Pathfinder 1E INTEREST/RECRUIT - TIDERULER - THE FALL OF LAHOLT (HIGH-LEVEL CHARS)


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Okay, so those rolls have been turned into a character. Special thanks to Max for helping me get the character in shape!

Let me know what details you want me to add to better integrate the character into the campaign.

alice-chalk-tiefling.png

Alice Chalk
Female tiefling investigator (empiricist) 12 (Pathfinder RPG Advanced Class Guide 30, 100, Pathfinder RPG Bestiary 264)
NG Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +22
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Defense
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AC 29, touch 17, flat-footed 24 (+9 armor, +2 deflection, +5 Dex, +3 shield)
hp 93 (12d8+36)
Fort +9, Ref +15, Will +13 (+4 save vs. illusion and disbelievable effects)
Defensive Abilities trap sense +4; Resist cold 5, electricity 10, fire 5, unfailing logic
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Offense
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Speed 30 ft.
Melee +3 inspired rapier +18/+13 (1d6+8/18-20) or
. . 2 claws +9 (1d4-1)
Ranged +1 shortbow +15/+10 (1d6/×3)
Special Attacks studied combat (+6, 7 rounds), studied strike +5d6
Investigator (Empiricist) Extracts Prepared (CL 12th; concentration +19)
. . 4th—cure critical wounds, greater false life[UM], fire shield, universal formula[APG]
. . 3rd—greater animal aspect[UC], cure serious wounds (2), gaseous form, hypercognition[OA], communal spider climb[UC]
. . 2nd—ablative barrier[UC] (2), alchemical allocation[APG], cure moderate wounds, focused scrutiny[ACG], invisibility, see invisibility
. . 1st—anticipate peril[UM] (DC 18), disguise self, long arm[ACG], monkey fish[ACG] (3), see alignment[UC]
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Statistics
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Str 8, Dex 21, Con 17, Int 24, Wis 17, Cha 12
Base Atk +9; CMB +8; CMD 25
Feats Combat Reflexes, Extra Investigator Talent[ACG], Fencing Grace[UI], Weapon Finesse, Weapon Focus (rapier), Weapon Versatility
Traits fencer, sea-souled (coastline or island)
Skills Bluff +10, Craft (alchemy) +14 (+26 to create alchemical items), Diplomacy +16 (+22 to gather information (You can use your Intelligence Modifier instead of Charisma)), Disable Device +28, Heal +11, Knowledge (arcana) +14, Knowledge (dungeoneering) +14, Knowledge (engineering) +14, Knowledge (geography) +14, Knowledge (history) +22, Knowledge (local) +22, Knowledge (nature) +14, Knowledge (nobility) +22, Knowledge (planes) +14, Knowledge (religion) +14, Perception +22, Sense Motive +22, Sleight of Hand +14, Spellcraft +20, Stealth +13, Swim +6, Use Magic Device +22; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Draconic, Elven, Gnome, Goblin, Halfling, Infernal, Orc
SQ alchemy (alchemy crafting +12), ceaseless observation, inspiration (13/day), investigator talents (combat inspiration[ACG], expanded inspiration[ACG], infusion, mutagen[UM], quick study[ACG], sickening offensive[ACG]), keen recollection, mutagen (+4/-2, +2 natural armor, 120 minutes), prehensile tail[ARG], trapfinding +6
Combat Gear mutagen[APG], oil of bless weapon, oil of flame arrow, potion of blur, potion of cure serious wounds, potion of displacement, potion of lesser restoration, potion of protection from arrows 10/magic, potion of undetectable alignment, alchemical dye kit[UI], antitoxin (2), bladeguard[APG] (2), water purification sponge[UE], weapon blanch (adamantine)[APG], weapon blanch (cold iron)[APG], weapon blanch (silver)[APG]; Other Gear celestial armor, +2 electricity resistance mithral buckler, +1 shortbow, +3 inspired rapier, brass spider[ACG], elixir of swimming, handy haversack, muleback cords[APG], ring of protection +2, ring of resistance +2, tengu drinking jug[ARG], alchemy crafting kit[APG], backpack, bedroll, belt pouch, concealable thieves' tools[UI], flint and steel, ink, inkpen, investigator starting formula book, mess kit[UE], pot, soap, sunrod (3), torch (10), trail rations (5), waterskin, 2,129 gp
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Special Abilities
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Alchemy +12 (Su) +12 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+6)
Combat Inspiration (Ex) Applying inspiration to attacks/saves only costs 1 point.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Fencing Grace Use Dexterity on rapier damage rolls
Infusion Create an extract can be used by anyone but takes up a slot until used.
Inspiration (+1d6, 13/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 23) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 120 minutes.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Quick Study (Ex) Use studied combat as a swift action.
Sickening Offensive (Ex) Studied strike sickens foe for 1 rd.
Studied Combat (+6, 7 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +5d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +4 (Ex) +4 bonus on reflex saves and AC against traps.
Trapfinding +6 Gain a bonus to find or disable traps, including magical ones.
Unfailing Logic +4 (Ex) +4 save vs. illusion and disbelievable effects
Weapon Versatility Weapon w/ Weapon Focus: shift grip to alter damage to B/P/S (free act.).
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Background: Tieflings face a great deal of discrimination in this world, both from average people who leap to conclusions regarding their demonic appearances, and from more "enlightened" scholars who insist on there being an intellectual basis for why they must never be trusted. The fact that no tiefling can recall the details of any afterlife has been seized upon by many bigoted scholars as proof that they have no souls, for example, or that they are all compelled to lie about their return to the infernal realms by demonic masters able to outwit mortal divination spells.

