Muriel Rainecourt<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Character Picture</div><div class="spoiler_body">(https://elliquiy.com/elluiki/images/0/0f/Muriel_Rainecourt.jpg)</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Character Sheet</div><div class="spoiler_body">Name:Muriel   Rainecourt<br/>Class: Investigator:2/Cavalier:2<br/>Race: Half-Elf<br/>Gender: Female<br/>Alignment:<br/>Height:<br/>Weight:<br/>Str:14<br/>Dex:14<br/>Con:13<br/>Int:14<br/>Wis: 14<br/>Cha:14<br/><br/>HP: 44<br/>Standard Racial Traits<br/>Ability Score Modifiers: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.<br/>Type: Half-elves are humanoid creatures with both the human and the elf subtypes.<br/>Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.<br/>Base Speed: Half-elves have a base speed of 30 feet.<br/>Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.<br/>Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.<br/>Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.<br/>Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.<br/>Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.<br/>OTHER RACIAL TRAITS<br/>Elf Blood: Half-elves count as both elves and humans for any effect related to race.<br/>Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.<br/><br/>BAB: 3<br/>M: 5<br/>R: 5<br/>CMB:<br/>CMD<br/>Initiative: +4<br/><br/>Saving Throws:<br/><br/>Fort:   4=3+1      <br/>Ref:   5=3+2<br/>Will:   5=3+2<br/><br/>weapons:<br/><br/><br/>Rapier<br/>320 gp mw<br/>1d4<br/>1d6<br/>18–20/x2<br/>—<br/>2 lbs.<br/>P<br/>finesse<br/><br/><br/>Spring blade<br/>70 gp<br/>1d3<br/>1d4<br/>x2<br/>10 ft.<br/>1 lb.<br/>P or S<br/>see text<br/><br/>Armor: <br/><br/>Spider-silk bodysuit<br/>1000 gp mw<br/>+3<br/>+6<br/><br/>10%<br/>30 ft.<br/><br/>Class Features:<br/><br/>Invesitigator:<br/><br/>Weapon and Armor Proficiency<br/>Invesitigator are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.<br/>Alchemy (Su)<br/>investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.<br/>When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.<br/>Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator’s level as the caster level.<br/>An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.<br/>When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.<br/>Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.<br/>An investigator uses the alchemist formulae list to determine the extracts he can know. An investigator can prepare an extract of any formulae 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.<br/>An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator’s or an alchemist’s formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.<br/><br/><br/><br/>Inspiration (Ex)<br/>An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.<br/>An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s 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 that 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. An investigator can only use inspiration 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.<br/>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.<br/>Trapfinding<br/>An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.<br/>Poison Lore (Ex)<br/>An investigator has a deep understanding and appreciation for poisons. At 2nd level, he 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.<br/>Poison Resistance (Ex)<br/>At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the investigator becomes completely immune to poison.<br/>Cavalier:<br/><br/>Weapon and Armor Proficiency<br/>Cavaliers are proficient with all simple and martial weapons, with all types of armor (heavy, light, and medium) and with shields (except tower shields).<br/>Challenge (Ex)<br/>Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.<br/>Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.<br/>The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.<br/>Order (Ex)<br/>At 1st level, a cavalier must pledge himself to a specific order. The order grants the cavalier a number of bonuses, class skills, and special abilities. In addition, each order includes a number of edicts that the cavalier must follow. If he violates any of these edicts, he loses the benefits from his order’s challenge ability for 24 hours. The violation of an edict is subject to GM interpretation. A cavalier cannot change his order without undertaking a lengthy process to dedicate himself to a new cause. When this choice is made, he immediately loses all of the benefits from his old order. He must then follow the edicts of his new order for one entire level without gaining any benefits from that order. Once accomplished, he gains all of the bonuses from his new order. Note that the names of these orders might vary depending upon the campaign setting or GM’s preference.<br/>The following orders can be chosen by both cavaliers and samurai.<br/>Members of these orders are not necessarily bound together, but some organizations do exist that are comprised of cavaliers that all belong to one specific order.<br/>Order of the Penitent<br/>Not all knights begin their careers as nobles’ children or as squires. Some start out as thieves, murderers, or cheats, and only after they see the suffering caused by their crimes do they dedicate themselves to honorable service. Cavaliers who follow this order seek to make up for the crimes they’ve committed in the past, and do whatever they can to restore their tainted honor.