Taergan Flinn

Heiek Windrider's page

378 posts. Alias of Andostre.


Race

Half-elf Investigator (cartographer) 5 | AC 16 (t 11, ff 15) | F+2, R+5, W+5 | Percep: 9 | Init: 2 |

Classes/Levels

Inspiration: 4/5 | HP 33/33

Alignment

Neutral

Deity

Green Faith

Languages

Common, Elven, Aquan, Azlanti, Draconic

Strength 18
Dexterity 12
Constitution 12
Intelligence 16
Wisdom 12
Charisma 12

About Heiek Windrider

Favored Class: Investigator | Archetype: Cartographer
Initiative 1 = 1 (Dex) + 1 (magic item)

DEFENSE
AC 16 = 10 + 5 (armor) + 1 (Dex) (touch 11, flat-footed 15)
HP 33 = 5d8 + 1/lvl (Con)

Fort 2 = 1 (Inv5) + 1 (Con)
Ref 5 = 4 (Inv5) + 1 (Dex)
Will 5 = 4 (Inv5) + 1 (Wis)

CMD 18 = 11 + 3 (BAB) + 3 (Str) + 1 (Dex)

OFFENSE
Speed 30
BAB + 3
Power Attack: -2 to attack, +6 to damage
CMB 7 = 3 (BAB) + 4 (Str)

Seaborne Lucerne Hammer +1: +8 1d12 + 6 (x2)
Light Crossbow: +4 1d8 (19-20/x2)
Machete (mw): +8 1d6 + 4 (19-20/x2)

ALCHEMY
Extracts slots per day: 1st: 4+1, 2nd: 2+1
Formulas known (prepared spells in bold); * indicates affected by Cross-Knowledge trait
1 (DC = 15): Adhesive Spittle*, Blend*, Crafter's Fortune, Cure Light Wounds, Expeditious Retreat*, Heightened Awareness*, Touch of the Sea*
2 (DC = 16): Alter Self*, Invisibility*, Alchemical Allocation

ABILITIES

Half-elf:
Elven Immunities: immune to magic sleep effects, +2 saving throw bonus vs. enchantment
Ancestral Arms: receive Exotic Weapon Proficiency or Martial Weapon Proficiency as a bonus feat at 1st level (polearms)
Keen Senses: +2 racial bonus on Perception checks
Low-Light Vision
Elf Blood: count as both elves and humans for any effect related to race
Fey Thoughts: Select two of the following skills: Climb, Swim. The selected skills are always class skills for the character.
Investigator:
Alchemy
Inspiration
- Pool: 1/2 Inv level + Int modifier
- fcb: Increase the total number of points in the investigator’s inspiration pool by 1/3.
- 1 use: 1d6 to skill or ability check
- 2 uses: 1d6 to saving throw or attack roll
Trapfinding: add 1/2 level to Perception checks to locate traps and Disable Device checks; can use Disable Device to disarm magical traps
Studied Terrain
Investigator Talents
- Rogue Talent (Resiliency), Quick Study
Geographic Lore
Trap Sense +2
Studied Combat: Spend a moveswift action for 1/2 lvl to attack and damage; last for Int modifier or until Studied Strike
Studied Strike: Upon hit, free action for + 1d6 precision damage
Swift Travels

FEATS: Power Attack, Defiant Luck, Inexplicable Luck

SKILLS:
(Asterisks denote skills usable with Studied Terrain archetype ability)
Adventuring Skills
Climb* 8 = 1 + 4 (Str) + 3
Diplomacy 5 = 1 + 1 (Cha) + 3
Disable Device 9 = 4 + 1 (Dex) + 3
Fly* 1 = 0 + 1 (Dex)
Heal 5 = 1 + 1 (Wis) + 3
Knowledge (arcana) 7 + 1d6 = 1 + 3 (Int) + 3 + 1d6 (free inspiration)
Knowledge (dungeoneering) 9 + 1d6 = 3 + 3 (Int) + 3 + (free Inspiration)
Knowledge (local) 8 + 1d6 = 2 + 3 (Int) + 3 + (free Inspiration)
Knowledge (nature) 8 + 1d6 = 2 + 3 (Int) + 3 + (free Inspiration)
Knowledge (planes) 8 + 1d6 = 2 + 3 (Int) + 3 + 1d6 (free Inspiration)
Knowledge (religion) 7 + 1d6 = 1 + 3 (Int) + 3 + 1d6 (free Inspiration)
Perception 9 = 5 + 1 (Wis) + 3
Ride* 2 = 1 + 1 (Dex)
Sense Motive 5 = 1 + 1 (Wis) + 3
Spellcraft 8 + 1d6 = 2 + 3 (Int) + 3 + (free Inspiration)
Stealth* 7 = 3 + 1 (Dex) + 3
Survival* 8 = 2 + 1 (Wis) + 3 + 1 (trait) + 1 (machete)
Swim* 9 = 2 + 4 (Str) + 3
Use Magic Device 5 = 1 + 1 (Cha) + 3

Background Skills
Appraise 7 = 1 + 3 (Int) + 3
Craft (alchemy) 15 = 5 + 3 (Int) + 3 + lvl (ability) -- Crafting Calculator
Knowledge (engineering) 7 + 1d6 = 1 + 3 (Int) + 3 + 1d6 (free Inspiration)
Knowledge (geography) 11 + 1d6 = 5 + 3 (Int) + 3 + (free Inspiration)
Knowledge (history) 8 + 1d6 = 2 + 3 (Int) + 3 + 1d6 (free Inspiration)
Knowledge (nobility) 7 + 1d6 = 1 + 3 (Int) + 3 + 1d6 (free Inspiration)
Linguistics 7 + 1d6 = 1 + 3 (Int) + 3 + 1d6 (free Inspiration)
Sleight of Hand 5 = 1 + 1 (Dex) + 3

TRAITS: Expert Explorer, Cross-Knowledge

EQUIPMENT
Weapons and armor: +1 Mithral chain shirt, +1 Darkwood buckler, Lucerne hammer, masterwork machete, light crossbow, bolts (x10), dagger
General: Alchemy crafting kit, backpack, bedroll, belt pouch, chalk, flint and steel, hammer, ink, inkpen, iron pot, mess kit, pitons (x4), rope (50 ft.), soap, torches (10), trail rations (5 days), waterskin
Magic items: Una Harkley's spellbook, Bottle of Air, potion of cure moderate wounds, silversheen, alchemist's fire (x2), Ioun Stone (Dusty Rose, cracked), Belt of Strength, Ring of Swimming
Wealth: 736 gp, 8sp, 3cp

DOWNTIME
Goods: 12
Influence: 12
Labor: 0
Magic: 0

BACKGROUND
Born to an elven mage and human rogue from the same adventuring party, Heiek was raised by every member of that party. He has adopted his last name to honor the group that raised him. Heiek feels the draw to Azlant from both sides of his heritage.

Description:

Levelling Notes:

Future feats:Defiant Luck, Great Fortitude
[smaller]Investigator talents: Spell Storing, Unbalancing Trick (unless Toppling Strike)