Consequently, Chalk has grown up in something of a defensive crouch her entire life, surrounded by people in the slums she had to be unfailingly polite to since she knew that the difference between her seeing another day and one more dead tiefling was a matter of goodwill. She was always intelligent, but never had a means to apply it other than the occasional streetfight where she could lay out someone twice her size by knowing just where and when to strike with her claws.

Her fortunes changed when she wound up a deckhand on the merchant ship Belle of the Ball; the ship's captain, the half-orc Bastok, cared little about the fate of her soul as long as she kept the deck swabbed. She learned the finer arts of swordplay from the ship's first mate Beryl, but her passion was truly ignited by the ship's alchemist, who was a tiefling as well; the alchemist, nicknamed Matchstick, kept the ship stocked in everything from alchemical ammunition for the ship's weapons, to safe-burning sources of light for thick fog and moonless nights, to the kind of intoxicants that only a sailor could enjoy.

On shore leave, Matchstick wound up accused of a crime he could not have committed, and the young Chalk set out to prove his innocence, and the combination of all that she had learned served as a key sliding into a well-oiled lock; as good as she was at swordplay and alchemy, she was an outstanding detective, partly due to raw talent and partly due to a work ethic that put many to shame. A couple of sleepless nights later, and with a well-secured bribe to a non-tiefling to represent her alchemist mentor in court, Chalk had secured Matchstick's freedom and her own future.

Since then, Chalk's star has risen, her pechant for solving impossible crimes keeping pace with her reputation. She figured out she was transgender less than a year ago and cooked up an alchemical treatment to make herself the lady she wanted to be; many people think that Alice Chalk is a relative of the famed investigator Archer Chalk, many others think that too much time in the lab has done something to her brain, many others still don't see what the big deal is in a world where a significant percentage of the population can turn into a bear, and a few have inquired on the sly just how her treatment works. She discovered the secret of the unfolding heart, solved a locked room mystery where the murder weapon was a weaponized melody, and most infamously, figured out the ending of the ongoing dramatic ballad "The Nowhere People," forcing the bard to change the ending to a significantly less satisfactory one. (She doesn't regret much, but she does regret this.)

Alice's personal passion is combating the stereotypes of tieflings; even those who have fallen to evil elicit some sympathy from her, since she's intimately familiar with the notion of the world telling you you're something to the point you believe it yourself. Her personal passion project is to discover what the tiefling afterlife is; to either prove that tieflings are judged by the merits of their lives, like any other mortal, or if they're not judged fairly, that whoever does the judging gets their ass kicked hard enough they reconsider their policy. But Alice is in no mood to die just yet; there are many more mysteries in this life to unravel.

Appearance: when she went by Archer, she had a rumbled appearance complete with a drab and stained coat stuffed with her alchemical substances and gear; since changing her name to Alice she has cleaned up significantly, with a sharper command of color (due to some special alchemical dyes) and a more organized approach. She is quite visible a tiefling, with blue scaley skin and red eyes (authentic) and red hair (dyed from her typical black.) She has short but sharp claws on her fingers and a tail with - she swears - a mind of its own, that she is quite skilled at using as its own appendage.
 

Attachments


Thanks, [MENTION=6847138]Charlotte of Oz[/MENTION]! I'll check after I return from work today!

