Poisoner

Davin Shadowcloak's page

108 posts. Alias of Logan Holt.


Classes/Levels

CG Halfling Arcanist (Blade Adept) 1/Investigator (Empiricist) 2/Swashbuckler (Inspired Blade) 1 (gesault) | HP 18 | Init +6 | AC 16; T 16; FF 11 | Fort +3, Ref +8, Will +4 (+2 vs. fear) | Perception +11 (+1 vs traps)

About Davin Shadowcloak

Davin Shadowcloak
CG Halfling Arcanist (Blade Adept) 1/Investigator (Empiricist) 2/Swashbuckler (Inspired Blade) 1
Init +6; Perception +11 (+1 vs. traps)
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Defense
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AC 16 Touch 16 Flat Footed 11 (+4 Dex, +1 Dodge, +1 Size)
HP 18 (1d10+1d8+4)
Fort +3, Reflex +8, Will +4 (+2 vs. fear)
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Offense
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Speed 30 ft.
Melee Mwk Rapier +8 (1d6+4/18-20)
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Spellcasting
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Alchemy (CL2)
1st: Comprehend Languages, Cure Light Wounds, Shield
Arcanist (CL1, Concentration +5)
1st(3/day): Shield, Vanish
Cantrips: Detect Magic, Light, Read Magic, Ray of Frost
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Statistics
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Str 10; Dex 18; Con 14; Int 18; Wis 10; Cha 14
Base Atk +1; CMB 0; CMD 15 (+2 vs disarm)
Languages Common, Draconic, Dwarven, Elven, Gnome, Halfling,
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Feats
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Fencing Grace
Dodge
Weapon Focus (Rapier)
Weapon Finesse (Rapier only)
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Traits and Drawbacks
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Reactionary - +2 initiative bonus

