| HP 100/114 | AC 17, T 12, FF 17 | CMD 24| F +13 R +16 W +18 (+2)(Immune: Poison, +4 v. Traps, +2 vs curses) | Init +3 | Perc +20 (trap +26) SM +8 (+2d8, take better)
Classes/Levels
| Speed 30ft | Inspiration 3/11 ; Psychic Spells 1st: 5/5 | Active Conditions: battlemind link, displacement, overland flight, heroism, life bubble, false life, freedom of movement, mutagen (+6 STR), orchid's drop
Gender
C. Julian Duphin | Male NG human Investigator 13/Psychic 1
About Julian Duphin
C. Julian Duphin
Male human investigator 13/psychic 1
LG Medium humanoid (human)
Init +3; Senses Perception +20, all-around vision
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Defense
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AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 114
Fort +11, Ref +14, Will +16; , +4 vs. traps, +2 vs curses, +2 vs gaze attacks; immune flanking, poisons resist negative 10
25% chance to negate negative levels
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Offense
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Speed 30 ft.
Melee +1 inspired longspear +14/+9 (1d8+7)
Ranged +1 adaptive ghost touch composite shortbow +11 (1d6+4)
Special Attacks: Studied combat (+6), Studied Strike (5d6), Sapping offense, sickening offence
Extracts Prepared (CL 13th)
5th—overland flight, beast shape 3
4th—echolocation, freedom of movement, stoneskin, universal formula
3rd—displacement (1/2), heroism, orchid's drop, tongues
2nd—alchemical allocation, barkskin (2), false life, resist energy (2)
1st—cure light wounds, enlarge person (1/2), longarm (0/2), shield (2) Psychic Spells Known(CL 1st; concentration +9)
1st (5/day)—silent image, ill omen, murderous command, telempathic projection
0 (at will)—detect magic, mage hand, stabilize, telekinetic projectile Psychic Discipline Tranquility
Phrenic Amplification Overwhelming mind
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Statistics
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Str 18, Dex 14, Con 16, Int 21 (25), Wis 14, Cha 8
Base Atk +9; CMB +13; CMD 24
Feats Combat Reflexes, Bodyguard, Extra Investigator Talent: (Mutagen, Sickening Offense, Underworld Inspiration Eidetic Recollection), Weapon Focus (longspear), Power Attack
Skills Acrobatics +20, Appraise +11 (13), Bluff +12*, Climb +9, Craft (alchemy) +12 (14)(+25 crafting), Diplomacy +23*, Disable Device +28*, Disguise +5, Escape Artist +7, Heal +7*, Intimidate +16*, Knowledge (arcana) +16* (18), Knowledge (dungeoneering) +13* (15), Knowledge (engineering) +12* (14), Knowledge (history) +11*(13), Knowledge (local) +13*(15), Knowledge (nature) +16*(18), Knowledge (nobility) +12*(14), Knowledge (planes) +16 (18)(+18 v devils/demons)*, Knowledge (religion) +16*(18), Linguistics +12*(14), Perception +20 (+26 vs. traps)*, Sense Motive +8*(19), Sleight of Hand +8*, Spellcraft +23* (25), Stealth +8, Use Magic Device +16 (* denotes inspirtion without spending a point) Armor Check Penalty -0
Traits analytical, student of philosophy
Languages Ancient Osiriani, Common, Hallit, Elven, Polyglot, Tien
SQ alchemy, keen recollection, inspiration (11/day), investigator talents (amazing inspiration, combat inspiration, eidetic recollection, expanded inspiration, mutagen, sapping offense, sickening offensive, tenacious inspiration, underworld inspiration), poison lore, poison immunity, studied combat (+6), studied strike +5d6, swift alchemy, trap sense +4, trapfinding, phrenic pool (2), Discipline Power: Mental Placidity
Gear +2 deathless studded leather armor, headband of intellect +6 (Diplomacy, Sense Motive, Use Magic Device), <,headband of intellect +2 (Use Magic Device)>, cloak of protection +3, belt of physical perfection +2 (STR/CON), boots of speed (8/10)
perfectionist's shavtoosh, boro bead (II), discerning wayfinder, ioun torch, Journal of the Beast Within, Incandescent Blue Sphere Ioun Stone (+2 WIS), spell lattice (murderous command), luckstone, eyeball jar, scabbard of stanching, Wands:magic missile (CL 5, 50), invisibility (9), cure light wounds (20), heightened awareness (39), endure elements (41) Potions and Elixirs:potion of darkvision, elixir of darksight, elixir of dragon breath (green), elixir of vision, potion of fly, oil of daylight Alchemical Items: acid flask (3), alchemist fire (3), ghast retch flask (3), thunderstone (3), tanglefoot bag (3), vermin repellant (3)
Scrolls: antiplant shell (2), anti-incorporeal shell (2)
Other: Formula book, alchemy crafting kit, mw cold iron longspear, club, sling, mw theives tools,
Ability Description:
Expanded Inspiration: Diplomacy, Heal, Perception, Profession, Sense Motive w/o spending points.
Studied Combat/Quick Study: Study as swift action, +5 insight on ATK & DMG for 5 rnds or until Studied Strike
Mutagen: +4 alchemical bonus to STR, +2 natural armor for 100 minutes
Amazing inspiration: Roll d8 instead of d6 for inspiration
Eidetic Recollection: Can always Take 10 on Knowledge checks, spend 1 inspiration to Take 20
Sickening offense: When you hit a studied opponent, it is sickened for 1 round.
Underworld Inspiration: Bluff, Disable Device, Disguise, Intimidate, Sleight of Hand w/o spending points
Sapping Offense: When you hit a studied opponent, it cant make attacks of opportunity for 1 round
Tenacious Inspiration: Roll 2d8 for inspiration, take better of the 2.
Mental Placidity: Immediate action: Gain +2 on Will save, +4 v. Mind affecting. Allies get +1 or +2. Make save, regain Phrenic point.
Overpowering Mind: Spend 2 phrenic points, raise DC of linked spell by 1.
Telempathic projection: Adjust target's attitude one step (Will negates) or +5 (insight) on bluff, diplomacy, intimidate, or perform check. (No save.)
Equipment Descriptions:
Deathless Armor: Resist negative/positive 10, 25% negate negative levels
Perfectionist Shavtoosh: [Slotless] Gives IUS. CLW 1/Day (1d8+3), Know the Enemy 1/Day
Inspired Weapon: When using inspiration in combat, add inspiration die to damage roll.
Luckstone: +1 on ability checks, saving throws, skill checks
Eyeball Jar: Grants all-around vision. (Can't be flanked), +2 vs gaze attacks, immediate action negate gaze attack.
Scabbard of stanching: stops bleed damage
Formula Book Preparation Ritual:
Beastly Concoction (Su) This journal grants you the ability to make an extremely potent and savage mutagen. Spend this boon when you imbibe your mutagen. The mutagen grants you a +6 alchemical bonus to your selected ability score instead of the normal +4; you take a –2 penalty to all of your mental ability scores (Intelligence, Wisdom, and Charisma) while the mutagen is in effect.