Sanvil Trett

Isaac Jansen's page

23 posts. Organized Play character for JakBlitz.


Full Name

Isaac Jansen the Third

Race

Human

Classes/Levels

Spells:
1st 2/2
Inspiration:
4/4

Gender

Male Human Psychic Detective 1 |HP 10/10 |AC 17/T 13/FF 14 | F+1/R+5/W+3 | CMB + 0 | CMD 13|Init +5 | Perc +5

Strength 10
Dexterity 18
Constitution 12
Intelligence 16
Wisdom 12
Charisma 7

About Isaac Jansen

Isaac Jansen

Human Investigator (Psychic Detective) 1
LN Medium humanoid
Init +5; Perception +9
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 Armor,)
hp 10 (1d8+1+1)
Fort +1, Ref +5, Will +3 (+3 Spells, Spell-like and Poison)
--------------------
Offense
--------------------
Speed 20 ft.
Melee Rapier +4 (1d6) or
Ranged Dart +3 (1d4)
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 18, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 13
Feats Weapon Finesse, Weapon Focus (Rapier)
Traits Student of Philosophy and Reactionary
Skills Bluff +8, Diplomacy +8, Escape Artist +7, Knowledge (Hist) +8, Knowledge (Arc) +8, Knowledge (Eng) +8, Linguistics +8, Perception +5, Spellcraft +8
Languages Common, Varisian, Tien, Abyssal, Kelish, Hallit, Ancient Azlanti
SQ
Gear Chainshirt, Dagger, Rapier, Darts (10), Investigators Kit(Except no Alchemy Kit so 15gp), 9gp
--------------------
Special Abilities
--------------------

Inspiration (Ex):

An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.
An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.
Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding:

An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Spell Casting:

A psychic detective casts psychic spells drawn from the psychic class spell list and augmented by a select set of additional spells (see Psychic Detective Spells). Only spells from the psychic class spell list of 6th level or lower and psychic detective spells are considered to be part of the psychic detective's spell list. If a spell appears on both the psychic detective and psychic class spell lists, the psychic detective uses the spell level from the psychic detective spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a psychic detective must have an Intelligence score equal to at least 10 + the spell's level. The saving throw DC against a psychic detective's spell is 10 + the spell's level + the psychic detective's Intelligence modifier.
Like other spellcasters, a psychic detective can cast only a certain number of spells of each spell level per day. She knows the same number of spells and receives the same number of spells slots per day as a bard of her investigator level, and knows and uses 0-level knacks as a bard uses cantrips. In addition, she receives bonus spells per day if she has a high Intelligence score.
At 5th level and every 3 levels thereafter, a psychic detective can choose to learn a new spell in place of one she already knows, using the same rules as a bard.
In effect, the psychic detective loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spell the psychic detective can cast.
A psychic detective need not prepare her spells in advance. She can cast any psychic detective spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell's level.

SpellsKnown:

KNACKS
Detect Psychic Significance
Light
Detect Magic
Stabilize

1ST LEVEL
Mind Thrust I
Telempathic Projection

Buildinfo:

Unarmed Fighter Feat - Improved Unarmed Strike
Unarmed Fighter Feat - Snake Style
Human Feat - Weapon Focus (Rapier)
1st Feat - Weapon Finesse
3rd Feat - Fencing Grace
5th Feat - Dirty Fighting

Empathy Talent (5th lvl) + Snake Style (3rd lvl feat) + Expanded Inspiration (5th lvl feat bonus talent)

Get Appraise for psychometry occult skill unlock and others
Get Disable Device
Get Sense Motive MAX