Valeros

Kyrian Linwood's page

449 posts. Alias of KyleS.


Full Name

Kyrian Linwood

Race

Half Elf

Classes/Levels

Investigator (Sleuth) 5 | HP: 28 | AC: 17/13/14 | Fort: +1 | Ref: +7 | Will: +5 | Init: +3 | Perception: 11 | Character Sheet

Gender

Male

Size

Medium

Age

22

Alignment

Chaotic Neutral

Languages

Common, Elven, Goblin

Strength 13
Dexterity 16
Constitution 10
Intelligence 12
Wisdom 13
Charisma 16

About Kyrian Linwood

Stat block:
Investigator (sleuth) 5
CN male Medium humanoid (half elf)
Init +3; Senses Perception +11
DEFENSE
AC 17; touch 13; flat-footed 14 (+3 Dex)
hp 28 (5d8)
Fort +1; Reflex +7; Will +5

OFFENSE
Speed 30 ft
Melee shortsword +4 (1d6+1/19-20) or dagger +4 (1d4+1)
Ranged mwk composite shortbow +6 (1d6+1/x3) or dagger +6 (1d4+1/19-20)

STATISTICS
Str 13; Dex 16; Con 10; Int 12; Wis 13; Cha 16
BAB +3; CMB +4; CMD 17
Traits Canter, Mathematical Prodigy
Drawback: Xenophobic
Feats: Skill Focus (Sense Motive), Point Blank Shot, Precise Shot, Extra Inspiration

Skills:
- Acrobatics +7
- Appraise +5
- Bluff +11
- Climb +5
- Craft +1
- Diplomacy 11
- Disable Device +9
- Disguise +3
- Escape Artist +3
- Fly +3
- Handle Animal +3
- Heal +1
- Intimidate +11
- Knowledge (arcana) +2
- Knowledge (dungeoneering) +1
- Knowledge (engineering) +2
- Knowledge (geography) +1
- Knowledge (history) +6
- Knowledge (local) +7
- Knowledge (nature) +1
- Knowledge (nobility) +1
- Knowledge (planes) +1
- Knowledge (religion) +1
- Linguistics +6
- Perception +11
- Perform +3
- Profession +1
- Ride +3
- Sense Motive +12
- Sleight of Hand +8
- Spellcraft +1
- Stealth +8
- Survival +1
- Swim +1
- Use Magic Device +3

Languages Taldane (Common), Elven, Goblin, Dwarven, Halfling
Favored class Investigator/Rogue (hp: 0/skill ranks: 5)

SPECIAL ABILITIES
Low-Light Vision
Adaptability (Sense Motive)
Elf Blood
Elven Immunities
Keen Senses

Sleuth's Luck (Ex): At 1st level, a sleuth gains a pool of luck, measuring her ability to get out of scrapes. At the start of each day, a sleuth has a number of luck points equal to her Charisma modifier (minimum 1). Her luck goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats, magic items, and spells that grant either grit points or panache points can also grant a sleuth an equal number of luck points. A sleuth spends luck to accomplish deeds (see below), and regains luck in the following ways.

Rolling a Natural 20 on a Knowledge or Sense Motive Check: While on an investigation, a sleuth regains luck by uncovering secrets. Rolling a natural 20 on these skill checks while actively investigating causes the sleuth to regain 1 luck point. Such skill checks made for more mundane reasons (such as normal research or using Sense Motive to gain information during normal bargaining or while gambling) do not cause the sleuth to regain luck. Determining which skill checks qualify is up to the GM.

Rolling a 6 or Higher on an Inspiration Die: When a sleuth rolls an inspiration die while on an investigation and the result is 6 or higher, she regains 1 luck point. (If she rolls multiple inspiration dice at a time, she regains 1 luck point if the total is 6 or higher.) Like regaining luck via a natural 20 on a qualifying skill check, uses of inspiration for more mundane reasons don't qualify for regaining luck. The GM is the final arbitrator for what rolls qualify. It's possible for an investigator to regain 2 luck points on the same skill check if the qualifying skill check is a natural 20 and any inspiration die roll made results in a 6 or higher.

At 1st level, a sleuth gains the following deeds.

Daring: A sleuth can spend 1 luck point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll d6 and add the result to the check. He can choose to add this die after he attempts the check, but must to do before the result is revealed. If the d6 roll is a natural 6, he rolls another d6 and adds it to the result. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Intelligence modifier (minimum 1).

Opportunistic Evasion: When a sleuth succeeds at a Reflex saving throw against an effect that still deals damage on a successful save, he can spend 1 luck point as an immediate action to instead take no damage from that effect.

