About Reigan SteelReigan Steel, Banisher of Spirits
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.
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.
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.
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.
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=Hand Crossbow | Focused Shot/PBS/Studied Combat/Studied Strike] 1d20+9+1+3 [/dice]
|