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About Flynn ElricStatistics:
N Medium Humanoid Half Elf Init +7; Senses Perception +17, Low light Vision ------------------------------ DEFENSE ------------------------------ AC 20, touch 14, flat-footed 16 (+6 armor, +4 dex, +0 shield) hp 60 Fort +7, Ref +7, Will +10 ------------------------------ OFFENSE ------------------------------ Speed 30 ft. ------------------------------ STATISTICS ------------------------------ Str 14, Dex 18, Con 10, Int 12, Wis 16, Cha 14 Base Atk +7/2 ; CMB +9; CMD 23 Feat
Precise strike +1d6 when flanking precision damage Power Attack Point Blank Shot Precise Shot Rapid shot Deadly aim friendly Fire Maneuvers Traits
(local)- + 2 and class skill Without a Past
Benefit: You earn +1 trait bonus to Bluff and Linguistics when used to forge documents, and choose one as a class skill. Elf Blood: Half-elves count as both elves and humans for any effect related to race. Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level. Skill Skill Focus- Disable device Keen Senses: Half-elves receive a +2 racial bonus on Perception checks. Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
*ACP applies to these skills
Languages Common, Undercommon, Elven, Orc, Dwarven, Goblin, Draconic Giant, Auran, Sylvan Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ Misdirection (Sp) At 1st level, each day when the infiltrator prepares spells, she may choose an alignment. She detects as that alignment as if she had used misdirection on a creature with that alignment (this does not change any divination results about her other than her alignment). This power replaces stern gaze. Guileful Lore (Ex) At 1st level, the infiltrator’s will is bent toward subterfuge and deception. She adds her Wisdom modifier on Bluff and Diplomacy skill checks in addition to the normal ability score modifiers. This ability replaces monster lore Forbidden Lore (Ex) While other inquisitors learned to track unbelievers, an infiltrator learns how to cast their spells. An infiltrator can cast spells of an alignment opposed to her or her deity (ignoring the restriction in the Chaotic, Evil, Good, and Lawful Spells class ability). This ability replaces track. Necessary Lies (Su) An infiltrator adds her class level on saving throws against abilities that detect lies or reveal or force the truth, such as detect lies and zone of truth. This power replaces discern lies. Cunning Initiative (Ex) At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier. Detect Alignment (Sp) At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time. Solo Tactics (Ex) At 3rd level, all of the inquisitor’s allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus. Bane (Su) At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive. Judgment (Su) - 4/day Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor. +3 AC Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hit +2. +3 ATK Domain (or Inquisition) Tactics Inquisition Granted Powers: Inquisitor’s Direction (Su): At the start of your turn, you can choose to enter a tranquil, reflective state and forgo all actions (standard, move, swift, immediate, and free actions, including attacks of opportunity) for that round; one ally of your choice within 30 feet gains the benefit of haste for 1 round. You can use this ability a number of times per day equal to your 3 + Wisdom bonus (minimum 1). Grant the Initiative (Ex): At 8th level, you and all allies within 30 feet may add your Wisdom bonus to your initiative checks. Imprisonment Inquisition Granted Powers: Caging Strike (Su): With a devastating weapon strike, spectral chains wrap around your target for a short period of time. Whenever you confirm a critical hit with a melee or ranged weapon attack (including spells that require attack rolls), you can choose to also entangle that target for 1d4 rounds (Fortitude negates). You may use this ability a number of times per day equal to 3 + your Wisdom modifier. Divine Prison: At 8th level, once per day upon making a successful melee attack, you can affect your target with hold monster (Will negates). Spells:
------------------------------ Spells ------------------------------ 0th (at will) Detect Magic Read Magic Create Water Sift Detect poison Light 1st (4/day) Expeditious Retreat Alarm Weapon Against Evil Sanctuary 2nd (4/day) ALign Weapon Cure moderate wounds Zone of Truth Invisibility 3rd 3/day Speak for dead Deeper darkness Dimensional Anchor Dispel Magic 4th level spells Find Quarry Greater invisibility Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ Mithral ChainMail, Masterwork Backpack, basic maps showing major landmarks, caltrops, masterwork manacles, a good lock,a footprint book, a tanglefoot bag, masterwork thieves' tools. Disguise kit, 5 different Suits , Gear Maintenance Kit,2 Flasks Lamp oil , a bedroll, a belt pouch, candles (10) holy text, a flint and steel, an iron pot, mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, Silver Holy Symbol, Book of letters, SilverSheen 1 pouch, 2 potions of cure moderate wounds. +1 composite longbow Snakeskin tunic and Cloak of elvenkind
Heavy combat trained horse MoneyPP 466 2339 Gp GP 1434 SP 5505 CP
Background:
My name is Flynn Elric and I used to be a spy...But then I was framed for several crimes I didn't commit and left to die in an enemy nation. Instead of putting my family in danger, I disappeared. I spent most of my career officially being no where and no one, the life of a spy is not an easy one I broke the laws for the betterment of the nation. When I lost my job, I had no one left to rely on for help, all I had was what I learned from the job. So I became a private investigator, taking odd jobs and helping anyone who needed it. Although without any government protection, I'm left out in the cold any old enemies I may have. If they were to find out the position I am in, things could get bad...I've cause a lot of trouble for a lot of bad people. Appearance and Personality:
Flynn Elric is his true name, Dark brown hair and blue eyes. He goes by many names: Johnny Anderson, Michael Spencer, Thomas Filch, just to name a few. He keeps himself well groomed and often wears suits, his favorite a black suit with a red undershirt. underneath the suits is a layer of mithral chainmail for when he is going into potentially dangerous situations. He is a tricky tactical person trained not to fight fairly but to win. He is adept at infiltration and bluffing, hiding who he really is keeping what little personal life he has separate from his working life as “government paid criminal”. He has a strong sense of justice viewing what he does as some sort of divine calling. He is a helpful person always looking for another job to keep himself busy. He plans missions around not loosing a single life, to him losing a comrade is unacceptable. He would rather fail mission than lose a Ally. Quotes Example of speech:
"As a spy, it doesn't matter if you're helping rebel forces fight off a dictator, or giving combat tips to a child. There's nothing like helping the little guy kick some bully's ass." "For a spy, there's nothing worse than being left out in the cold. Every spy builds enemies who would love nothing more than to take them out. When you're out in the cold, on your own with no protection, sometimes the only thing you can do is put your head down...and hope for the best." |