Sleuth's Initiative: As long as the sleuth has at least 1 luck point, he gains a +2 bonus on initiative checks. Furthermore, if he has the Quick Draw feat, his hands are free and unrestrained, and the weapon is not hidden, then he can draw a single light or one-handed melee weapon as part of the initiative check. (Unlike with swashbuckler deeds, this does not have to be a piercing weapon.)

At 4th level, a sleuth gains the following deeds. These abilities replace swift alchemy.

Make It Count : When a sleuth uses studied strike, he can spend 1 luck point to apply an investigator talent that he doesn't already know and that affects studied strike to his studied strike. He must be able to meet that talent's prerequisites.

Run Like Hell : A sleuth can spend 1 luck point to gain a +20-foot bonus to his base speed for 1 minute. Furthermore, while under the effect of this bonus, if he moves more than his normal speed in a round, he gains a +4 bonus to AC until the start of his next turn.

Second Chance : When a sleuth rolls an inspiration die or uses the daring deed (see above), he can spend 1 luck point to reroll either the inspiration die or the daring deed die. If he rolls a 6 or higher on this reroll, he does not regain a luck point, and he must keep the result of the reroll, even if it is lower.

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 his 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 (his inspiration die) to the result of that check, including any on which he takes 10 or takes 20. This choice is made after the check is rolled and before the result is revealed. An investigator can use inspiration once only per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft 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 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 (minimum 1) to Perception checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.

Poison Lore (Ex): An investigator has a deep understanding of and appreciation for poisons. At 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator spends 1 minute physically examining a poison, he can attempt a Knowledge (nature) check to identify any natural poison or a Knowledge (arcana) check to identify any magical poison (DC = the poison's saving throw DC). Lastly, once a poison is identified, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison's saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.

Poison Resistance (Ex): At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level and to +6 at 8th level. At 11th level, the investigator gains immunity to poison.

Investigator Talent (Ex or Su): At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can be selected only once.
- Expanded Inspiration (Ex): An investigator can use inspiration on any Diplomacy, Heal, Perception, Profession, or Sense Motive checks without expending a use of inspiration, provided he's trained in the skill.
- Underworld Inspiration (Ex): An investigator can use inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending a use of inspiration, provided he's trained in the skill.

Keen Recollection: At 3rd level, an investigator can attempt all Knowledge checks untrained.

Trap Sense (Ex): At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).

Studied Combat (Ex): With a keen eye and a calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.

An investigator can have only one target of studied combat at a time, and once a creature has become the target of an investigator's studied combat, he cannot become the target of the same investigator's studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.

Studied Strike (Ex): At 4th level, upon successfully hitting his studied target with a melee attack, an investigator can make a studied strike as a free action against that target to deal additional damage. The additional damage is 1d6 at 4th level and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.

If the investigator's attack used a weapon that deals nonlethal damage (such as a sap, a whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to have an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.

The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.

Gear
Weapons mwk composite shortbow, 22 arrows, shortbow, shortsword, 5 daggers
Armor: mithral chain shirt
Backpack, bedroll, belt pouch, caltrops, chalk (x10), flint and steel, grappling hook, iron pot, mess kit, mirror, pitons (x10), rope, hemp (50 ft), soap, thieves' tools, torches (x10), trail rations (x5), waterskin, blue books (Magnimar, Riddleport, and Sandpoint), mwk thieves' tools, potion of cure light wounds, healing salve (x2)
Money and treasure 89 gp, 1 sp, 9 cp

Kyrian was born to an elven dancer who had a fling with a human who was traveling through Riddleport. He grew up never knowing who his father was, and his mother never told him anything about his father as she knew nothing of him. When he was young, he worked with his mother, learning about the entertainment business until he was kidnapped. One night when his mother was performing, a group of thugs snatched up Kyrian from inside the hall and held him for ransom. It turned out that he wasn't a specific target for ransom, but more like a random target from a group who stole kids and forced them into labor. After about a year in captivity, he had grown close with a human girl (the only human he really learned to trust) and the two formulated a plan of escape. Being successful in their escape, they returned to their families, but stayed close in touch. As teenagers, they became inseparable and decided to bring down the group who had kidnapped them long ago. They eventually found success, although while not being able to bring justice to the group, they were able to damage them enough to disband and release the children that were currently captive. Since then, him and his partner have acted as private investigators. Him as the one who gathered the information, and his partner the one who pieced together the motive.

They traveled to Magnimar together for a short time and then parted ways in effort to bring together a bigger circle of investigation, although he hasn't heard from her in sometime. Kyrian now finds himself in Sandpoint, hoping to find information on the whereabouts his friend may be, due to the most recent evidence he's gathered in her disappearance.