Chance Encounter – 1/day if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check you may immediately reroll that check as a free action. You must take the second result even if it is worse.
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Skills
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Acrobatics +8 (+1 rank, +4 Dex, +3 Class)
Appraise +4 (+4 Int)
Bluff +6 (+1 rank, +2 Cha, +3 Class)
Craft (Alchemy) +11 (+2 rank, +4 Int, +3 Class, +2 level)
Climb +0
Diplomacy +6 (+1 rank, +2 Cha, +3 Class) (+2 to gather information)
Disable Device +12 (+2 rank, +4 Dex, +3 Class, +2 tools, +1 trapfinding)
Disguise +2 (+2 Cha)
Escape Artist +9 (+2 rank, +4 Dex, +3 Class)
Heal +0
Intimidate +2 (+2 Cha)
Fly +4
Knowledge (arcane) +9* (+2 rank, +4 Int, +3 Class)
Knowledge (dungeoneering) - (+4 Int)
Knowledge (engineering) - (+4 Int)
Knowledge (Geography) +8* (+1 rank, +4 Int, +3 Class)
Knowledge (History) - (+4 Int)
Knowledge (local) +9* (+2 rank, +4 Int, +3 Class)
Knowledge (nature) +8* (+1 rank, +4 Int, +3 Class)
Knowledge (nobility) - (+4 Int)
Knowledge (planes) - (+4 Int)
Knowledge (Religion) - (+4 Int)
Linguistics -* (+4 Int)
Perception +11 (+2 rank, +4 Int, +3 Class, +2 racial)
Sense Motives +9 (+2 rank, +4 Int, +3 Class)
Sleight of Hand -
Spellcraft +9* (+2 rank, +4 Int, +3 Class)
Stealth +13 (+2 rank, +4 Dex, +3 Class, +4 size)
Use Magic Device +8 (+1 rank, +4 Int, +3 Class)
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Gear
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Alchemist Fire (x2)
Alchemy Crafting Kit
Backback (Masterwork)
Bandolier x2
Belt Pouch
Bedroll
Formula Book
Holy Water (x2)
Ink
Inkpen
Potion of Mage Armor
Potion of Darkvision
Potion of Invisibility
Rapier (Masterwork)
Spellbook
Spellbook (recovered)
Scroll of Cause Fear
Scroll of Dispel Magic
Scroll of Grease
Scroll of Invisibility
Scroll of Resist Energy
Scroll of Shocking Grasp
Scroll of Web
Spell Component Pouch
Thieves Tools (Masterwork)
Trail Ration x10
Tattoo
Waterskin
Wrist Sheath (spring loaded) x2
48 gp 8 sp
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Special Abilities
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Fleet of Foot: Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.
Fearleess: Halflines receive a +2 racial bonus on all saving throws against fear.
Halfing Luck: Halflings receive a +1 racial bonus on all saving throws
Keen Senses: Halflings receive a +2 racial bonus on perception checks
Inspiration (5/day)
Trapfinding (1): +1 to Perception to find traps
Arcane Bond (Rapier)
Arcane Reservois (4): An Arcanist can spend 1 point from his reservoir to increase her caster level or the DC of a spell she casts by 1.
Consume Spell: Arcanist can spend a move action to expend a spell slot and refill her resivoir by a number equal to the spell slot expended.
Ceaseless Observation: Use Intelligence for Disable Device, Perception, Sense Motives, and Use Magic Device, and Diplomacy (gather information).
Panche (6/day) Gain Panche by scoring critical hit with a rapier.
Deeds:
Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex) : At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Opportune Parry and Riposte (Ex) : At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.
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Personality
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Davin's family came to Kenabres as refugees when the Demon's destroyed their farmstead. Simple farmers his family had little tallents in city life. When they passed, Davin was left orphaned and alone. With no one to look after him, he used his small stature and swift hands to steal the food needed for him to survive. Over time he honed his skills and progressed to stealing not out of need, but desire. During one endever a guard noticed the halfling sneaking a coinpurse. The guards chased after the halfling and Davin was careful not to let his face be seen. He had to slip past the wall to lose the guard and continued into the woods. Davin lost his way and could not seem to find his way back to Kenabres. Demon's all around him and only a dagger to speak of for protection.
Davin was ready to accept his face, but fate had something else in mind. While sleeping in the top of a tree, he was shaken awake by a beautiful young woman. Before he could speak a word, she covered his mouth with her hand. Only then did Davin notice the creature flying nearby. She lead him down into the wilderness. He was amazed that she helped him, never knowing his name, never asking for anything in return. Two nights later, as the Halfling and the woman camped, he was awoken again, this time by the sounds of horses. Looking around the camp, he noticed the woman was gone, as though he had dreamed her up. The horsemen, the crusaders, who found the camp brought the Halfling back to Kenabres.
That turned Davin's life around. He could no longer take from others as he had through his youth. He spent some time getting his life together. Once he had a stable footing under himself, Davin spent the rest of his life helping others as the woman helped him. He was mesmerized by the woman's skill with the bow, but he never had the skill. He instead trained with a crossbow. Once he felt sufficient in his skill, he traveled the wilderness, leading refugees to Kenabres.
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Books
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Formula Book
1st: Comprehend Languages, Cure Light Wounds, Disguise Self, Firebelly, Identify, Keen Senses, Shield
Spellbook
1st: Feather Fall, Identify, Keep Watch, Mage Armor, Magic Weapon, Shield, Vanish
0: Acid Splash, Arcane Mark, Bleed, Breeze, Dancing Lights, Detect Magic, Detect Poison, Daze, Disrupt Undead, Drench, Flare, Ghost Sound, Jolt, Light, Mage Hand, Message, Mending, Penumbra, Presdigitation, Open/Close, Ray of Frost, Read Magic, Resistance, Root, Scoop, Spark, Touch of Fatigue,

status:

AC 24; T 16; FF 19
HP 18/18

Ongoing Effects
Mage Armor (1 hour duration)
Shield (2 min duration)

Arcanist Spells Remaining
1st 2/3

Arcane Reservoir 3/4