Kisandra

Lift's page

No posts. Alias of Larkos.


Full Name

Lift

Race

Human

Classes/Levels

Investigator (Sleuth)

Gender

Female

Size

Medium

Age

17

Alignment

CG

Deity

Desna

Occupation

Freedom Fighter/Thief

Strength 11
Dexterity 16
Constitution 12
Intelligence 13
Wisdom 12
Charisma 15

About Lift

STRENGTH 11 (+0)
DEXTERITY 18 (+4) 20 (+5)
CONSTITUTION 12 (+1)
INTELLIGENCE 14 (+2) 16 (+3)
WISDOM 12 (+1)
CHARISMA 16 (+3)

Initiative +4 = 4 [Dex]

SKILLS
SKILL Total + Ability Mod. + Ranks + Misc.
Acrobatics* +16 (17) = DEX 4+9+3
Bluff +16 = CHA 3+9+3+1
Diplomacy +11 = CHA 3+5+3
Disable Device*† +12 = DEX 4+6+0+2 [Deft Hands]
Disguise +15 = CHA 3+9+3
Escape Artist* +14 (15) = DEX 4+7+3
K (Local)† +14 (15) = INT 2+9+3
Perception +13 = WIS 1+9+3
Sense Motive +13 = WIS 1+9+3
Sleight of Hand*† +18 (19) = DEX 4+9+3+2 [Deft Hands]
Stealth* +16 (17) = DEX 4+9+3
* Armor Check Penalty 0
† Trained Only

Base Speed [ 30 (6 sq.) ]

AC [23] = 10 +5 [Dex] +1 [Dodge feat] + 5 [Armor] + 2 [deflection]
Touch AC [18]
Flat-Footed [17]

25% chance to negate crits and sneak attacks.

BASE ATTACK BONUS
+6/+1
Basic Melee Attack (weapon finesse) +11/+6
Basic Ranged Attack +11/+6
Piranha Strike +9/+4

Rapier Damage
1d6 + 0
vs. evil 3d6
w/ piranha strike 1d6(3d6) + 4
Studied strike +3d6
All Together 7d6 + 4

FORTITUDE SAVE +6 = 3 [base] +1 [Con] +2
REFLEX SAVE +12 = 6 [base] +4 [Dex] + 2
WILL SAVE +9 = 6 [base] +1 [Wis] + 2

CMB +6 = 6 [BAB] +0 [Str] +0 [size]
CMD +21 = 10 +6 [BAB] +0 [Str] +4 [Dex] +0 [size] +1 [Dodge feat]

FEATS
Combat Expertise
Improved Feint
Greater Feint
Improved Steal
Deft Hands
Dodge
Point-Blank Shot
Power Attack
Weapon Finesse
Piranha Strike

TRAITS
Freedom Fighter You’ve dedicated your life to fighting against oppression, tyranny, and slavery.

Benefit: You gain a +1 trait bonus on attack and damage rolls against slavers or any creature holding someone against their will.

secret-keeper
Benefit(s): You gain a +1 trait bonus on Bluff checks and a +1 trait bonus on saving throws against divinations, domination effects, and effects that would compel you to speak the truth.

CARRYING CAPACITY
Light Load: 38lbs.
Medium Load: 76lbs.
Heavy Load: 115lbs.
Lift Over Head: 115lbs.
Lift Off Ground: 230lbs.
Push or Drag: 575lbs.

LANGUAGES
Common
2 Bonus Languages (Int)
Infernal, Orcish

SPECIAL ABILITIES
Human
Bonus Feat: One extra feat at 1st level
Skilled: +1 skill rank per level
Bonus Languages: Any (except secret languages)

Investigator
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.

Inspiration Pool 6 (7 w/ headband)

Talents
3rd- Expanded Inspiration (Ex): An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he's trained in the skill.

5th- Quick Study (Ex): An investigator can use his studied combat ability as swift action instead of a standard action.

