The World of Tel-Avi
Aidan's cohort (generated randomly), a Nun of the Order of Saint Hildegarde the Mad.
Class (level): Alchemist (Psychonaut/Crypt Breaker) 3rd / Inquisitor (Preacher/Witch Hunter) 2nd
Favored Class: Alchemist, Inquisitor (double benefits from favored class levels)
Alignment: Chaotic Good
Experience: N/A (cohort)
Age: 32 years
- Noble Born
- Harem Slave
- Itinerant Nun
Hit Points: (5d8+10) = 36
Cash: 0gp, 0sp
Languages: Gael, Perbashket, Yutak, Skaevrym, Jotunise [Literate]
AC: 21 (5 Dex, 6 armor, 0 shield)
Armor: DR 0/magic
Attack: +6 melee, +8 ranged
- BAB: +3
- CMB: +6
- Bombs: +9 ranged, 10-ft. range
- Damage: 2d3+3 acid damage, x2 Crit
- Heavy Crossbow: +9 ranged, 120-ft. range
- Damage: 1d10 damage, 19-20/x2 Crit
- Longsword: +7 melee
- Damage: 1d8+3 damage, 19-20/x2 Crit
- Bombs: +9 ranged, 10-ft. range
- Fort: +6
- Ref: +9
- Will: +7
- +3 vs. Poison
- +2 vs. Fear
- Fire Resistance 1
- Land Speed: 30-ft.
- Initiative: +5
Skill Points: 57
- All Simple Weapons
- Longsword, Bombs
- Hand Crossbow, Longbow, Repeating Crossbow, Shortbow
- Light Armor
- Medium Armor
Skills: Includes armor penalty
- Bluff (1 rank): +6
- Craft [alchemy] (5 ranks): +16
- Diplomacy (1 rank): +4
- Disable Device (2 rank): +12
- Disguise (3 ranks): +8
- Escape Artist (5 ranks): +9
- Fly (1 rank): +8
- Heal (1 rank): +9
- Intimidate (1 rank): +7
- +3 vs. Non-humans
- Knowledge [arcana] (2 ranks): +8
- Knowledge [religion] (1 rank): +7
- Knowledge [nature] (2 ranks): +8
- Knowledge [geography] (3 ranks): +9
- Knowledge [local] (4 ranks): +10
- Knowledge [the planes] (2 ranks): +9
- Knowledge [history] (1 rank): +8
- Linguistics (1 rank): +8
- Perception (1 rank): +7
- +1 to locate traps
- Perform [strings] (2 ranks): +8
- Profession [beggar] (1 rank): +7
- Profession [lumberjack] (2 ranks): +8
- Ride (2 ranks): +9
- Sense Motive (3 ranks): +12
- Spellcraft (4 ranks): +13
- Stealth (0 ranks): +4
- Survival (2 ranks): +8
- +1 to find or follow tracks
- Swim (3 ranks): +7
- Use Magic Device (1 rank): +4
Class Skills: Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (Religion) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str), Use Magic Device (Cha).
Escape of Opportunity
Prerequisite: Dex 13, Escape Artist 5 ranks
Benefit: Whenever an opponent provokes an attack of opportunity from you, you may forgo the attack of opportunity to make a partial withdrawal. As an immediate action, you may move up to your speed in a straight line away from the opponent. You do not provoke an attack of opportunity from the opponent from whom you fled, but you do provoke attacks of opportunity as normal from other creatures. Your initiative is not affected, but you may take only a move action on your next turn.
Prerequisites: Wis 13, judgment class feature.
Benefit: Select a favored race from the ranger’s favored enemies chart (Humanoid [goblinoid]). Any sacred or profane bonus you gain from a judgment is 1 higher for attacks you make against or take from creatures that match the selected favored enemy.
Prerequisite: Craft (alchemy) 5 ranks.
Benefit: You receive a +2 bonus on Craft (alchemy) checks, and you may create mundane alchemical items much more quickly than normal. When making poisons, you can create a number of doses equal to your Intelligence modifier (3 doses) at one time. These additional doses do not increase the time required, but they do increase the raw material cost.
