Full Name |
Bael Sartriza |
Race |
Human ( Tadlan ) HP : 42/42 AC : 21 (24 with shield )/ Touch :11 / Flat: 21, Fort: 4 Ref: 5 Will : 5 Insp: 7/7 |
About Bael Sartriza
Bael Sartriza
Male human (Taldan) fighter 1/investigator (empiricist) 4/sleepless detective 1 (Pathfinder Campaign Setting: Paths of Prestige, Pathfinder RPG Advanced Class Guide 30, 100)
LN Medium humanoid (human)
Init +0; Senses Perception +21
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Defense
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AC 21, touch 11, flat-footed 21 (+10 armor, +1 trait)
hp 42 (6 HD; 5d8+1d10+8)
Fort +4, Ref +5, Will +5 (+2 save vs. illusion and disbelievable effects)
Defensive Abilities trap sense +1; Resist unfailing logic
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 falcata +9 (1d8+7/19-20/×3)
Special Attacks sneak attack +1d6, studied combat (+2, 5 rounds), studied strike +1d6
Sleepless Detective Spell-Like Abilities (CL 1st; concentration +0)
At will—detect magic
Investigator (Empiricist) Extracts Prepared (CL 4th; concentration +9)
2nd—darkvision, see invisibility
1st—enlarge person (2, DC 16), identify, long arm[ACG] (2)
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Statistics
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Str 18, Dex 10, Con 12, Int 21, Wis 10, Cha 8
Base Atk +4; CMB +8; CMD 18
Feats Alertness, Exotic Weapon Proficiency (falcata), Furious Focus[APG], Power Attack
Traits - custom trait -, defender of the society
Skills Acrobatics -3 (-7 to jump), Appraise +9, Craft (alchemy) +13 (+17 to create alchemical items), Diplomacy +13 (+19 to gather information (You can use your Intelligence Modifier instead of Charisma), +18 to gather information), Disable Device +13, Disguise +8, Escape Artist +1, Intimidate +3, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +10, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +11, Perception +21, Profession (merchant) +4, Sense Motive +21, Spellcraft +10, Stealth +1, Use Magic Device +14
Languages Auran, Azlanti, Common, Elven, Halfling, Orc, Tengu, Tien, Wayang
SQ alchemy (alchemy crafting +4), canny sleuth, ceaseless observation, forensic thaumaturgy, inspiration (7/day), investigator talent (expanded inspiration[ACG]), keen recollection, trapfinding +2
Combat Gear potion of enlarge person (3); Other Gear +1 mithral full plate, +1 falcata[APG], headband of vast intelligence +2, backpack, bedroll, belt pouch, canteen[UE], chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), investigator starting formula book, masterwork backpack[APG], mirror, piton (10), soap, thieves' tools, torch (10), 457 gp
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Special Abilities
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Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Canny Sleuth +5 (Ex) +5 on Diplomacy checks to gather information.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+6)
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Forensic Thaumaturgy (Su) Lingering Auras are 1 category stronger, and can concentrate to learn exact age.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Inspiration (+1d6, 7/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Combat (+2, 5 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +1d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Unfailing Logic +2 (Ex) +2 save vs. illusion and disbelievable effects