The Cinderlander

Erric Von Hilseng's page

40 posts. Organized Play character for parvusmachina.


Full Name

Erric Von Hilseng

Race

AC 14 | touch 11 | flat 13 | CMD 12 | HP 9[9] | F:+0, R:+3, W:+3

Classes/Levels

Inspiration (+1d6, 8/day) | Luck Pool (2/day)

Gender

level 1 Varisian human Investigator (sleuth)

Size

6'1"

Age

25

Alignment

CG

Deity

Athiest

Languages

Common, elven, Thassilonian, Tien, Varisian, Azlanti

Strength 12
Dexterity 12
Constitution 10
Intelligence 18
Wisdom 13
Charisma 14

About Erric Von Hilseng

Erric Von Hilseng
Male versatile human (varisian) investigator (sleuth) 1 (Pathfinder RPG Advanced Class Guide 30, 101)
CG Medium humanoid (human)
Init +5; Senses Perception +1
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Defense
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AC 14, touch 11, flat-footed 13 (+3 armor, +1 dexterity)
hp 9 (1d8+1)
Fort +0, Ref +3, Will +3
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Offense
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Speed 30 ft.
Melee heavy mace +1 (1d8+1) or
. . unarmed strike +1 (1d3+1 nonlethal)
Ranged hand crossbow +1 (1d4/19-20)
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Statistics
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Str 12, Dex 12, Con 10, Int 18, Wis 13, Cha 14
Base Atk +0; CMB +1; CMD 12
Feats Extra Inspiration[ACG]
Traits reactionary, tongue of many towns (garundi)
Skills Appraise +8, Diplomacy +7, Escape Artist +4, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (local) +8, Linguistics +9, Spellcraft +8, Stealth +4
Languages Azlanti, Common, Elven, Tengu, Thassilonian, Tien, Varisian
SQ deed: daring, deed: oppurtunist evasion, deed: sleuth's initiative, inspiration, sleuth's luck, trapfinding +1, versatile human
Other Gear studded leather, hand crossbow, heavy mace, investigator's kit, 13 gp
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Tracked Resources
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Inspiration (+1d6, 8/day) (Ex) - 0/8
Luck Pool (2/day) - 0/2
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Special Abilities
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Deed: Daring (Ex) Spend 1 luck to add 1d6 to Acrobatics, Climb, Escape Artist, Fly, Ride, Swim check.
Deed: Oppurtunist Evasion (Ex) Spend 1 luck to take no damage after successful Reflex save.
Deed: Sleuth's Initiative (Ex) While have luck, can use a free hand to draw ligt/1-hand melee weap as part of the initiative check.
Inspiration (+1d6, 8/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Sleuth's Luck At 1st level, a sleuth gains a fluctuating pool of luck, measuring her ability to get out of scrapes. At the start of each day, a sleuth has a number of luck points equal to her Charisma modifier (minimum 1). Her luck goes up or down throughout the d
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Versatile Human While they lack some of the training of other humans, the natural talents of versatile humans more than make up for this lack. Replace the +2 bonus to any ability score, the skilled racial trait, and the bonus feat racial trait with dual talent.

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ITS