male dwarf fighter 2 / Investigator 2 (Empiricist)
Medium humanoid (dwarf); AL none
Init +1; Senses darkvision 60 ft.; Perception +5
AC 18, touch 11, flat-footed 17 (+7 armour, +1 Dex)
hp 34 (2d10+6+2d8+6)
Fort +6, Ref +4, Will +4 (+1 vs. fear); +4 vs. poison, +2 vs. spells, and spell-like abilities
Defensive Abilities defensive training
Speed 20 ft.
Melee masterwork halberd +7 (1d10+3/×3)
Ranged broken pistol -2 (1d8, 20/x2)
Special Attacks hatred
1st level extracts known 3/day, DC 13 (10+extract level+int modifier)
Cure Light Wounds, Comprehend Languages, Shield, True Strike
Prepared Extracts Shield, Cure Light, True Strike
Str 15, Dex 12, Con 16, Int 14, Wis 12, Cha 6
Base Atk 3; CMB +5; CMD 16 (20 vs. bull rush, 20 vs. trip)
Feats Cleave, Power Attack, Weapon Focus (halberd)
Skills Acrobatics +5 (1 to jump), Appraise +9 (+11 to assess nonmagical metals or gemstones), Craft (Alchemy) +8, Knowledge (arcana) +6, Knowledge (nature) +6, Knowledge (religion) +8, Linguistics +7, Perception +5 (+7 to notice unusual stonework), Profession (Merchant) +7, Sense Motive +6, Swim +7; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Aquan, Dwarfish, Goblin, Taldane, Undercommon
Combat Gear potion of cure light wounds, magical tattoo that says “Ruby” (contains a casting of cure light wounds); Other Gear +1 elven chain, masterwork halberd, adamantium dagger, cold iron dagger, broken pistol, alchemical paper cartridge (9), Earring of Sneaky Idiocy in right ear, 59 sp, 37 cp; Locker 14 486 gp
Experience Points 8 213
Favoured Class Fighter (skill point)
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Alchemy (Su)When using Craft (alchemy) to create an alchemical item, gain a competence bonus equal to his class level on the skill check. May use Craft (alchemy) to identify potions as if using detect magic. Must hold potion for 1 round to attempt check.
May create a certain number of extracts of each level per day. His base daily allotment of extracts per day is 3 (2+1).
Similar to an alchemist, the extract immediately become inert if it leaves possession, reactivating as soon as it returns to his keeping—may not normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so must reprepare extracts every day. Mixing an extract takes 1 minute of work.
An investigator uses the alchemist formula list to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is equal to 10 + the extract’s level + the investigator’s Intelligence modifier.
Inspiration (Ex) The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (min 1). The 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 a skill or ability 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. Inspiration may only be used 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 Adds 1/2 his level to Perception skill checks to locate traps and to Disable Device checks (minimum 1). Can use Disable Device to disarm magical traps.
Poison Resistance (Ex) At 2nd level, an investigator gains a +2 bonus on all saving throws against poison
Poison Lore (Ex) An investigator cannot accidentally poison himself when applying poison to a weapon. If the investigator spends 1 minute physically examining the poison, he can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison’s saving throw DC). Lastly, once a poison is identified, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison’s saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.
Résumé When Applying To Be Crew
- speaks Taldane
- has been to sea but doesn’t know how to sail
- seems pessimistic
- “Now I’m helping goblins rob people. Truly, life cannot get any worse.”
Marqua has appointed him to the position of assistant quartermaster.
Dolgrin has an elaborate tattoo on his upper left arm that reads “Ruby”.
Dolgrin prefers life on land to life at sea. He is currently stationed on the Island of Empty Eyes.
Dolgrin was one of the ten crew members selected to stay with the Quipper when Sandara became captain of the Truewind.
November 8 Paul
April 24 Paul
May 27 Aden
July 10 Corey
August 28 Corey
September 4 Corey