Full Name |
Konrad Valdemar |
Classes/Levels |
Thought Thief 5 / Invest 4 | HP 90/90 | AC/T/FF 19/15/14 | FRW 6/12/8 | Speed 30' | Init +5 Perc +13 | Base Atk +5; CMB +5; CMD 20 |
Age |
25 |
Languages |
Azlanti, Elven, Shoanti, Thassilonian, Varisian |
About Konrad Valdemar
Konrad Valdemar
Male (Varisian) NG Medium humanoid (human)
Init +5; Senses Perception +13
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Defense
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AC 19, touch 15, flat-footed 14 (+4 armor, +5 Dex)
hp 90 (9 HD; 5d6+4d8+40)
Fort +6, Ref +12, Will +8; +1 vs. psychic spells and spell-like abilities, +2 racial bonus vs. illusions
Defensive Abilities trap sense +1
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Offense
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Speed 30 ft.
Special Attacks sneak attack +2d6, studied combat (+2, 4 rounds), studied strike +1d6
Investigator (Psychic Detective) Spells Known (CL 9th; concentration +13)
. . 3rd (4/day)—deft digits, dispel magic, fly, gaseous form
. . 2nd (5/day)—apport object[OA] (DC 16), knock, pilfering hand[UC], spectral hand
. . 1st (11/day)—floating disk, lightfingers (DC 15), mage armor, magic missile, shield
. . 0 (at will)—detect magic, detect psychic significance[OA], mage hand, prestidigitation, read magic, telekinetic projectile[OA]
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Statistics
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Str 10, Dex 20, Con 16, Int 18, Wis 12, Cha 12
Base Atk +5; CMB +5; CMD 20
Feats Deft Hands, Extra Inspiration[ACG], Inspired Sneak Attack, Magical Trick (mage Hand), Reach Spell[APG], Toughness
Traits merchant family, natural flier
Skills Acrobatics +5 (+6 while flying), Appraise +10, Bluff +5, Diplomacy +5, Disable Device +23, Escape Artist +17, Fly +10, Intimidate +5, Knowledge (arcana) +16, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +16, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +9, Knowledge (Varisia) +9, Perception +13, Sense Motive +13, Sleight of Hand +19, Spellcraft +16, Stealth +9, Use Magic Device +13
Languages Azlanti, Common, Elven, Shoanti, Thassilonian, Varisian
SQ imposter-wary, impromptu sneak attack, inspiration (9/day), keen recollection, phrenic amplification (mind's eye), psychic dabbler, psychic meddler, ranged legerdemain, trapfinding +2, tricky spells
Other Gear +1 glamered spider-silk bodysuit, flying ointment[APG] (3), pathfinder pouch, ring of mysticism i, spell lattice (1st)[ACG], concealable thieves' tools[UI], 5 gp
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Special Abilities
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Imposter-Wary +2 racial bonus vs. illusions plus 1 free rank in Sense Motive per level
Mental Assault (Su): At 3rd level, once per day as a standard action, a thought thief can pinpoint a target's trauma and exploit weakness with a deluge of psychic power. This is a melee touch attack that deals damage equal to her sneak attack damage and grants the thought thief control of the target as dominate person for a number of rounds equal to her thought thief level. A successful Will save (DC = 10 + the thought thief's level + her Charisma modifier) negates the dominate effect. A thought thief can only use this ability against a target that is susceptible to her sneak attack, such as a target she is flanking. This attack has no effect on creatures without an intelligence score. At 7th level, a thought thief can use this ability twice per day.
Inspiration (+1d6, 9/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Inspired Sneak Attack Spend inspiration pool to reroll sneak attack 1s.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Magical Trick (Mage Hand) You may perform magical tricks with the chosen spell.
Mind's Eye (Su) 2 pool: +4 insight bonus to ranged attack roll, 1 additional point to ignore cover (not total cover).
Psychic Dabbler (2/day) (Su) Gain a pool of points you can use to empower your psychic spells.
Psychic Meddler +1 (Su) Bonus on saves vs. psychic spells and spell-likes.
Ranged Legerdemain (Su) Can use Disable Device or Sleight of Hand from 30 ft away, but +5 DC.
Reach Spell You can cast a spell with a range of touch, close, or medium as one range category higher.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Combat (+2, 4 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +1d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Unseen Compulsion: At 5th level a thought thief can hide the effects of any spell she casts with the mind-affecting and compulsion spell descriptors. Creatures that observe her casting such a spell can attempt a Sense Motive check to notice the spell (DC = 15 + the thought thief's ranks in Bluff + the thought thief's Charisma modifier). Creatures that fail their check are unaware of any effects of the thought thief's spell.
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Mage Hand Tricks
In addition to the feat, skill, or other requirements listed in parentheses for each of these tricks, you must have the Magic Trick (mage hand) feat to use the trick.
Powerful Hand (Spellcraft 3 ranks): You can increase the weight of objects you can move by 5 pounds for every 3 ranks you have in Spellcraft.
Ranged Aid (base attack bonus +1): You’ve learned to use your mage hand to tug at an opponent’s hair, clothing, and equipment. You can use the aid another action at range, attempting a ranged touch attack instead of a melee attack.
Reaching Hand (Precise Shot or Reach Spell): You can focus as a swift action before casting mage hand to increase its range to 50 feet + 5 feet per caster level. If the target of your mage hand spell is outside of the spell’s standard range at the start of your turn, you must spend another swift action to focus again or the spell immediately ends.
Subtle Hand (Deft Hands, Disable Device 6 ranks, Sleight of Hand 6 ranks): You can attempt Disable Device and Sleight of Hand checks within range of your mage hand. Working at a distance increases the normal skill check DC by 5, and you cannot take 10 on this check.