Baron Galdur Vendikon

Reigan Steel's page

128 posts. Alias of rpblue.


Race

Resources:
Commune With Spirits: 8/9; Inspiration: 7/7; CLW: 31 charges

Classes/Levels

Active Buffs:
Haste; Whispering Spirits

Gender

Detective 7 HP: 45/45 | AC 21* | T 17*| FF 17* | Fort +5* | Ref +12* | Will +11* | CMD 22* | Initiative +3 | Perception/Sense +13^ | Bluff/Dip +14^ | Dis. Dev. +18^ | Kn. (A/H/P/R)/Spell/Ling. +11^ | Kn. (D/E/G/Na/N) +9^ | Kn. (L) +14^

About Reigan Steel

Reigan Steel, Banisher of Spirits
Male Human Spiritualist Investigator 7
N Medium humanoid (human)
Initiative +3;

Defense::

AC 17, touch 13, flat-footed 14 (+3 Dex, +4 armor)
HP 45 (7d8+7)
Fort +2, Ref +8, Will +8
Defensive Abilities

Offense::

Speed 30 ft.
Ranged masterwork hand crossbow +9 (1d4)

Spells:

Caster Level - 6
Comprehend Languages; Detect Secret Doors; Identify; Augury - Spend One Use of Commune with Spirits

Statistics::

Str 8, Dex 16, Con 10, Int 18, Wis 17, Cha 12
Base Attack +5; CMB +4; CMD 17
Feats: Point Blank Shot; Precise Shot; Focused Shot; Extra Investigator Talent, Ranged Study (Hand Crossbow)
Skills (66 Ranks)
Bluff^ +10 [6]; Diplomacy^ +10 [6]; Dis. Dev.^ +15 [6]; Escape Artist +12 [6]; Kn. (Arc.)^ +10 [3]; Kn. (Dun.)^ +8 [1]; Kn. (Eng.)^ +8 [1]; Kn. (Geo.)^ +8 [1]; Kn. (His.)^ +10 [3]; Kn. (Loc.)^ +13 [6]; Kn. (Nat.)^ +8 [1]; Kn. (Nob.)^ +8 [1]; Kn. (Pla.)^ +10 [3]; Kn. (Rel.)^ +10 [3]; Linguistics^ +10 [3]; Perception^ +12 [6]; Prof.(Detective)^ +9 [3]; Sense Motive^ +9 [3]; Spellcraft^ +10 [3]; UMD +4 [1]
^=Free Inspiration Die
Languages Common, Varisian, Infernal, Celestial, Abyssal, Aklo, Draconic, Sylvan, Thassilonian
Traits Magical Knack(Cleric) - +2 to Cleric CL up to character level; Warded Against Witchery - You gain a +1 trait bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters, and a +1 trait bonus on Spellcraft checks to identify spells cast by evil arcane spellcasters.
Racial Traits Bonus Feat; Skilled
SQ Commune with Spirits (9/day); Inspiration (+1d6; 7/day); Trapfinding (+3); Spirit Sense; Strong Life (+4); Keen Recollection; Sixth Sense; Studied Combat (+3; 4 rounds); Studied Strike (+2d6); Whispering Spirits; Investigator Talents (Quick Study; Expanded Inspiration; Underworld Inspiration; Sickening Offensive)
Combat Gear: Masterwork Hand Crossbow 400 GP; Chain Shirt 100 GP; Belt of Dexterity +2 4,000 GP; Headband of Intelligence/Wisdom +2 10,000 GP; Wand of Cure Light Wounds (25 charges) 750 GP
Adventuring Gear: Backpack 1 GP, Bedroll 1 SP, Silk Rope 50 ft. 10 GP, Grappling Hook 1 GP, Ioun Torch 75 GP; Antiplague (x2) 100 GP; Antipoison (x2) 100 GP; Masterwork Lockpicks 100 GP; Potion of Cure Light Wounds (x2) 100 GP
Leftover Gold: 62 GP; 9 SP

Special Abilities::

Weapon and Armor Proficiency: Investigators 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.

Commune with Spirits (Sp): Instead of relying on alchemical research to find clues, a spiritualist relies on communion with the world beyond death. At 1st level, a spiritualist gains the ability to use comprehend languages, detect secret doors, and identify, but each has a casting time of 1 minute, as the spiritualist needs to consult with the spirits of the dead that dwell in his area or that are somehow attached to him in some way. The spiritualist can use this ability a number of times per day equal to his investigator level + his Wisdom modifier. As he goes up in level, the spiritualist gains the ability to use other spells with the casting time as above. At 5th level, he can use augury. At 7th level, he can use speak with dead and locate object. At 9th level, he can use legend lore. Each of these requires one use of this ability.

Inspiration (Ex): 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.
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.
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.

Trapfinding: 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.

Spirit Sense (Su): At 2nd level, when a spiritualist attempts a saving throw against an ability or an effect delivered by an incorporeal creature, he can expend one use of his inspiration instead of two to augment that saving throw. If the spiritualist has the combat inspiration investigator talent, he need not spend any inspiration to augment such saving throws.

Strong Life (Ex): His dealings with the other side and knowledge of what lies beyond strengthens the spiritualist's will. He gains a +2 bonus on saving throws against death effects and negative energy damage. This bonus increases to +4 at 5th level, and to +6 at 8th level.

Investigator Talent (Ex) or (Su): At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once.
Investigator talents marked with an asterisk (*) add effects to an investigator's studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt.
3rd-Talent: Quick Study: An investigator can use his studied combat ability as swift action instead of a move action.
5th: Extra 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.
5th-Talent: Underworld Inspiration: An investigator can use his inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending uses of inspiration, provided he's trained in the skill.
7th-Talent: Sickening Offensive: When the investigator damages a studied target, that creature is also sickened for 1 round.

Keen Recollection: At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

Sixth Sense (Su): At 3rd level, a spiritualist can spend one of his uses of the commune with spirits ability to reroll a single saving throw that he has failed. He must take the results of the reroll, even if it is lower.

Studied Combat (Ex): With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.
An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator's studied combat, he cannot become the target of the same investigator's studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.

Studied Strike (Ex): At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.
If the investigator's attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.
The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.

Whispering Spirits (Su): At 4th level, the spiritualist can open a conduit with the spirit world that can aid him in combat for a short time. He can expend one use of his commune with spirits ability in order to gain an insight bonus to both AC and saving throws equal to his Wisdom modifier (minimum 1) for 1 minute.

Attacks:

[dice=Hand Crossbow | Focused Shot/PBS] 1d20+9+1 [/dice]
[dice=Piercing Damage] 1d4+4+1 [/dice]

[dice=Hand Crossbow | Focused Shot/PBS/Studied Combat] 1d20+9+1+3 [/dice]
[dice=Piercing Damage] 1d4+4+1+3 [/dice]

[dice=Hand Crossbow | Focused Shot/PBS/Studied Combat/Studied Strike] 1d20+9+1+3 [/dice]
[dice=Piercing Damage] 1d4+4+1+3+2d6 [/dice]