Gunslinger

Arien Keyne's page

323 posts. Alias of Lekku.


Race

HP:21/21 | AC:17 T:13 FF:14 | Speed:30 | CMB: 3 | CMD:16 | F:+1 R:+6 W:+3 | +2 more vs. enchant

Classes/Levels

| Init:+3 | Perc: +11* | Stealth: +9 | Darkvision(60') | Light Blindness | Immune to Sleep, v. Traps +5, Trap Sense+1 | Inspiration +1d6, 4/4

Gender

Investigator (Empyricist) x3, *Wizard Variant |

About Arien Keyne

Arien Keyne
Female Half-elf (half Drow) | Investigator (Empiricist) 3/Wizard (Divination)*
N Medium Humanoid (elf, Human)

Init +3; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
HP 15
Fort +1, Ref +6, Will +3; +2 vs. enchantments
Immune Sleep
Weaknesses Light Blindness
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Quick Ref:

[dice=Stealth] 1d20+9[/dice]

[dice=Perception, Inspiration]1d20+11+1d6[/dice] [smaller][ooc]+5 vs. traps[/ooc][/smaller]

[dice=Disable Device, Inspiration]1d20+12+1d6[/dice]

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Offense
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Speed 30 ft.
Melee

MW Elven Curve Blade (18-20) |x2|:
[dice=MW Elven Curve Blade]1d20+6[/dice]
[dice=Damage]1d10+1[/dice]

Power Attack
[dice=MW Elven Curve Blade, Power Attack]1d20+5[/dice]
[dice=Damage]1d10+4[/dice]

MW Composite Shortbow (STR+1) |x3|:
[dice=MW Composite Shortbow+1]1d20+6[/dice]
[dice=Damage]1d6+1[/dice]

Dagger |x2|:
Melee or Ranged
[dice=Dagger]1d20+4[/dice]
[dice=Damage]1d4+1[/dice]

Power Attack
[dice=Dagger, Power Attack]1d20+3[/dice]
[dice=Damage]1d4+3[/dice]

Sap |x2|:
[dice=Sap]1d20+5[/dice]
[dice=Damage, Nonlethal]1d6+1[/dice]

Power Attack
[dice=Sap, Power Attack]1d20+4[/dice]
[dice=Damage, Nonlethal]1d6+4[/dice]

Unarmed |x2|:
[Dice=Unarmed Attack]1d20+5[/dice]
1d20+3[/dice]
[Dice=Damage, Nonlethal]1d3+1[/dice]

[Dice=Unarmed, Power Attack]1d20+4[/dice]
[Dice=Damage, Nonlethal]1d3+3[/dice]

Investigator (Empiricist) Extracts Prepared (CL 1st; concentration +4)
1st: CLWx2, Shield x1, Identifyx1
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Statistics
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Str 13, Dex 16, Con 10, Int 16, Wis 11, Cha 7
Base Atk +2; CMB +3; CMD 16
Feats Armor Proficiency (Light), Combat Expertise, Fast Learner[ARG], Piranha Strike, Power [Attack], Simple Weapon Proficiency - All, Weapon Finesse
Traits Armor Expert, Clever Wordplay [Bluff]
Skills
+9 Acrobatics
+3 Appraise
+7 Bluff
+5 Climb
+7 Craft(Alchemy)
+2 Diplomacy (+7 for Gather Information)
+12 Disable Device*
-2 Disguise
+7 Escape Artist
+4 Heal
-2 Intimidate
+7 Knowledge (Arcana)
+7 Knowledge (Dungeoneering)
+7 Knowledge(Engineering)
+7 Knowledge(Geology)
+7 Knowledge(History)
+7 Knowledge (Local)
+7 Knowledge (Nature)
+7 Knowledge (Nobles)
+7 Knowledge (Planes)
+7 Knowledge (Religion)
+11 Perception (+5 vs traps)
+7 Sense Motive
+7 Sleight of Hand
+9 Spellcraft
+9 Stealth
0 Survival
+1 Swim
+9 Use Magic Device

Racial Modifiers +2 Perception
Languages Ancient Osiriani, Common, Elven, Osiriani, Undercommon
SQ Alchemy (Alchemy Crafting +1), Elf Blood, Inspiration (3/day), Trapfinding +1
Other Gear MW Elven Curve Blade, MW Composite Shortbow, Dagger(x2), Sap, Bandolier, MW Thieves’ Tools, Flint & Steel, Waterskin, Rope, Iron Spike (x2), Arrows(x40)

Wealth490 GP, 3 SP

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Special Abilities
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Alchemy +3 (Su) +2 to Craft (Alchemy) to create alchemical items, can ID potions by touch.
Armor Expert -1 Armor Check Penalty.
Canny Observer +4 vs. traps and eavesdropping
Ceaseless Observation (Ex) Use INT instead of CHA for Gather Unformation (+5)
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Half Elf +2 Racial bonus on saving throws against enchantment spells and effects.
Elven Immunities - Sleep You are immune to magic sleep effects.
Half Drow
Inspiration (+1d6, 4/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft checks without expending a use of inspiration, provided he's trained in the skill.
Keen Recollection Can attempt all Knowledge checks untrained.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Trap Sense (Ex) +1 bonus on reflex saves and AC against traps
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.