Incahuasi

Incahuasi_profile
User: Bobby
Campaign: Reign of Winter
Race: Elf
Gender: Male
Role: Other
Class/Level: Investigator/4
Description:
Incahuasi has white, flowing hair that he keeps bound back in an intricate leather net, bright gray eyes, and a smooth complexion except for a long-healed burn scar on his left cheek is the odd shape of a three-lobed leaf. He is dressed in well-made green robes, highlighted with a fire-red hem. He carries a quarterstaff studded with small non-valuable crystals. On his back is a large adventurer's backpack and a longbow.

Personality: Studious, occasionally haughty, Incahuasi can drift into dissertation mode easily when explaining some arcane ritual or aspect of elvish history and lore. Six months in the 'real world' can't overcome the years he has spent in an academy environment, surrounded by serious students and instructors so quickly. He is open to other cultures and races from his travels and counsel of his mentor Melisander.

He is quick witted and quick to speak, thinking himself to have the answers for most situations due to his extensive academic background.

Outlook: Incahuasi is eager to learn more of the world: he disdains the xenophobic tendencies of most of the elves of Kyonin, even as he can understand it intellectually in a quest to preserve Elvish culture. He thinks the best way of preserving the culture and heritage of the elves would be to ally more openly with the good peoples of Golarian, be they of any race, and build mutually beneficial alliances against the evils of the world.
Background:
Incahuasi is the child of Jocasta and Lynonna, two moderately successful merchants in Absalom. When Incahuasi was a child, but before his little brother Ailrindel was born, the family moved to Iadara, the capital of Kyonin. There the couple was not as successful as they were in Absalom, but they felt being able to raise their children in a traditional elven manner was much more important.

Incahuasi's childhood was typical, though in Iadara, he was bullied for being an "outsider." He was an elf, true, but not one that was born in Kyonin. Incahuasi didn't help the situation much, being as his nature was one that was more stoic and reserved than the typical athleticism that his peers engaged in. His more persistent antagonized was Allynna, the daughter of a high councilor is the queen's court. Allynna pretty much bullied everyone that she perceived as inferior to her social station, and Incahuasi was definitely that. From this bullying came Incahuasi's hatred off bullies and the concept that life should be a meritocracy.

Despite the rivalry and pettiness that distinguished Allynna’s and Incahuasi’s relationship, time passed: Incahuasi became the highest ranked student in academics and Allynna because the equivalent of the high-school quarterback: exceling in any form of athletics be it archery, cross country running, sword play, or wrestling. It was obvious to their elders that Incahuasi would become a mage and Allynna would join the border rangers. By the time that their initial period of training was over and Incahuasi was preparing to become a wizard’s apprentice, Incahuasi had buried the metaphorical hatchet with Allynna and the two parted as friends.

Incahuasi’s new master was the mage Melisander. And once Melisander had bound Incahuasi into his service, he took Incahuasi north and west, going to the Mordant Spire, an ancient watch tower that purpose was never explained to Incahuasi. It was a cold and lonely place, one where there were none Incahuasi’s age. Not that he really had time to be social: Melisander kept Incahuasi very busy with studies, arcane practice, and training that Melisander assured Incahuasi was very important to “an elven wizard.”

After spending nearly a year at the Mordant Spire, Melisander and Incahuasi traveled to Hermea (not that Incahuasi saw it, he was ordered to stay on the boat). After that they traveled to Corentyn, Westcrown, and Ostenso in Cheliax and finally Augustana in Andoran. Then, Melisander teleported them to Eledar in distant Sargava. After a few weeks there, the two traveled via ship to Azir, Rahadoum (where Incahausi found the strange denial of the gods strange and odd), then Merab in Thuvia, and Sothis in Osirion. They traveled south at that point by caravan to Katapesh in the land of Katapesh. Then it was back aboard a ship to Niswan in exotic Jalmeray.

It was in Jalmeray that Incahuasi’s arcane powers finally came to the fore, surprising his mentor. The two spend the rough autumn weather (storms on the Obari Sea in the fall are particularly strong, rough, and long) in Niswan where Incahuasi began to actually memorize spells instead of cantrips.

Melisander tested Incahuasi daily by assigning tasks that had to be accomplished by magic but Incahuasi had to solve whatever task it was with only the magic he had memorized. This taught Incahuasi forethought and inventiveness in using his spells.

On the winter solstice, Melisander and Incahuasi traveled by ship to Absalom where Melisander announced to Incahuasi that his apprenticeship was over, though he assured the young elf that he journey upon arcane roads was just beginning.