<br/>Edicts: The cavalier must be merciful to wrongdoers and show unfettered fairness whenever he passes judgment. He must assume that only the most heinous monsters are irrevocably evil, and must deliver all foes capable of fair trial to the appropriate local law enforcers.<br/>Challenge: Whenever an order of the penitent cavalier issues a challenge, he receives a +1 morale bonus to his CMD against combat maneuvers made by the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.<br/>Skills: An order of the penitent cavalier adds Escape Artist (Dex) and Sense Motive (Wis) to his list of class skills. Whenever he makes an Escape Artist check, the cavalier may add his Strength bonus to the check in addition to his Dexterity modifier.<br/>Order Abilities: An order of the penitent cavalier gains the following abilities as he increases in level.<br/>Expert Captor (Ex)<br/>At 2nd level, as long as he has rope, the cavalier can tie up a grappled opponent, even if the opponent is not pinned, otherwise restrained, or unconscious, and he does not take the usual –10 penalty on his combat maneuver check to do so. When determining the DC to escape bonds secured by the cavalier, the cavalier’s Combat Maneuver Bonus increases by 1/2 his cavalier level.<br/><br/><br/>Adept Disarmer (Ex)<br/>At 8th level, the cavalier gains Improved Disarm as a bonus feat. In addition, whenever he makes a successful disarm check, as long as he has at least one hand free and the dropped item can be held in one hand, he can automatically pick up the dropped item in his free hand.<br/>Saving Grace (Ex)<br/>At 15th level, whenever he would strike a creature with a melee attack that deals lethal damage and would bring the creature’s hit points below 0, the cavalier can, as a free action, change the type of damage dealt to nonlethal damage. The cavalier can use this ability once per round.<br/><br/>Tactician (Ex)<br/>At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.<br/>Coordinated Maneuvers (Combat, Teamwork)<br/><br/>You are skilled at working with your allies to perform dangerous combat maneuvers.<br/>Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on all combat maneuver checks. This bonus increases to +4 when attempting to break free from a grapple.<br/><br/><br/>Skills:<br/><br/>Acrobatics(Dex):         6=1+2+3<br/>Bluff (Cha):            7=2+2+3<br/>Climb (Str):            7=2+2+3<br/>Craft (Alchemy)(Int):         9=2+2+3+2<br/>Diplomacy (Cha):         7=2+2+3<br/>Disable Device (Dex):      6=1+2+3<br/>Escape Artist (Dex):         8=1+2+3+2<br/>Heal (Wis):            6=1+2+3<br/>Intimidate (Cha):         7=2+2+3<br/>Knowledge (local)(Int):      6=1+2+3<br/>Linguistics (Int):         6=1+2+3<br/>Perception (Wis):         8=1+2+3+2<br/>Profession (Barrister)(Wis):      10=2+2+3+3<br/>Sense Motive (Wis):      7=2+2+3<br/>Sleight of Hand (Dex):      6=1+2+3<br/>Spellcraft (Int):         6=1+2+3<br/>Stealth (Dex):         6=1+2+3<br/>Swim (Str):            6=1+2+3<br/>Use Magic Device (Cha):      6=1+2+3<br/><br/>Feats:<br/><br/><br/>General:<br/><br/>Combat Expertise (Combat)<br/><br/><br/>You can increase your defense at the expense of your accuracy.<br/>Prerequisite: Int 13.<br/>Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.<br/><br/>Improved Feint (Combat)<br/><br/>You are skilled at fooling your opponents in combat.<br/>Prerequisites: Int 13, Combat Expertise.<br/>Benefit: You can make a Bluff check to feint in combat as a move action.<br/>Normal: Feinting in combat is a standard action.<br/>Section 15: Copyright Notice<br/>Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.<br/><br/>Traits:<br/>Social:<br/>Self-Reliant<br/>You know how to work with your hands and aren’t dependent on complex tools.<br/>Benefit(s) When attempting Craft checks, you take no penalty when using improvised tools. At the GM’s discretion, you can attempt certain Craft checks even when no tools are available, though you take a –2 penalty.<br/>Section 15: Copyright Notice<br/>Pathfinder Player Companion: Heroes of the Wild © 2015, Paizo Inc.; Authors: Tyler Beck, Pedro Coelho, Justin Juan, Mikko Kallio, Jason Keeley, Nick Salestrom, and William Thrasher.<br/>Magic:<br/><br/>Alchemical Adept<br/>You are skilled in creating alchemical items.<br/>Benefits: You gain a +2 trait bonus on all Craft (alchemy) checks made to craft alchemical items. Furthermore, when you fail a Craft (alchemy) check by 5 or more but don’t roll a natural 1, you don’t ruin any raw materials or have to pay that cost again.<br/>Racial:<br/><br/>Elven Reflexes (Half-Elf)<br/>One of your parents was a member of a wild elven tribe, and you’ve inherited a portion of your elven parent’s quick reflexes.<br/>Benefit: You gain a +2 trait bonus on initiative checks.<br/>Section 15: Copyright Notice<br/>Pathfinder Roleplaying Game: Ultimate Campaign. © 2013, Paizo Publishing, LLC; Authors: Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Russ Taylor, and Stephen Townshend.<br/><br/>Equipment:<br/><br/>Alchemist’s Lab, Portable<br/>Source PZO9410<br/>This compact version of a full-sized alchemist’s lab provides a +1 circumstance bonus on Craft (alchemy) checks.