In addition, whenever you make alchemical items or poisons using Craft (alchemy), use the item’s gp value as its sp value when determining your progress (do not multiply the item’s gp cost by 10 to determine its sp cost).
Eagle Knight Candidate
Prerequisites: Character level 5th, convince four different Eagle Knights and either a member of the People’s Council or an Andoran town mayor to write letters of commendation on your behalf.
Benefit: Choose one branch of the Eagle Knights you hope to join. You gain a specific benefit based on this choice.
- Twilight Talons: During the surprise round, the threat range of your weapons doubles for any attack made against unaware targets. This does not stack with any other effect that expands the threat range of a weapon.
City Born [Bonus]
Prerequisites: Varisia affinity.
Benefit: The frantic bustle of the city has honed your reactions — you gain a +1 bonus on Reflex saves. If you’re from Magnimar, you gain a +2 bonus on Diplomacy checks. If you’re from Korvosa, you gain a +2 bonus on Intimidate checks. And if you’re from Riddleport, you gain a +2 bonus on Bluff checks.
Special: Can only be taken at 1st level. Character cannot have Country Born or Lone Wolf.
Throw Anything [Bonus]
Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Normal: You take a –4 penalty on attack rolls made with an improvised weapon.
Finding Haleen (Campaign Trait)
Benefit: When you take a level in your favored class, you gain +1 hit point and +1 skill point, in addition to the normal benefits.
Hwan Artist (Regional Trait)
Benefits: Choose one perform skill. You gain a +1 trait bonus on checks with the chosen performance skill, and it becomes a class skill for you.
Masterful Demeanor (Race Trait)
Benefit: You gain a +3 trait bonus on Intimidate checks against members of non-human humanoid races.
Infernal Influence (Race Trait)
Benefit: You gain fire resistance 1 and a +1 trait bonus on Fortitude saves against poison.
Courageous (Combat Trait)
Benefit: You gain a +2 trait bonus on Saving Throws against fear effects.
Anatomist (Combat Trait)
Benefit: You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits.
Scholar of the Great Beyond (Faith Trait)
Benefit: You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (your choice) is always a class skill for you.
Etymologist (Social Trait)
Benefit: You gain a +1 trait bonus on Linguistics checks, know one additional bonus language, and treat Linguistics as a class skill.
- Medium: Humans are Medium creatures and have 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.
- Inquisitor Spells: save DC 13 + spell level, Caster level 3rd
- 0th: at will
- Known: Create Water, Detect Poison, Read Magic, Stabilize, Virtue
- 1st level: 3/day
- Known: Lesser Confusion, Bane, Expiditious Retreat, Unerring Weapon
- Alchemist Extracts: save DC 13 + spell level, Caster level 4th
- 1st level: 4/day
- Known: Adjuring Step, Anticipate Peril, Cure Light Wounds, Detect Undead, Disguise Self, Identify, Shield
Alchemy (Su): Alchemists are not only masters of creating mundane alchemical substances such as alchemist’s fire and smokesticks, but also of fashioning magical potionlike extracts in which they can store spell effects. In effect, an alchemist prepares his spells by mixing ingredients into a number of extracts, and then “casts” his spells by drinking the extract. When an alchemist creates an extract or bomb, he infuses the concoction with a tiny fraction of his own magical power—this enables the creation of powerful effects, but also binds the effects to the creator. When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
Trapfinding (Ex): A crypt breaker adds 1/2 his level on Perception checks made to locate traps and to Disable Device checks (minimum +1). A crypt breaker can use Disable Device to disarm magic traps. When determining the ability of a crypt breaker to deal with locks or traps, treat his alchemist levels as rogue levels.
Throw Anything (Ex): All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with Throw Splash Weapon, including the splash damage if any. This bonus damage is already included in the bomb class feature.
Poison Use (Ex): Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.
Trap Spotter (Ex): Whenever an alchemist with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
Swift Alchemy (Ex): At 3rd level, an alchemist can create alchemical items with astounding speed. It takes an alchemist half the normal amount of time to create alchemical items, and he can apply poison to a weapon as a move action.
Crypt Breaker’s Draught (Su): At 1st level, an alchemist discovers how to 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. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.