7th- Amazing Inspiration (Ex): When using inspiration, the investigator rolls a d8 instead of a d6. At 20th level, the investigator rolls 2d8 and adds both dice to the result. An investigator must be at least 7th level to select this talent.

9th-Combat Inspiration (Ex): When an investigator uses inspiration on an attack roll or saving throw, he expends one use of inspiration instead of two. An investigator must be at least 9th level to select this talent.

Luck (Her Awesome)

At 1st level, a sleuth gains a fluctuating 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 or panache points can also grant a sleuth luck points equal to the amount of grit or panache they grant. 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 regain luck for the sleuth. Determining which skill checks qualify is up to the GM.

Rolling a 6 or Higher on an Inspiration Roll: When a sleuth rolls an inspiration die while on an investigation and the die comes up a 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, inspiration checks made for more mundane reasons don't qualify for regaining luck. The GM is the final arbitrator for what rolls qualify. It's possible for a investigator to regain 2 luck points on the same Skill check, if both the qualifying skill check is a natural 20 and any inspiration roll made is a 6 or higher.

Luck Pool 5

Deeds

Sleuths spend luck points to accomplish deeds. Most deeds grant a sleuth some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as a sleuth has at least 1 luck point.

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

Daring (Ex): At 1st level, 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 rolls. If the d6 roll is a natural 6, he rolls another d6 and adds it to the check. 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 (Ex): At 1st level, 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 for that effect.

Sleuth's Initiative (Ex): At 1st level, 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, 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 (Ex): When a sleuth uses inspired strike, he can spend 1 luck point to apply an investigator talent that he doesn't already know and which affects inspired strike to his inspired strike. He must be able to fulfill that talent's prerequisites.

Run Like Hell (Ex): At 4th level, a sleuth can spend 1 luck point to gain a +20-foot bonus to his 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 (Ex): At 4th level, when a sleuth rolls an inspiration die or uses daring deed, he can spend 1 luck point to reroll either the inspiration or the daring deed die. If he rolls a 6 or higher on this reroll, he does not regain a luck point, and no matter what he rolls on either roll, he must keep the reroll result, even if it is lower.

Poison Lore (Ex)

An investigator has a deep understanding 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 the poison, he can attempt a Knowledge (nature) check to identify any natural poison or 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) +6

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.

Keen Recollection

At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

Trap Sense (Ex) +3

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) (swift action)

With a keen eye and 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 only have 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) +3d6

At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The 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 (like a sap, 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 make 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.

Equipment

+1 Light Fortification Mithral Chain Shirt 5,100 gp: 4 AC; 6 Dex Bonus; No Armor Penalty

+1 Holy Rapier 18,020 gp: 1d6; 18-20/x2; Piercing; good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of evil alignment. It bestows one permanent negative level on any evil creature attempting to wield it.

ring of protection + 2

Cloak of resistance +2

Headband of Vast Intelligence +2

Belt of Incredible Dexerity +2

Rogue's Kit a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves' tools, torches (10), trail rations (5 days), and a waterskin.

Traveler's Any-Tool This implement at first seems to be nothing but a 12-inch iron bar lined with small plates and spikes. It can be folded, twisted, hinged, and bent, to form almost any known tool. Hammers, shovels, even a block and tackle (without rope) are possible. It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a handloom. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well.

The any-tool counts as a set of masterwork artisan's tools for most Craft or Profession skills (although very specialist crafts such as alchemy still require their own unique toolset). It is an ineffective weapon, always counting as an improvised weapon and never granting any masterwork bonus on attack rolls.

Potions

Jump x 2 100 gp
CLW x 5 250 gp
Cat's Grace 300 gp
Eagle's Splendor 300 gp
Barksin +2 300 gp

Gold: 46,000 gp - 23120 = 22880 - 8,000 = 14880 - 4,000 = 10880 - 4,000 = 6,880 - 4,000 = 2,880 - 50 = 2,830 - 250 = 2580 - 1250 = 1330