<br/>75 gp  20 lbs<br/>Large Tent  hold 4 creatures 45 mins to setup <br/>30 gp<br/>40 lbs.1<br/><br/>Bedroll: 1sp 5lbs<br/>Blanket 5sp  3lbs<br/>Soapx3 3cp 1.5lbs<br/>Bloodvine Rope x3This 50-foot length of tough, lightweight rope is made from alchemically treated bloodvine, a rare scarlet-colored vine that grows only in warm jungle environments. Though prized by climbers for its durability, bloodvine can also be used to bind creatures. Bloodvine rope has a hardness of 5 and 10 hit points, and can be broken with a DC 30 Strength check. A creature bound by bloodvine rope can escape with a DC 35 Escape Artist check or a DC 30 Strength check. The DC to create bloodvine rope with Craft (alchemy) is 30. Price 200 gp; Weight 5 lbs. Source PRG:ACG <br/><br/>Silk Rope x2This 50-foot length of silk rope has 4 hit points and can be broken with a DC 24 Strength check. Price 10 gp; Weight 5 lbs. <br/><br/>Whetstone: Price 2 cp; Weight 1 lb. <br/>Sunrod x5  10 gp 1 lbs<br/> the light level of an area of darkness because they are not magical sources of light. In such an area, it automatically defaults to the ambient natural light level, and then reduces it one step.<br/>[Source]<br/>Source PZO1110<br/>This 1-foot-long, gold-tipped, iron rod glows brightly when struck as a standard action. It sheds normal light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A sunrod does not increase the light level in normal light or bright light. It glows for 6 hours, after which the gold tip is burned out and worthless.<br/>The Equipment Trick feat provides a number of options for using this item in combat.<br/><br/>Moonrod x5 50 gb 1lbs<br/>This 1-foot-long, silver-tipped tin rod glows dimly when struck as a standard action. It sheds dim light in a 30-foot radius. However, the light given off by a moonrod is particularly easily to perceive for creatures with low-light vision. For such creatures, a moonrod increases the light level by one step (to a maximum of normal) for a 60-foot radius. It glows for 6 hours, after which the silver tip is burned out and worthless. <br/>1 week of trail rations 5 lbs. 35sp<br/>Bag, Handy Haversack<br/>Aura moderate conjuration; CL 9th; Slot —; Price 2,000 gp; Weight 5 lbs.<br/>DESCRIPTION<br/>A backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.<br/>While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.<br/>CONSTRUCTION REQUIREMENTS<br/>Feats Craft Wondrous Item, secret chest; Cost 1,000 gp<br/><br/><br/>Formulae:<br/><br/>Level 1:<br/>Shield<br/>School abjuration [force]; Level alchemist 1, bloodrager 1, magus 1, psychic 1, sorcerer/wizard 1, summoner/unchained summoner 1; Subdomain defense 1; Elemental School void 1<br/>CASTING<br/>Casting Time 1 standard action<br/>Components V, S<br/>EFFECT<br/>Range personal<br/>Target you<br/>Duration 1 min./level (D)<br/>DESCRIPTION<br/>Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance.<br/>Section 15: Copyright Notice<br/>Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.<br/><br/><br/>Cure Light Wounds<br/>School conjuration (healing); Level alchemist 1, bard 1, cleric/oracle 1, druid 1, inquisitor 1, paladin 1, ranger 2, shaman 1, witch 1; Domain healing 1<br/>CASTING<br/>Casting Time 1 standard action<br/>Components V, S<br/>EFFECT<br/>Range touch<br/>Target creature touched<br/>Duration instantaneous<br/>Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text<br/>DESCRIPTION<br/>When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.<br/>Comprehend Languages<br/>School divination; Level alchemist 1, bard 1, cleric/oracle 1, inquisitor 1, psychic 1, shaman 1, sorcerer/wizard 1, witch 1; Domain knowledge 1; Subdomain language 1<br/>CASTING<br/>Casting Time 1 standard action<br/>Components V, S, M/DF (pinch of soot and salt)<br/>EFFECT<br/>Range personal<br/>Target you<br/>Duration 10 min./level<br/>DESCRIPTION<br/>You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.<br/>Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.<br/>Comprehend languages can be made permanent with a permanency spell.<br/>Section 15: Copyright Notice<br/>Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.<br/><br/>Touch of the Sea<br/>School transmutation; Level alchemist 1, bloodrager 1, druid 1, sorcerer/wizard 1; Elemental School water 1<br/>CASTING<br/>Casting Time 1 standard action<br/>Components V, S, M (a fish scale)<br/>EFFECT<br/>Range touch<br/>Targets creature touched<br/>Duration 1 minute/level<br/>Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)<br/>DESCRIPTION<br/>You cause webs to grow between the target’s fingers and its feet to transform into flippers, granting a swim speed of 30 feet along with the standard +8 bonus on Swim checks and the ability to take 10 even if distracted or endangered. You can also use the run action while swimming, provided you swim in a straight line. This transformation causes any boots or gloves the target is wearing to meld into its form (although magic items with a continuous effect continue to function). This spell does not grant the target any ability to breathe water.<br/>Section 15: Copyright Notice<br/>Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.<br/></div></div>