Melisander was preparing for a trip across the Great Beyond (the Outer Planes) and Incahuasi was just too raw and green to accompany him. So while Incahuasi was no longer an apprentice, Melisander felt that he needed more training. Melisander called on an old friend of his, Tambien, an elven diviner with the Pathfinder Society. With Tambien’s help, Incahuasi became a Pathfinder-in-training and started classes at the Pathfinder lodge in Absalom.

Now, Incahuasi’s first mission as a Pathfinder has been assigned. Incahuasi is to travel to Heldren in Taldor and investigate the odd rumors that have reached the Pathfinder’s ears.
Details:
Incahuasi
Male elf investigator (empiricist) 4 (Pathfinder RPG Advanced Class Guide 30, 100)
NG Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +16
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 25 (4d8); regeneration 1
Fort 11 (+5 circumstance bonus vs. cold weather), Ref 17, Will 15 (+2 save vs. illusion and disbelievable effects); +2 vs. enchantments
Defensive Abilities trap sense +1; Immune sleep, bleed; Resist unfailing logic
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee cold iron dagger +5 (1d4/19-20) or
. . dagger +5 (1d4/19-20) or
. . dagger, silver w/ hollow pommel +5 (1d4-1/19-20) or
. . icicle wand +6 (1d4/19-20 plus 1 cold) or
. . mwk rapier +6 (1d6/18-20) or
. . quarterstaff +3 (1d6)
Ranged longbow +5 (1d8/×3)
Special Attacks studied combat (+2, 6 rounds), studied strike +1d6
Investigator (Empiricist) Extracts Prepared (CL 4th; concentration +10)
. . 2nd—barkskin
. . 1st—anticipate peril[UM] (DC 17), coin shot, heightened awareness[ACG], long arm[ACG], shield
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 9, Int 23, Wis 10, Cha 14
Base Atk +3; CMB +3; CMD 15
Feats Extra Inspiration[ACG], Weapon Finesse
Traits adaptive magic, seeker
Skills Acrobatics -1 (-5 to jump), Craft (alchemy) +13 (+17 to create alchemical items), Diplomacy +9 (+13 to gather information (You can use your Intelligence Modifier instead of Charisma)), Disable Device +14, Heal +4, Intimidate +4, Knowledge (arcana) +14, Knowledge (dungeoneering) +12, Knowledge (engineering) +10, Knowledge (history) +11, Knowledge (local) +13, Knowledge (nature) +13, Knowledge (nobility) +10, Knowledge (planes) +13, Knowledge (religion) +13, Linguistics +11, Perception +16, Sense Motive +11, Spellcraft +13 (+15 to identify magic item properties), Survival +0 (+2 to get along in the wild, endure severe weather, avoid getting lost, spot natural hazards, and predict weather), Use Magic Device +14; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Elven, Goblin, Kelish, Orc, Skald, Sylvan
SQ alchemy (alchemy crafting +4), arcane focus[ARG], ceaseless observation, elven magic, inspiration (11/day), investigator talent (expanded inspiration[ACG]), keen recollection, trapfinding +2
Combat Gear icicle wand, potion of cure light wounds, scroll of remove disease, wand of mage armor (10 charges), acid (2), alchemist's fire (4), alkali flask[APG] (2), liquid ice[APG] (2); Other Gear cold iron dagger, dagger, dagger, silver w/ hollow pommel, longbow with 20 arrows and 20 cold iron arrows, mwk rapier, quarterstaff, campfire bead[APG], cloak of the yeti, ice floe elixir, ring of regeneration, alchemy crafting kit[APG], backpack, basic maps (major landmarks only), bedroll, belt pouch, climber's kit, cold weather outfit, flint and steel, ink, inkpen, investigator starting formula book, knife, utility (0.5 lb), masterwork thieves' tools, mess kit[UE], snowshoes[APG], spell component pouch, spellbook, trail rations (5), waterskin, waterskin (2), 2,026 gp, 7 sp, 9 cp
--------------------
Special Abilities
--------------------
Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Arcane Focus +2 to concentration checks to cast arcane spells defensively.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+4)
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Immunity to Bleed You are immune to bleed.
Inspiration (+1d6, 11/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.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Regeneration 1 Heal HP quickly and cannot die.
Studied Combat (+2, 6 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +1d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Unfailing Logic +2 (Ex) +2 save vs. illusion and disbelievable effects