Rather than develop mutagens that increase their natural armor and physical abilities at the expense of their minds, crypt breakers focus on the creation of special draughts that can enhance their senses. When a crypt breaker drinks one of these draughts, he gains a +4 bonus on all Perception checks and gains one of the following special senses: darkvision 60 feet, low-light vision, or scent. While under the effects of a crypt breaker’s draught, the alchemist also gains light blindness.
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 14) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Alkahest Bombs (Su): In addition to magical extracts, alchemists are adept at swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs that they can hurl at their enemies. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier (6/day). Bombs are unstable, and if not used in the round they are created, they degrade and become inert—their method of creation prevents large volumes of explosive material from being created and stored. In order to create a bomb, the alchemist must use a small vial containing an ounce of liquid catalyst—the alchemist can create this liquid catalyst from small amounts of chemicals from an alchemy lab, and these supplies can be readily refilled in the same manner as a spellcaster’s component pouch. Most alchemists create a number of catalyst vials at the start of the day equal to the total number of bombs they can create in that day—once created, a catalyst vial remains usable by the alchemist for years.
A crypt breaker’s bombs are specially designed to work best against constructs and corporeal undead—two foes commonly encountered in ancient tombs. Known as alkahest bombs, these bombs deal acid damage instead of fire damage. Alkahest is an alchemical fluid that eats away unliving flesh and animated constructs, but it doesn’t work as well against other targets.
Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. Against constructs and corporeal undead, alkahest bombs deal 2d6+3 points of acid damage. Against all other creatures, alkahest bombs deal 2d3+3 points of acid damage. Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage. Those caught in the splash damage can attempt a Reflex save (DC 14) for half damage.
Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
At 1st level, an inquisitor can use this ability once per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
- Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
- Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
- Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
- Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
- Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
- Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
- Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.
- Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
- Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
- Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.
- Fearful Touch (Su): As a standard action, you can make a melee touch attack against a creature, causing it to experience terrible hallucinations for 1 round. During this time, the creature loses any immunity to fear effects it might possess and takes a –2 penalty on attack rolls made against you. In addition, the creature takes a penalty on Will saves made against fear effects equal to 1/2 your cleric level (minimum –1). This power is a mind-affecting effect. You can use this ability for a number of times per day equal to 3 + your Wisdom modifier (6/day).
- Aura of Madness (Su): At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day equal to your cleric level. Enemies within this aura are affected by confusion unless they make a Will save with a DC equal to 10 + ½ your Cleric level + your Wisdom modifier. The confusion effect ends immediately when the creature leaves the area or the aura expires. Creatures that succeed on their saving throw are immune to this aura for 24 hours. These rounds do not need to be consecutive.
- Domain Spells: 1st—lesser confusion, 2nd—touch of idiocy, 3rd—rage, 4th—phantasmal killer, 5th—nightmare, 6th—cloak of dreams, 7th—insanity, 8th—scintillating pattern, 9th—weird.
Spell Sage (Ex): At 1st level, a witch hunter adds her Wisdom modifier on Spellcraft checks in addition to her Intelligence modifier when attempting to identify a spell as it is being cast, to identify the properties of a magic item using detect magic, or to decipher a scroll.
Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.
Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Knowledgeable Defense (Ex): At 2nd level, a witch hunter who identifies a spell with Spellcraft gains a bonus against its effects, either a +1 bonus on saving throws or a +1 dodge bonus to AC against this spell.
Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Encumberance: X lbs. (Light Load)
- Carrying Capacity:
- Light Load: 0-60 lbs.
- Medium Load: 61-120 lbs.
- Heavy Load: 121-180 lbs.
- High Quality Nun’s Scapular, Wimple, and Habit (as Courtier’s Outfit)
- Silver and Sapphire Holy Symbol of Mitra
- Masterwork Heavy Repeating Crossbow
- Masterwork Longsword
- Alchemists’ Kit
- Masterwork Thieves’ Tools
- Masterwork Violin
- Healer’s Kit
- Disguise Kit
- Mithral Breastplate
- Heavy War Horse
- Masterwork Chain Barding
- Military Saddle