About Falfinas Sharpeye
Falfinas Sharpeye
Male half-elf investigator (empiricist) 5 (Pathfinder RPG Advanced Class Guide 30, 100)
LN Medium humanoid (elf, human)
Init +5; Senses low-light vision; Perception +14 (+16 on checks to find concealed or secret doors in structures built in the style of Ancient Osirion.)
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Defense
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AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 38 (5d8+10)
Fort +3, Ref +7, Will +4 (+2 save vs. illusion and disbelievable effects); +2 vs. enchantments
Defensive Abilities trap sense +1; Immune sleep; Resist unfailing logic
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Offense
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Speed 30 ft. (20 ft. in armor)
Ranged +1 inspired shortbow +8 (1d6+1/×3)
Special Attacks studied combat (+2, 4 rounds), studied strike +1d6
Investigator (Empiricist) Extracts Prepared (CL 5th; concentration +9)
. . 2nd—alchemical allocation[APG], focused scrutiny[ACG], invisibility
. . 1st—anticipate peril[UM] (DC 15), cure light wounds, enlarge person (DC 15), heightened awareness[ACG], true strike
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Statistics
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Str 10, Dex 16, Con 14, Int 19, Wis 10, Cha 10
Base Atk +3; CMB +3; CMD 16
Feats Point-Blank Shot, Ranged Study[ACG], Skill Focus (Use Magic Device), Weapon Focus (shortbow)
Traits inquisitive archaeologist, reactionary
Skills Acrobatics +0 (-4 to jump), Diplomacy +8 (+12 to gather information (You can use your Intelligence Modifier instead of Charisma)), Disable Device +9, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +10, Knowledge (geography) +8, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +9, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +12, Perception +14 (+16 on checks to find concealed or secret doors in structures built in the style of Ancient Osirion.), Sense Motive +12, Spellcraft +12, Use Magic Device +15; Racial Modifiers +2 Perception
Languages Ancient Osiriani, Aquan, Auran, Common, Elven, Gnome, Ignan, Necril, Osiriani, Terran, Thassilonian
SQ alchemy (alchemy crafting +5), ceaseless observation, elf blood, inspiration (6/day), investigator talents (infusion, mutagen[UM]), keen recollection, mutagen (+4/-2, +2 natural armor, 50 minutes), trapfinding +2
Combat Gear wand of cure light wounds; Other Gear +1 chain shirt, +1 inspired shortbow, backpack, belt pouch, flint and steel, investigator starting formula book, light horse, alchemy crafting kit, bedroll, bit and bridle, blanket, feed (per day), ink, inkpen, mess kit, pot, riding saddle, saddlebags, soap, torch, trail rations, waterskin, 39 gp
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Special Abilities
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Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+4)
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Infusion Create an extract can be used by anyone but takes up a slot until used.
Inspiration (+1d6+1, 6/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 16) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 50 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Ranged Study (Shortbow) Gain bonuses and can use studied combat and studied strike with chosen weapon.
Studied Combat (+2, 4 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +1d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Unfailing Logic +2 (Ex) +2 save vs. illusion and disbelievable effects
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Horse, light CR –
Horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
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Defense
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AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
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Offense
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Speed 50 ft.
Melee 2 hooves -2 (1d4+1)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
[b]Tricks Come, Heel, Riding, Stay
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6
SQ docile, riding
Other Gear alchemy crafting kit[APG], bedroll, bit and bridle, blanket[APG], feed (per day) (2), ink, inkpen, mess kit[UE], pot, riding saddle, saddlebags, soap, torch (10), trail rations (5), waterskin
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Special Abilities
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Docile This animal's natural attacks are treated as secondary unless it is trained to fight.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
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