Finally I got my life back on track. I'm reprinting the sheets, getting them on proper fold plastics and I'm updating all my game notes. Sorry for the slow pace, guys. Troubles piled up but I finally got a hold on everything once more. Thanks for being so patient. :)
 

[MENTION=6847138]Charlotte of Oz[/MENTION], thumbs up for your character and welcome! I have a few things I'll run by you through PM, but I want to place you into the game right at the next scene! [MENTION=87106]MetaVoid[/MENTION], I'll send a few observations to you as well, so we can arrange background and familiar stuff!

Sorry it took me four days, [MENTION=6847138]Charlotte of Oz[/MENTION]! I wanted to dedicate full attention to the char!
 

Not necessarily going to join despite the generous invitation, Archon, but thought I would humour myself by rolling stats to see what I would get.

_: 4D8.HIGH(3) = [6, 8, 7, 2] = 21
4D8.HIGH(3) = [4, 7, 5, 1] = 16
4D8.HIGH(3) = [1, 1, 7, 2] = 10
4D8.HIGH(3) = [8, 5, 8, 6] = 22
4D8.HIGH(3) = [7, 7, 6, 8] = 22
4D8.HIGH(3) = [6, 3, 1, 6] = 15


That is a lot of numbers. Could make a super janky dwarven "ferromancer" (transmuter who loves metal spells) who fights in melee, or a straight tank like a tower shield specialist or one who is slightly "off" like a drow noble eldritch guardian. I do not think about Pathfinder as much for last few years and do not have much experience with higher level play so a martial character might be more ideal. Or something else you guys think you could use.
 

I cooked up the basic stats for that drow character, though no math has been done.

The Darkest Knight

Everything changed. Everything changed that night. I was on the way home from the theatre of blood with my best (only) friend, the son of a less favoured house. The play had taken an unexpected turn when a relatively minor character had managed to slay the protagonist in a fight that usually ended quickly with the death of the less experienced actor. The branching narratives much improved the experience though and along with the fact that actors lived and died for real made each play something you could enjoy time and time again. Us two young drow scions had decided to pass through a secluded alleyway, a shortcut back to my families compound. But we were beset! In just a few moments my friend lay on the pavement, blood pooling beneath his violet clad body, a blank look on his pale (by drow standards) face framed as it was by greenish-tinged hair. My friend had been murdered - by my own parents!

Everything changed that night. I backed some supplies and ran away from home. But there was nowhere to run down there. Not anywhere that my parents could not find me, whether with their own fell magics or with assistance from their allied demonic cultists. So I came here, to the surface world, where I must hide my face and my heritage. The feelings that stirred in me that night have blossomed: I came to abhor the blood theatres and all they stood for. Now I am fighting to set this world right. And when my family comes for me I will be ready - for I am the Darkest Knight!

The Darkest Knight, male drow eldritch guardian fighter 12, chaotic good, bat familar (the Bat-Bat)
str 22, dex 12, con 23 (20+3), int 15, wis 16, cha 21
climb 2, craft (armour) 1, craft (blacksmithing) 1, craft (weapons) 1, handle animal 1, knowledge (dungeoneering) 4, perception 12, spellcraft 12, survival 2, use magic device 12
drow nobility, improved drow nobility, greater drow nobility, umbral scion (dispel magic), breadth of experience, iron will, blind-fight, improved blind-fight, improved initiative, improved unarmed strike, blinded blade style
armour mastery +1, armour specialization (full plate), armoured juggernaut
weapon mastery (heavy blades) +2, close +1
 

Hahaha, loved it, [MENTION=1231]Kaodi[/MENTION]! Gave me a good impression of drow life as well. :)

You still have to select magic items, though, hehehe!
If you want in, be most welcome! I'm just warming up the group, starting to grasp their backstories. It'd be ideal to enter now!
 

I think I got important equipment covered. Will leave over 3k for filling up that haversack with mundane junk and maybe another cheapo magic item or two.

belt of physical perfection +2 16000
cloak of resistance +4 16000
amulet of natural armour +2 8000
ring of protection +2 8000
sub 48000

+3 shadow armour 12750
+3 shield 9000
+3 adamantine weapon 21000
+1 weapon 2000
sub 44750

sub 92750

masterwork full plate 1650
masterwork heavy steel shield 170
longsword 8
hand crossbow 100
mithral dagger 500
sub 2428

handy haversack 2000
ring of sustenance 2500
dusty rose ioun stone 5000
sub 9500

sub 11928

total 104678

remaining 3318
 



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