Full Name |
Hurak the Hunter |
Race |
HP 50/50 + 15 temp l AC 23 21 T 14 FF 19 17 l F +5 R +10 W +6 l Spd 30' l Init +8 +4 l Perception +12 +10 I Stealth +17 I Sense Motive +10 I *TRAP SPOTTER* l Inspiration 7/7 |
Classes/Levels |
Effects: Heightened Awareness, False Life, Barkskin, Invisibility l Extracts Lvl 1 - 4/5, Lvl 2 - 1/4, Lvl 3 - 2/2 |
Gender |
Male Hobgoblin Investigator 7 |
About Hurak the Hunter
Hurak the Hunter
Male hobgoblin investigator 7
LN Medium humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +12
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Defense
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AC 21, touch 14, flat-footed 17 (+7 armor, +4 Dex)
hp 15 (7d8+7)
Fort +5, Ref +10, Will +6; +4 bonus vs. poison
Defensive Abilities trap sense +2
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Offense
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Speed 30 ft.
Melee +1 cold iron sword cane +14 (1d6+2 plus 3 melee precision damage) or
mwk sap +13 (1d6+1 nonlethal plus 3 melee precision damage)
Ranged mwk hand crossbow +10 (1d4/19-20)
Special Attacks studied combat (+3, 4 rounds), studied strike +2d6
Investigator Extracts Prepared (CL 7th; concentration +11)
3rd—fly, remove blindness/deafness
2nd—barkskin, false life, invisibility, see invisibility
1st—cure light wounds, detect secret doors, expeditious retreat, heightened awareness[ACG], shield
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Statistics
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Str 12, Dex 18, Con 12, Int 18, Wis 10, Cha 10
Base Atk +5; CMB +9; CMD 20
Feats Medium Armor Proficiency, Weapon Finesse, Weapon Focus (sword cane), Weapon Versatility
Traits orphaned, resilient
Skills
Acrobatics +8, Appraise +8, Bluff +4, Craft (alchemy) +14 (+21 to create alchemical items), Disable Device +18, Disguise +4, Escape Artist +10, Heal +4, Intimidate +6, Knowledge (dungeoneering) +12, Knowledge (geography) +12, Knowledge (local) +16, Linguistics +8, Perception +12, Sense Motive +10, Sleight of Hand +8, Spellcraft +10, Stealth +17, Survival +11, Use Magic Device +6; Racial Modifiers +4 Stealth
Languages Common, Draconic, Dwarven, Giant, Goblin, Halfling, Orc
SQ alchemy (alchemy crafting +7), inspiration (1d8, 7/day), investigator talents (amazing inspiration[ACG], quick study[ACG], trap spotter), keen recollection, poison lore, swift alchemy, trapfinding +3
Combat Gear
purple worm poison (3)
rainbow jellyfish toxin (3)
Other Gear +1 mithral agile breastplate[APG]
+1 cold iron sword cane
mwk hand crossbow
mwk sap
belt of incredible dexterity +2
cloak of resistance +1
belt pouch
concealable thieves' tools
grappling hook and 50' silk rope
investigator starting formula book
3rd—fly, remove blindness/deafness, remove disease
2nd—barkskin, delay poison, false life, invisibility, see
invisibility
1st—comprehend languages, cure light wounds, detect secret doors,
endure elements, expeditious retreat, heightened awareness,
identify, shield
masterwork backpack
5,358 gp, 2 cp
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Special Abilities
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Alchemy +7 (Su) +7 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Darkvision (60 feet) You can see in the dark (black and white only).
Inspiration (+1d8, 7/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.
Poison Lore (Ex) After 1 min can use Know to ID poisons, 1 min more to neutralize with Craft (alchemy).
Quick Study (Ex) Use studied combat as a swift action.
Studied Combat (+3, 4 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +2d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Weapon Versatility Weapon w/ Weapon Focus: shift grip to alter damage to B/P/S (free act.).