Full Name |
Konrad Valdemar |
Classes/Levels |
ArcT 4 / Invest 4 | HP 82/82 | AC/T/FF 19/15/14 | FRW 5/11/7 | Speed 30' | Init +5 Perc +12 | Base Atk +5; CMB +5; CMD 20 |
Age |
25 |
Languages |
Azlanti, Elven, Shoanti, Thassilonian, Varisian |
About Konrad Valdemar
Konrad Valdemar
Human (Varisian) Arcane Trickster (Thought Thief) 4 / Investigator (Psychic Detective) 4
NG Medium humanoid (human)
Init +5; Senses Perception +12
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Defense
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AC 19, touch 15, flat-footed 14 (+4 armor, +5 Dex)
hp 82 (8 HD; 4d6+4d8+36)
Fort +5, Ref +11, Will +7; +1 vs. psychic spells and spell-like abilities, -1 penalty vs. fear spells and effects, +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, 3 rounds), studied strike +1d6
Investigator (Psychic Detective) Spells Known (CL 8th; concentration +11)
. . 3rd (3/day)—deft digits, dispel magic, fly
. . 2nd (5/day)—apport object[OA] (DC 15), knock, pilfering hand[UC], spectral hand
. . 1st (9/day)—floating disk, lightfingers (DC 14), 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 16, Wis 12, Cha 12
Base Atk +5; CMB +5; CMD 20
Feats Deft Hands, Inspired Sneak Attack, Magical Trick (mage Hand), Reach Spell[APG], Toughness
Traits criminal, merchant family, vagabond child (urban)
Skills Appraise +8, Bluff +5, Diplomacy +5, Disable Device +23, Escape Artist +16, Intimidate +5, Knowledge (arcana) +14, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +14, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Knowledge (Varisia) +7, Lore (Varisia) +7, Perception +12, Sense Motive +12, Sleight of Hand +19, Spellcraft +14, Stealth +9, Use Magic Device +12
Languages Azlanti, Elven, Shoanti, Thassilonian, Varisian
SQ imposter-wary, impromptu sneak attack, inspiration (5/day), keen recollection, phrenic amplification (mind's eye), psychic dabbler, psychic meddler, ranged legerdemain, secret shame, trapfinding +2
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.
This replaces impromptu sneak attack.
Inspiration (+1d6, 5/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.
Secret Shame -1 to save vs. fear effects and to DC to demoralize you. If immune to fear, lose imm but no penalties.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Combat (+2, 3 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.