Danyel
Male Human Investigator 2
NG Medium humanoid (human)
Init +2; Senses Perception +5
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 15 (2d8+2)
Fort +1, Ref +5, Will +3; +2 bonus vs. poison
Resist poison resistance
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Offense
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Speed 30 ft.
Investigator Spells Prepared (CL 2nd; concentration +5):
1st—crafter's fortune (3, DC 14)
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Statistics
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Str 14, Dex 14, Con 12, Int 16, Wis 10, Cha 8
Base Atk +1; CMB +3; CMD 15
Feats Bludgeoner, Persuasive
Traits clever wordplay
Skills Acrobatics +6, Appraise +7, Craft (alchemy) +7 (+9 to create alchemical items), Diplomacy +10, Intimidate +1, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +7, Perception +5 (+6 to locate traps), Sense Motive +5, Sleight of Hand +6, Spellcraft +7; Racial Modifiers alchemy
Languages Aquan, Auran, Celestial, Common, Sylvan
SQ inspiration, poison lore, poison use, trapfinding +1
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Special Abilities
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Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bludgeoner Inflict nonlethal damage with bludgeoning weapons
Inspiration (+1d6) (4/day) (Ex) Use 1 point, +1d6 to skill or ability check. Use 2 points, to add to attack or save.
Poison Lore (Ex) An investigator has a deep understanding and appreciation for poisons. Starting at 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator takes minute and physical examine the poison, he can make a Know
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
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