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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