Reiko

Bruce W.'s page

718 posts. Organized Play character for Kyshkumen.


Classes/Levels

Caped Crusader 10

Stats:
HP 91/91 | Inspire 10/10 | AC:18, T:13 FF:16 | F:+9 (Immune Poison), R:+11, W:+9 | CMB: +11, CMD: 24 | Percep: +14 (+2 vs traps), SM:+5 | Init: +2 | Speed: 30

Gender

F

Strength 18
Dexterity 14
Constitution 14
Intelligence 20
Wisdom 10
Charisma 10

About Bruce W.

PFS Info:
PFS# 28641-13
Exp 12
Prestige 4, Fame 20
Boons: (The Confirmation)Confirmed Field Agent, Explore report cooperate, Friend of Janira Gavix, (We be Goblins)You Be Goblin.

Stat Block:
Bruce
Male human (Chelaxian) investigator 10 (Pathfinder RPG Advanced Class Guide 30)
LN Medium humanoid (human)
Init +2; Senses Perception +14
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 16 (+5 armor, +1 deflection, +2 Dex)
hp 84 (10d8+31)
Fort +7, Ref +11, Will +9; +6 bonus vs. poison, +1 Luck bonus vs. traps
Defensive Abilities trap sense +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 adamantine morningstar +13/+8 (1d8+5) or
. . mwk cold iron short sword +13/+8 (1d6+4/19-20) or
. . mwk silver heavy mace +13/+8 (1d8+4) or
. . sap +12/+7 (1d6+4 nonlethal) or
. . spear +12/+7 (1d8+6/×3)
Ranged shortbow +10/+5 (1d6/×3)
Special Attacks studied combat (+5, 5 rounds), studied strike +4d6
Investigator Extracts Prepared (CL 10th; concentration +15)
. . 4th—greater invisibility (2)
. . 3rd—heroism (2), protection from energy, remove curse
. . 2nd—alchemical allocation[APG] (3), darkvision, investigative mind[ACG]
. . 1st—comprehend languages, cure light wounds (2), expeditious retreat, heightened awareness[ACG], shield (2)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 20, Wis 10, Cha 10
Base Atk +8/+3; CMB +11; CMD 24
Feats Catch Off-guard, Combat Reflexes, Extra Investigator Talent[ACG], Extra Investigator Talent[ACG], Skill Focus (Craft [alchemy]), Toughness
Traits armor expert, eyes and ears of the city
Skills Acrobatics +15, Appraise +9, Bluff +13, Climb +8, Craft (alchemy) +26 (+36 to create alchemical items), Diplomacy +4, Disable Device +22 (+27 to disarm traps), Disguise +4, Escape Artist +6, Fly +12, Heal +5, Intimidate +4, Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Knowledge (engineering) +11, Knowledge (geography) +9, Knowledge (history) +10, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (nobility) +10, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +12, Perception +14, Sense Motive +5, Sleight of Hand +6, Spellcraft +17, Stealth +15, Survival +1 (+3 to avoid becoming lost), Use Magic Device +10
Languages Abyssal, Aklo, Azlanti, Celestial, Common, Daemonic, Draconic, Infernal, Tien, Undercommon
SQ alchemy (alchemy crafting +10), inspiration (1d8, 10/day), investigator talents (amazing inspiration[ACG], enhance potion, expanded inspiration[ACG], infusion, trap spotter, underworld inspiration[ACG]), keen recollection, poison lore, swift alchemy, trapfinding +5
Combat Gear hand of glory, potion of barkskin +2, potion of fly, potion of lesser restoration, potion of remove curse, potion of remove disease, potion of water breathing, alchemical grease[APG] (2), alchemist's fire (5), alkali flask[APG] (5), antiplague[APG], antitoxin, holy water (5); Other Gear +1 mithral chain shirt, +1 adamantine morningstar, arrows (20), mwk cold iron short sword, mwk silver heavy mace, sap, shortbow, spear, belt of giant strength +2, boots of the cat[UE], cloak of resistance +2, handy haversack, headband of vast intelligence +4, ring of protection +1, trapspringer's gloves[UE], wayfinder[ISWG], alchemy crafting kit[APG], bandolier[UE], bandolier[UE], chalk, crowbar, formula book[UE], hemp rope (50 ft.), ink, inkpen, masterwork thieves' tools, masterwork tool, trail rations (5), 220 gp, 8 sp, 9 cp
--------------------
Special Abilities
--------------------
Alchemy +10 (Su) +10 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Enhance Potion (5/day) A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks to function at a caster level equal to his class level.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Inspiration (+1d8, 10/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.
Poison Lore (Ex) After 1 min can use Know to ID poisons, 1 min more to neutralize with Craft (alchemy).
Studied Combat (+5, 5 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +4d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +5 Gain a bonus to find or disable traps, including magical ones.
Underworld Inspiration (Ex) Free Inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand (if trained).
Combat Inspiration (Ex): When an investigator uses inspiration on an attack roll or a saving throw, he expends one use of inspiration instead of two. An investigator must be at least 9th level to select this talent.
Poison Immunity.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Buffs:
Heightened senses +2 to knowledge and perception, Darkvision, Investigative mind (double roll on Appraise, Knowledge, Linguistics or Spellcraft), Heroism +2 on attack rolls, saves and skills. Barkskin +3 Natural Armor

Formula book:

Level 1
Comprehend languages
Cure light wounds
Enlarge Person
Expeditious Retreat
Heightened Awareness
Shield
Touch of the Sea
True Strike

Level 2
Alchemical Allocation
Darkvision
Investigative Mind

Level 3
Haste
Heroism
Protection from Energy
Remove Curse
Tongues

Level 4
Invisibility, Greater