Shenmen Merchant

Hearda "The Mystic"'s page

244 posts. Alias of Eric Swanson.


Race

l Senses: Perception +8, Darkvision 60'

Skills:
Acro +2, Appraise +9 (BG), Bluff +6, Disguise +4 (+9 as human), Heal +8, Intimidate +8, *Kn.+10, Sense Motive +8, SofH +6, Spellcraft +8, Stealth +8, UMD +5

Classes/Levels

Male half-orc Investigator (Psychic Detective) 3 | Madness: Night Terrors | Active Conditions:

Gender

HP: 27/27 l AC: 15, T 12, FF 13 l CMD 15 (16 vs. disarm, 16 vs. steal) l Fort +2, Ref +5, Will +5 l Init +2 | L1: 3/4 | Inspire 7/8 l Sanity Score: 43, Threshold: +3, Damage: 3, Edge: 23

About Hearda "The Mystic"

Hearda "The Mystic"
Male half-orc Investigator (Psychic Detective) 3 (Pathfinder RPG Advanced Class Guide 30, Pathfinder RPG Occult Adventures 119)
CG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 27 (3d8+3)
Fort +2, Ref +5, Will +5
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Sanity
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Sanity Score: 43
Sanity Threshold: +3
Sanity Damage: 1
Sanity Edge: 21
Madness:
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee light mace +3 (1d6+1) or
. . punching dagger +3 (1d4+1/×3)
Ranged sling +4 (1d4+1)
Investigator (Psychic Detective) Spells Known (CL 3rd; concentration +6)
. . 1st (4/day)—burst of insight, entropic shield, Heightened Awareness, mind thrust I[OA] (DC 13)
. . 0 (at will)—detect psychic significance[OA], light, mage hand, telekinetic projectile[OA], read magic, stabilize
Phrenic Pool: 1/1
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Statistics
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Str 12, Dex 14, Con 12, Int 16, Wis 14, Cha 13
Base Atk +2; CMB +3; CMD 15 (16 vs. disarm, 16 vs. steal)
Feats Psychic Sensitivity[OA]; Extra Inspiration
Traits
*Holdout: You were robbed at a young age by bullies, an experience that impressed upon you the importance of being able to hold on to whatever you cared to keep.
Benefit(s): You gain a +1 trait bonus to CMD against disarm and steal combat maneuvers.
*Methodical Mind: When you awake with nothing but hazy memories, you begin carefully cataloging your thoughts to determine the reasons for your condition and where you might be. This comforts you, and you know deep down that you have always relied on your ordered mind and pragmatic approach to face challenges. You use this focus and sensibility to your advantage as you investigate your current dire situation.
Benefit: Choose three Knowledge skills. You gain a +1 trait bonus on Knowledge checks of these kinds and on concentration checks. In addition, choose one Knowledge skill. When researching, you are considered to have Skill Focus for that Knowledge skill when determining what die you roll to reduce a library’s knowledge points (kp). See Pathfinder RPG Ultimate Intrigue for more information on research rules.
*Almost Human (Half-Orc): You have enough human features that it's easy for you to pass for a pureblooded human.
Benefits: You gain a +4 trait bonus on Disguise checks to pass as human, and Disguise is always a class skill for you.
‎Drawbacks
*Meticulous: You plan and prepare everything in detail, and aren’t good at improvising when things don’t go as planned.
Effect: You take a –2 penalty on skill checks for skills with which you’re untrained.
Skills 12+6(int)+2(FC) = 20 total.
Acrobatics +2
Appraise +8 (BG)
Bluff +7 (3)
Climb +2 (1)
Disguise +4 (+9 as human) (1)
Heal +8 (3)
Intimidate +8 (2)
*Knowledge (Dungeoneering) +8 (1)
Knowledge (History) +10 (BG)
*Knowledge (Planes) +10 (1)
*Knowledge (Religion) +10 (1)
Perception +8/+9 vs traps (2)
Sense Motive +8 (3)
Sleight of Hand +6 (1)
Spellcraft +8 (2)
Stealth +8 (3)
Use Magic Device +5 (1)
Racial Modifiers +2 Intimidate
Languages Varisian, Common, Orc, Elven, Giant, Abyssal
SQ inspiration (5/day), orc blood, trapfinding +2
Other Gear studded leather, light mace, punching dagger, sling, sling bullets (20), slingpack , bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], pot, soap, torch (9), trail rations (5), waterskin, Healer's kit, MW Viol (missing bow), potion of cure light wounds, 12 gp, 8 sp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Inspiration (+1d6, 8/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Psychic Meddler (Su) Receive a +1 bonus on saves against psychic spells and spell-like abilities.
Keen Recollection: At 3rd level, an investigator can attempt all Knowledge checks untrained.
Phrenic Amplification: Defensive Prognostication (Su): When casting a divination spell, the psychic sees a glimmer of her future. By spending 1 point from her phrenic pool as she casts a divination spell, she gains a +2 insight bonus to AC for a number of rounds equal to the linked spell’s level. She can instead spend 2 points to increase the bonus to +4. This amplification can be linked only to divination spells.

Appearance: Hearda looks to be human in appearance, with long reddish brown hair he has braided down his back. A closer look at his face reveals his orcish ancestry, with his overgrown jawline and the hint of his sharpened canines. His grey eyes glow red when he is angry or terrified. His clothing is modest in appearance and has clearly seen better days. One of the items he remembers owning is a slingback bag laden with various tools and implements.

NIGHT TERRORS:

Type lesser madness; Save Will DC 16
Onset 1 day
Effect Each night when the afflicted character sleeps, she must succeed at a saving throw or wake up fatigued (see below).
Dormancy Effect None
DESCRIPTION
A character suffering from night terrors is plagued by persistent terrifying dreams, worry, or terror that impedes her from getting restful sleep. Each night the afflicted character must succeed at a saving throw or wake up fatigued, though multiple nights of night terrors do not increase the condition to exhausted, and an exhausted character with night terrors wakes up after 8 hours of sleep either rested or fatigued based on the success or failure of the saving throw for this affliction. Often a character suffering from night terrors will bolt upright during sleep, eyes open, and scream, though less-dramatic symptoms are also possible. A character who awakens fatigued from night terrors doesn’t count as having had a good night’s rest for the purpose of preparing new spells, and she can’t remove the fatigue until she gets a good night’s rest by succeeding at the Will save against night terrors.

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