The Witchdaughter's Nightmare

Crystal Delphi's page

307 posts. Alias of Dragoncat.


Full Name

Crystal Delphi

Race

Human (Nidalese)

Classes/Levels

Investigator (Empiricism) 1|AC: 18|HP: 17/17|Saves: +4 Fort, +8 Ref, +5 Will|Perc: +3

Gender

Female

Size

5'7'', 145 lbs (Medium)

Age

26

Special Abilities

Dragging Truth Kicking & Screaming Into the Light

Alignment

Lawful Neutral

Deity

Pharasma

Languages

Common, Shadowtongue, Elven, Varisian, Celestial

Occupation

Detective

Strength 10
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 10
Charisma 16

About Crystal Delphi

Crystal Delphi
Female Human (Nidalese) Investigator (Empiricist) 1
LN Medium humanoid (human)
Proficiency Bonus: Level + 2 (Trained), Level + 4 (Expert), Level + 6 (Master), Level + 8 (Legendary)

DEFENCE
AC: 18 (10 + 2 Armour + 3 Proficiency + 3 DEX)
HP: 17
Saves: +4 Fort, +8 Reflex, +5 Will
Vision: Low-Light Vision
Perception: +3

OFFENCE
Short Sword: +6 (1d6 P)
Light Crossbow: +6 (1d8 P)
Sap: +6 (1d6 B)
Special Attacks: Devise a Strategem: Choose one enemy per round. Action to use INT mod instead of DEX mod with attack rolls. Deal an additional 1d6 precision damage on a successful hit.

SKILLS
Perception: +3
Society: +6
Medicine: +3
Diplomacy: +6
Deception: +6
Intimidation: +6
Stealth: +5
Thievery: +5
Acrobatics: +5
Legal Lore: +6
Underworld Lore: +6
Art Lore: +6

FEATS:

—That’s Odd (Methodology): When you enter a new location, such as a room or corridor, you immediately notice one thing out of the ordinary. The GM determines what it is, or whether there's nothing reasonable to pick up, skipping obvious clues that can be easily noticed without a check or specifically looking for them. You learn only that an area or object is suspicious, but not why it's suspicious. For example, if you entered a study with a large bloodstain on the ground, the bloodstain is so obviously suspicious it's evident to you already, so the GM might note that there's something suspicious about the desk drawer instead. You would then need to investigate the drawer further to find out what specifically is out of the ordinary. That's Odd doesn't reveal whether creatures are suspicious.

You don't typically get any benefit when you leave and come back to a place, though if a major change has happened there and time has passed, the GM might determine that you do.

—Streetwise (Background): You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.

—Gloomseer (Heritage): Gloom holds few terrors for you, and the pall of darkness over Nidal has made you comfortable in dim light. You gain low-light vision.

—Trap Finder (Class): You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap.

You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.

DESCRIPTION: 5'7" woman with bleached white hair and very pale skin. Stark blue eyes, grey wide-brimmed hat, grey studded leathers. Always frowning.