Gunslinger

Arien Keyne's page

340 posts. Alias of Lekku.


Race

HP:14/21 | 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]1d20+12[/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]

Ammo types: Standard (x40); Cold Iron (x40)

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, Investigator Talent: Expanded Expertise
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(Geography)
+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

The investigator can use inspiration on the following checks without expending a use of inspiration:

  • Diplomacy
  • Heal
  • any Knowledge
  • Linguistics
  • Perception
  • Profession
  • Sense Motive
  • Spellcraft

    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.
    Investigator Talent: Expanded Inspiration An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses 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.