Full Name |
Delbin Haversack |
Race |
Kender |
Classes/Levels |
Investigator |
Gender |
Male |
Size |
4"0 |
Age |
22 |
Alignment |
Neutral Good |
Languages |
Common, Kenderspeak, Draconic, Goblin, Dwarven, Ishtarian, Elven, Gnome |
Strength |
10 |
Dexterity |
16 |
Constitution |
12 |
Intelligence |
17 |
Wisdom |
14 |
Charisma |
14 |
About Delbin Haversack
Combat Traits:
BAB: +3
CMD: 13
CMB: +0
Fort: +3
Ref: +8
Will: +7
Init: +4
Hit Points: 45
Armor Class: 18
Flat footed: 10
Speed: 30
Attacks
+1 Hookpack (Ranged)
1d20+8
1d4+1 Damage
+1 Hookpack (Melee)
1d20+5
1d4+1 Damage
Dagger
1d20+5
1d3 Damage
Skills:
Acrobatics (Dex): 4 + 3 + 3 = 10
Appraise (Int): 2 + 3 + 3 = 8
Bluff (Cha): 2 + 3 + 2 = 7
Climb (Str): 2 + 3 = 5
Craft (Alchemy) (Int): 4 + 3 + 3 = 10
Diplomacy (Cha): 1 + 3 + 2 = 6
Disable Device (Dex): 5 + 3 + 3 + 2 + 2 = 15
Disguise (Cha): 1 + 3 + 2 = 6
Escape Artist (Dex): 2 + 3 + 3 = 8
Heal (Wis): 2 + 3 + 2 = 8
Intimidate (Cha): 1 + 3 + 2 = 6
Knowledge (Arcana): 1 + 3 + 3 = 7
Knowledge (Engineering): 1 + 3 + 3 = 7
Knowledge (Geography): 2 + 3 + 3 + 2 = 10
Knowledge (History): 1 + 3 + 3 = 7
Knowledge (Local): 2 + 3 + 3 = 8
Knowledge (Nature): 1 + 3 + 3 = 7
Knowledge (Nobility): 1 + 3 + 3 = 7
Knowledge (Planes): 1 + 3 + 3 = 7
Knowledge (Religion): 1 + 3 + 3 = 7
Linguistics (Int): 2 + 3 + 3 =
Perception (Wis): 3 + 3 + 2 + 2 = 10
Perform (Oration) (Cha): 1 + 3 + 2 = 6
Profession (Storyteller) (Wis): 1 + 3 + 2 = 6
Sense Motive (Wis): 1 + 3 + 2 = 6
Sleight of Hand (Dex): 2 + 3 + 2 + 2 = 9
Spellcraft (Int): 1 + 3 + 3 = 7
Stealth (Dex): 3 + 3 + 3 + 4 = 13
Use Magic Device (Cha): 1 + 3 + 2 = 6
Racial Abilities:
Base Speed: Kender have a base speed of 30 feet.
Size: Kender are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Fearless: Kender are immune to fear, both magical and otherwise.
Kender Luck: Kender receive a +1 racial bonus on all saving throws.
Handler: Kender have a reputation for larceny and guile—and sometimes it's well deserved. Kender gain a +2 racial bonus on Disable Device and Sleight of Hand checks, and Sleight of Hand is always a class skill for them.
Wanderlust: Kender love travel and maps. Kender receive a +2 bonus on Knowledge (geography) and Survival checks.
Keen Senses: Kender receive a +2 racial bonus on Perception checks.
Taunt: +4 on bluff checks to taunt a target.
Lack of Focus: -4 on concentration checks
Proficient with Slings, Hookpack and Kender weapons.
Class Abilities:
Alchemy: Trained in Alchemy and creating extracts'
Inspiration: 5/day
Trapfinding: +2 to find and disable traps and can disarm magical traps.
Keen Recollection: Can use all knowledge skills untrained.
Poison Lore: Can identify poisons and avoid accidental poisoning.
Poison Resistance: +4 to resist poison.
Trap Sense: +1 on reflex and +1 AC versus traps
Studied Combat: +2 to hit a studied target.
Studied Strike: +1d6 damage against studied target.
Investigator Talents:
Infusion: Can use extracts on other people.
Quick Study: Can use study as a swift action.
Inspired Intelligence: An investigator can add his inspiration die to all Knowledge, Linguistics, or Spellcraft checks without expending a use of inspiration, even those he's not trained in.
Feats:
Weapon Focus (Hookpack)
Ranged Study
Extra Talent
Traits:
Reactionary: +2 to initiative checks
Alchemical Adept: You are skilled in creating alchemical items. You gain a +2 trait bonus on all Craft (alchemy) checks made to craft alchemical items. Furthermore, when you fail a Craft (alchemy) check by 5 or more but don't roll a natural 1, you don't ruin any raw materials or have to pay that cost again.
Equipment:
Leather Armor +2
Ring of Protection +1
Hookpack +1
Bag of Holding
Cloak of Resistance +1
Alchemy Crafting Kit
Thiefves tools, Masterwork
Bedroll
Kender Belt Pouch
Flint & Steel
Hooded Lantern
Five Pints of Oil
Trail Rations (21)
Sack
Waterskin
Whetstone
50 Foot Rope
Grapple
2 Daggers
40 Sling Bullets
History: