d6+5 precision) 2h studied combat
Melee +1 heavy mace +10 (1d8+4 B + 4d6+5 precision) 2h studied defense
Melee mwk punching dagger +10 (1d4+2/x3 P)
Melee sap +10 (1d6+2 nonlethal B)
Melee sap +15 (1d6+2 nonlethal B +4d6+5 precision) studied combat
Ranged dagger +9; 10 ft. (1d4+2/19-20 P/S)
Ranged mwk heavy crossbow +10; 120 ft. (1d10/19-20 P)
Special Attacks studied combat (move, +5 melee att/dmg, 3 rounds), studied strike +4d6
Investigator Extracts Prepared (CL 10th)
4th (1/day) — depends
3rd (4/day) — depends
2nd (5/day) — depends
1st (6/day) — depends
Str 14, Dex 14, Con 14, Int 17, Wis 10, Cha 13
Base Atk +7; CMB +9; CMD 21
Feats Defiant Luck, Extra Investigator Talent, Great Fortitude, Inexplicable Luck, Iron Will, Toughness
Skills Acrobatics +10 ( 5 ranks +3 class +2 Dex -0 armor)
Appraise + 7 ( 1 ranks +3 class +3 Int)
Bluff +11 ( 7 ranks +3 class +1 Cha)
Climb + 8 ( 3 ranks +3 class +2 Str -0 armor)
Craft (alchemy) +12 ( 6 ranks +3 class +3 Int)
Diplomacy + 6* ( 2 ranks +3 class +1 Cha)
Disable Device +23 (10 ranks +3 class +3 Int -0 armor +5 spec +2 circ)
Disguise + 6 ( 2 ranks +3 class +1 Cha)
Escape Artist + 2 ( 0 ranks +0 class +2 Dex -0 armor)
Fly + 2 ( 0 ranks no class +2 Dex -0 armor)
Handle Animal --- ( 0 ranks no class +1 Cha)
Heal + 4* ( 1 ranks +3 class +0 Wis)
Intimidate + 1 ( 0 ranks +0 class +1 Cha)
Know (arcana) + 7* ( 1 ranks +3 class +3 Int)
Know (dungeoneering) +16* ( 8 ranks +3 class +3 Int +2 trait)
Know (engineering) + 7* ( 1 ranks +3 class +3 Int)
Know (geography) + 7* ( 1 ranks +0 class +3 Int)
Know (history) + 7* ( 1 ranks +3 class +3 Int)
Know (local) + 8* ( 2 ranks +3 class +3 Int)
Know (nature) + 7* ( 1 ranks +3 class +3 Int)
Know (nobility) + 8* ( 2 ranks +3 class +3 Int)
Know (planes) + 7* ( 1 ranks +3 class +3 Int)
Know (religion) + 9* ( 3 ranks +3 class +3 Int)
Linguistics + 8* ( 2 ranks +3 class +3 Int)
Perception +21* (10 ranks +3 class +3 Int +5 comp)
Perform (dance) + 5 ( 1 ranks +3 class +1 Cha)
Perform (keyboard) + 5 ( 1 ranks +3 class +1 Cha)
Perform (sing) + 6 ( 2 ranks +3 class +1 Cha)
Prof. (barrister) + 4* ( 1 ranks +3 class +0 Wis)
Prof. (cook) + 4* ( 1 ranks +3 class +0 Wis)
Prof. (librarian) + 4* ( 1 ranks +3 class +0 Wis)
Ride + 2 ( 0 ranks no class +2 Dex -0 armor)
Sense Motive +10* ( 4 ranks +3 class +3 Int)
Sleight of Hand + 6 ( 1 ranks +3 class +2 Dex -0 armor)
Spellcraft +10* ( 4 ranks +3 class +3 Int)
Stealth +15 (10 ranks +3 class +2 Dex -0 armor)
Survival + 0 ( 0 ranks no class +0 Wis)
Swim + 5 ( 3 ranks no class +2 Str -0 armor)
Use Magic Device + 7 ( 1 ranks +3 class +3 Int)
Special Skill Bonuses Perception +26+1d6 to locate traps, Craft (alchemy) + 22 to craft items, Diplomacy +8 total to gather information
Traits darkest before dawn (+2 trait vs. emotion, fear, and pain; +4 once per day if declared before the roll), teacher's pet (+2 trait to Knowledge [dungeoneering])
Languages Aklo, Draconic, Hallit, Necril, Sylvan, Taldane (common), Varisian
SQ alchemy (alchemy crafting +10), ceaseless observation, inspiration (8/day, +1d6, bonuses marked with * benefit without expending inspiration), investigator talent (combat inspiration, expanded inspiration, infusion, studied defense, trap spotter), keen recollection, trapfinding +5
Slotted items +1 mithral chain shirt, ring of protection +1, cloak of resistance and carrot power +2, lenses of detection
On person (weapons, magic items) handy haversack, +1 cold iron rapier, +1 heavy mace, +1 mithral dagger, +1 humanoid (shapechanger)-bane dagger, (18 bolts, 3 +1 adamantine bolts, 2 +1 bolts, 11 silver bolts), dagger (2), masterwork heavy crossbow, masterwork punching dagger, sap
On person (other gear) Alchemy crafting kit, bandolier, traveler's outfit
In handy haversack (magic, tools, special) Rod of flame extinguishing, stone of alarm, masterwork thieves' tools, valaannahkakirja (painoksi arvioitu 1 lb.)
