Martin

Martin
User: Bobby
Campaign: Reign of Winter
Race: Human (Varisian)
Gender: Male
Role: Striker
Class/Level: Investigator/6
Description:
Martin is a Varisian man, with dark brown hair, piercing blue eyes, and long straight hair that he normally keeps tied back in a loose ponytail. He was born in 4693, one of many children in a traveling Varisian caravan. He is 5' 10" tall and weighs 190 pounds, most of which is solid muscle.
Background:
In 4699, his parents' caravan made the mistake of traveling into Irrisen. While there, through misadventure, downright trickery, and/or bad luck, the family found themselves indebted to Lorissa Elvanna, one of the infamous white witches of that county (in fact, she is a cousin of the current ruler of the country, Queen Elvanna). For most of Martin's childhood, his parents slaved for Lorissa, doing manual labor, cooking in the kitchens, mucking in the stables, whatever it was that their evil mistress needed. Then in 4706, as Martin turned 14, in an accident when one of the estate's carriage's wheel came off and the horse bolted; Martin's father was crushed in the collapse.

After that, Martin was forces to work for the Jadwiga, as his father had yet to work off the debt the family owed. A simmering resentment began inside of Martin, slowly growing as the years dragged by. Truthfully, that rage and discontentment had been growing for quite a while as his father toiled on the estate and his mother grew old before her time working in the kitchens. When Martin was 16, his mother grew ill with pneumonia and despite the care that the other servants supplied, she soon passed on, joining Martin's father in the Great Beyond.

Martin continued to work for the Jadwiga, but his hatred of the white witch was obvious to those that knew the signs. Solveig Ayrdahl approached the young man and offered his a way out: or at least, an outlet for his anger. Martin soon became one of the Heralds of Summer's Return, soaking up the knowledge and lore that the worshippers of the Everbloom offered.
Details:
Martin
Male human (Varisian) investigator (empiricist) 6 (Pathfinder RPG Advanced Class Guide 30, 100)
LG Medium humanoid (human)
Init +2; Senses Perception +14
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Defense
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AC 19, touch 13, flat-footed 17 (+5 armor, +1 deflection, +2 Dex, +1 natural)
hp 51 (6d8+12)
Fort +4, Ref +7, Will +5 (+2 save vs. illusion and disbelievable effects)
Defensive Abilities trap sense +2; Resist cold 2, unfailing logic
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Offense
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Speed 30 ft.
Melee +1 sap +8 (1d6+4 nonlethal) or
. . adamantine rapier +8 (1d6+3/18-20) or
. . icicle wand +8 (1d4+3/19-20 plus 1 cold) or
. . mwk cold iron dagger +8 (1d4+3/19-20) or
. . mwk cold iron heavy mace +8 (1d8+3)
Ranged mwk light crossbow +7 (1d8/19-20)
Special Attacks studied combat (+3, 5 rounds), studied strike +2d6
Investigator (Empiricist) Extracts Prepared (CL 6th; concentration +11)
. . 2nd—animal aspect[UC], false life, fire breath[APG] (DC 17), invisibility
. . 1st—cure light wounds (2), enlarge person (DC 16), heightened awareness[ACG], long arm[ACG], shield
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Statistics
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Str 16, Dex 14, Con 14, Int 20, Wis 10, Cha 12
Base Atk +4; CMB +7 (+9 steal); CMD 20 (22 vs. steal)
Feats Bludgeoner[UC], Enforcer[APG], Extra Investigator Talent[ACG], Improved Steal[APG], Persuasive
Traits adaptive magic, witch-tongued (irrisen)
Skills Acrobatics +10, Appraise +9, Bluff +10, Climb +7, Craft (alchemy) +14 (+20 to create alchemical items), Diplomacy +4 (+8 to gather information (You can use your Intelligence Modifier instead of Charisma)), Disable Device +18, Disguise +6, Heal +4, Intimidate +14 (+15 against non-witches), Knowledge (arcana) +15, Knowledge (dungeoneering) +9, Knowledge (geography) +9, Knowledge (history) +10, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (nobility) +9, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +9, Perception +14, Sense Motive +14, Spellcraft +14, Stealth +10, Use Magic Device +15
Languages Common, Elven, Giant, Goblin, Infernal, Skald, Varisian
SQ alchemy (alchemy crafting +6), ceaseless observation, frost-forged steel, inspiration (8/day), investigator talents (combat swipe, expanded inspiration[ACG], underworld inspiration[ACG]), keen recollection, trapfinding +3
Combat Gear cold iron crossbow bolts (20), icicle wand, wand of color spray (23 charges), wand of spider climb (17 charges), acid (2), alchemist's fire (4), alkali flask[APG] (2), liquid ice[APG] (2); Other Gear +1 frost-forged steel chain shirt, +1 sap, adamantine rapier, crossbow bolts (30), mwk cold iron dagger, mwk cold iron heavy mace, mwk light crossbow, boots of the winterlands, campfire bead[APG] (2), cloak of the yeti, dead man's headband of vast intelligence +2, handy haversack, ice floe elixir, preserving flask (1st level)[UE], ring of protection +1, alchemy crafting kit[APG], basic maps (major landmarks only), climber's kit, elliot's formula, flint and steel, ink, inkpen, masterwork thieves' tools, spell component pouch, waterskin (3), wrist sheath, spring loaded, 268 gp
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Special Abilities
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Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bludgeoner Inflict nonlethal damage with bludgeoning weapons
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+4)
Energy Resistance, Cold (2) You have the specified Energy Resistance against Cold attacks.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Frost-Forged Steel This material is the same substance as fire-forged steel with a subtle difference in the alignment of the metal during crafting. Instead of channeling heat away from the wearer, it channels heat toward the wearer. Frost-forged steel works similarly t
Improved Steal You don't provoke attacks of opportunity when stealing.
Inspiration (+1d6, 8/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.
Studied Combat (+3, 5 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +2d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Underworld Inspiration (Ex) Free Inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand (if trained).
Unfailing Logic +2 (Ex) +2 save vs. illusion and disbelievable effects