Korvosian Wizard

F-54831 - "Peyton"'s page

50 posts. Alias of Azih.


Full Name

F-54831 - "Peyton"

Race

| HP: 10/10 | AC: 14 (12 Tch, 12 Ff) | CMB: 2, CMD: 10 | F: +1, R: +4, W: +5 (+2 vs emotion) | Init: +2 | Perc: +5, SM: +5

Classes/Levels

| Speed 30ft | Inspiration 4/4 | Spells 1st 2/2 | Active Conditions: None

About F-54831 - "Peyton"

F-54831 'Peyton'

N medium humanoid (possibly trending NG)
Init +2 (2 dex)
Perception +1+1+3+2=+5 (1 rank, 1 wis, 3 class)
STR: 10 DEX: 14 CON: 12 INT: 17 (Racial +2 Bonus) WIS: 13 CHA: 8

Languages:
English (free), Int bonus French, Latin, German, Lingustic one of Celestial, Abyssal, or Infernal, as appropriate for the game. If my choice than Celestial.

DEFENSE:

AC 14 (10 + 2 armor +2 dex )
T 12 (14 - 2 armor)
FF 12 (14 - 2 dex )
hp 10 ( 8 + 1x1 (con) + 1x1 (class bonus))
Fort 1 (0 base + 1 con)
Ref 4 (2 base +2 dex)
Will 5 (2 base + 1 wis + 2 feat) Special: +2 trait against emotion and fear
CMD 10 (10 + 0 Str + 0 BAB)

OFFENSE:

Speed 30 ft
Melee Dagger 1d20+0 (0 str + 0 BAB) (1d4/19-20/x2) 1d4
Range Shortbow 1d20+2 (0 str + 2 DEX) (1d6/x2) 1d6
Space 5 Reach 5
BAB 0
CMB 2 (2 DEX +0 BAB)

TRAITS:

Campaign:
???

Combat:
Disillusioned: You gain a +2 trait bonus on Will saving throws against emotion and fear effects.

FEATS:

First: Iron Will
Race: Point Blank Shot

SKILLS:

6 per level + 3 Int bonus + 1 race 2 background
Class Skills are

Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Note: Acrobatics, Climb, and Perform removed due to Archetype.

Adventuring Skills

Acrobatics +2=+2 (1 dex)
Bluff -1 (-1 cha)
Climb +0=+0 (0 str)
Diplomacy -1 (-1 cha)
Disable Device +1+2+3=+6 (1 rank, 2 dex, 3 class)
Disguise -1 (-1 cha)
Escape Artist +2 = +2 (2 dex)
Fly +2 = +2 (2 dex)
Heal +1=+1 (1 wis)
Intimidate -1 (-1 cha)
Knowledge (arcana) +1+3+3=+7 (1 rank, 3 int, 3 class)
Knowledge (dungeoneering) +1+3+3=+7 (1 rank, 3 int, 3 class)
Knowledge (local)
Knowledge (nature)
Knowledge (planes) +1+3+3+1=+7 (1 rank, 3 int, 3 class)
Knowledge (religion) +1+3+3=+7 (1 rank, 3 int, 3 class)
Perception +1+1+3=+5 (1 rank, 1 wis, 3 class)
Ride +2=+2 (2 dex)
Sense Motive +1+1+3=+5 (1 rank, 1 wis, 3 class)
Spellcraft +1+3+3=+7 (1 rank, 3 int, 3 class)
Stealth +1+1+3=+5(1 rank, 1 dex, 3 class)
Survival
Swim
Use Magic Device +1+3=+4 (1 rank, 3 class)

Background Skills

Appraise +1+3+3=+7 (1 rank, 3 int, 3 class)
Artistry
Craft
Handle Animal
Knowledge (engineering)
Knowledge (geography)
Knowledge (history)
Knowledge (nobility)
Linguistics +1+3+3=+7 (1 rank, 3 int, 3 class)
Lore
Perform
Profession
Sleight of Hand

GEAR:

Ranger's Kit 9 gpb
Mapmaker's kit 10 gpb
Compass 10gpb
Thieve's tools 30 gpb
Caltrops 1 gpb
Worn:
Leather Armor 10 gpb
Adventurer's outfit (free)

Wielded:
Shortbow 30 gpb
Dagger 2 gpb

20 arrows 1 gbp
20 arrows blunt 2 gbp

0 GP leftover

Special Abilities:

Race:

Extra Feat
Extra Skill Point

Class:

Inspiration (Ex): 4 inspiration points. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20.

The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Spell Casting:

A psychic detective casts psychic spells drawn from the psychic class spell list and augmented by a select set of additional spells. Only spells from the psychic class spell list of 6th level or lower and psychic detective spells are considered to be part of the psychic detective's spell list.

She can cast any spell she knows without preparing it ahead of time.

To learn or cast a spell, a psychic detective must have an Intelligence score equal to at least 10 + the spell's level.

The saving throw DC against a psychic detective's spell is 10 + the spell's level + the psychic detective's Intelligence modifier.

She knows the same number of spells and receives the same number of spells slots per day as a bard of her investigator level, and knows and uses 0-level knacks as a bard uses cantrips. In addition, she receives bonus spells per day if she has a high Intelligence score.

At 5th level and every 3 levels thereafter, a psychic detective can choose to learn a new spell in place of one she already knows, using the same rules as a bard.

Spells:

Spells Known:
Level 0th 1st 2nd 3rd 4th 5th 6th
1st 4 2 — — — — —

Spell Slots per Day
1st: 1+1= 2 (1 level, 1 int bonus)

Knacks (DC 13) 10 + 0 + 3 int
Telekenetic Projectile
Grave Words
Mage Hand
Detect psychic significance

Level 1 (DC 14) 10 + 1 + 3 int
Psychic Detective Spells:
Detect chaos, detect evil, detect good, detect law, find traps.

Color Spray
Mind Thrust
Background F-54831 'Peyton': Hide

3 memories
1.Nickname: Peyton
2.Place of Birth: Ipswich
3.Level of Education: Well educated. Indicates well off status.
Recently committed to Briarstone Asylum near Polperro on the Cornwall Coast of England, patient number F-54831, the year is 1841.