In handy haversack (expendables) potion of cure moderate wounds (2), potion of remove disease (2), potion of gaseous form, acid (2), alchemical grease (3), antitoxin (2), antiplague, bloodblock (2), holy water (3), silversheen (4), smelling salt, soothe syrup, sunrod (2), weapon blanch (cold iron, 5), weapon blanch (silver, 5)
In handy haversack (other gear) Bedroll, blanket, canteen, formula book, grooming kit, mess kit, scholar's outfit, scroll case, trail rations for four (8 days)
Formula book Level 1 Comprehend languages, cure light wounds, detect secret doors, detect undead, disguise self, endure elements, enlarge person, heightened awareness, monkey fish, shield, true strike. Level 2 Barkskin, blur, bull's strength, darkvision, false life, ghostly disguise, invisibility, lesser restoration, levitate, resist energy. Level 3 Cure serious wounds, fly, heroism, remove blindness/deafness, remove curse, remove disease, water breathing. Level 4 Enchantment foil.
Wealth We have happily pooled our money and made the paladin keep track of it!
Encumbrance 55.4 lbs., 78.5 lbs. more in the handy haversack (58 lb. light/116 lb. medium/175 lb. heavy)
Notes
Leveling Level 4 ability increase to Strength. Level 8 ability increase to Intelligence. +1 inherent bonus to Charisma.
Alchemy (Su) Meranto 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. Meranto can mix various extracts and drink them to gain their benefits. They do not work for anyone else at the moment. Mixing an extract takes 1 minute of work. Meranto can only mix extracts that he has added to his formula book, and can learn them in the same way as a wizard learns spell. He can copy a formula from a wizard's spellbook or a scroll, and does not need to decipher arcane writings before copying formulae.
Ceaseless Observation (Ex) Meranto uses Intelligence as the ability modifier for Disable Device, Perception, Sense Motive, and Use Magic Device checks instead of their normal ability modifiers. He can also use his Intelligence modifier instead of his Charisma modifier on Diplomacy checks made to gather information.
Inspiration (Ex) Meranto can expend expend one use of inspiration to add 1d6 to the result of a check as a free action, including any on which he takes 10 or 20. This choice is made after the check is rolled but before the result is revealed. Only once per roll. Inspiration can be used on attack rolls and saving throws at the cost of two uses of inspiration. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Keen Recollection (Ex) This ability doesn't do anything anymore.
Studied Combat (Ex) Meranto 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 insight bonus on melee attack rolls (or to AC, decided when the ability is used) and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier or until he deals damage with studied strike, whichever comes first. This bonus damage is precision damage, and is not multiplied on a critical hit. Meranto can have only one studied target at a time, and studying the target a second time within 24 hours expends one us of inspiration when taking the move action to study the enemy.
Studied Strike (Ex) When Meranto successfully strikes his studied target with a melee attack, he can as a free action deal 4d6 points of extra damage. This 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 Meranto uses a weapon that deals nonlethal damage or takes the -4 penalty on attacks with lethal weapons, he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. Meranto cannot use studied strike against a creature with concealment.
Unfailing Logic (Ex) Meranto 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 expend one use of inspiration as an immediate action to use his Intelligence bonus instead of his Wisdom bonus on all such saves for 1 round.
Defiant Luck (feat) Once per day, after you roll a 1 on a saving throw or a critical hit is confirmed against you, you can either reroll that saving throw, or force the creature that confirmed the critical hit against you to reroll the critical confirmation roll. This does not stack with other effects that allow you to reroll a saving throw or an attack roll. You may only make one reroll.
Inexplicable Luck (feat) Once per day, as a free action before a roll is made, you gain a +8 bonus on any single d20 roll. You can also use this ability after the roll is made, but if you do so, this bonus is reduced to +4.
Lainauksia
Tulin saattamaan professorin hautaan, en kaivamaan toisesta haudasta jotain ulos.
Tämäkään ei ole hyvä paikka.
PEIKKOJA!
Haluattekos lapset laulaa hauskoja matkalauluja kanssani?
Arglblg naaamani!
Voi Desna ei auta älä ole tosissasi! Mä oon seikkailija.
Sandor saa koko kaupungin rukoilemaan että tämä tapaus ratkeaa tosi nopeasti.
Siellä on lentävä violetti taikanorsu! (noppa sanoi 2 knowledge dungeoneeringiin)
Löytyi sitten se epänormaali kylä.
Juo tämä.
Historia
Reilu kymmenen vuotta sitten professori Lorrimor kulkiessaan läpi Hyannisin kaupungin näki kerjäävän resuisen katulapsen laulamassa. Parin tatuoinnin perusteella varisialainen kiertolainen, joten ei kovin harvinainen näky Ustalavissa. Lorrimor kuitenkin jäi kuuntelemaan laulua, ja jokin siinä herätti hänen mielenkiintonsa. Ehkä se käsitteli jotain asiaa joka oli unohtunut muilta kuin varisialaisilta, jotka välittivät sitä eteenpäin laulujen kautta. Ehkä hän piti sävelmästä. Joka tapauksessa Lorrimor halusi kuulla kaiken asiaan liittyvän. Hän tarjosi penskalle aterian ja yritti nyhtää tästä irti tarvitsemansa, mutta kun laulua ja tarinaa tuntui vain riittävän, hän mielummin otti tämän mukaansa kuin jäi Hyannisiin yöksi.
Poika kertoi nimekseen Meranto Haliskea, ja sanoi olevansa ainoa eloonjäänyt karavaanista joka oli kulkemassa Ustalavin poikki. Koska Hyannisin väki ei antanut karavaanin jäädä kaupunkiin yöksi, varisialaiset leiriytyivät muualle. Yöllä Meranto havahtui johonkin hälinään ja ehti nähdä äitinsä viittaavan hänet piiloon sovitulla merkillä. Aamulla kaikki muut olivat tiessään ja leiri säpäleinä. Meranto oli hortoillut Hyannisiin, mutta paikalliset pitivät häntä epäonnen koskemana eivätkä halunneet ottaa häntä suojiinsa, joten poika jäi kadulle.
Lorrimor kuulusteli poikaa koko matkan pohjoiseen, totesi tämän suhteellisen järkeväksi, ja sälytti sitten tuttavansa niskoille Lepidstadtiin. Siellä Meranto asui hetken, kunnes Lorrimorin ja tämän ystävän ohjastamana ajautui paikalliseen kouluun. Komplikaatioista huolimatta hän pyrki ja pääsi Lepidstadtin Yliopistoon, jossa paneutui tutkimaan mitä ihmettä hänen väelleen kävi vuosia sitten. Hän rahoitti opintonsa kirjastoapulaisena. Vaikka Lorrimor ei merkittävästi puuttunut Meranton opintoihin, poika ei unohtanut professorin vetäneen häntä ylös mudasta, ja halusi maksaa takaisin tämän kunnostautumalla opinnoissaan. Nähtävästi jonkinlaisen vaikutuksen hän teki, sillä hän oli yksi niistä neljästä jotka kutsuttiin saattamaan professori Lorrimoria tämän viimeisellä matkalla.
Meranto on noin 20-21 vuotias keskimittainen hoikahko varisialainen mies, jolla on tuuhea ja jokseenkin kuriton hiilenmusta yleensä poninhännälle sidottu tukka. Hänellä on hieman kalvakka iho sisätiloissa vietettyjen vuosien jälkeen, ja violetit silmät. Meranto käyttää silmälaseja ja korjailee tai tökkii niitä jatkuvasti alitajuisesti, mutta vähänkin tarkkanäköinen katselija huomaa lasien olevan koristeelliset, eikä hän tarvitse niitä nähdäkseen. Sittemmin ne on vaihdettu priimataikalinsseihin joilla näkee tosi kovaa.
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