About Lucretia Wyld
Lucretia Wyld
Female half-elf investigator (sleuth) 2
CG Medium humanoid (elf, human)
Init +7; Senses low-light vision; Perception +8
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 dexterity)
hp 16 (2d8+4)
Fort +1, Ref +6, Will +4; +2 vs. enchantments, +2 bonus vs. poison
Immune sleep; Resist poison resistance
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee mwk cold iron dagger +5 (1d4/19-20) or
. . mwk cold iron light mace +5 (1d6) or
. . mwk cold iron rapier +5 (1d6/18-20) or
. . wooden stake +4 (1d4)
Ranged light crossbow +4 (1d8/19-20)
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Statistics
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Str 10, Dex 16, Con 12, Int 15, Wis 12, Cha 13
Base Atk +1; CMB +1; CMD 14
Feats Skill Focus (Sense Motive), Weapon Finesse
Traits elven reflexes, suspicious
Skills Acrobatics +4, Bluff +5, Disable Device +7, Disguise +5, Escape Artist +4, Knowledge (arcana) +6, Perception +8, Profession (librarian) +5, Sense Motive +10, Sleight of Hand +5, Spellcraft +6, Stealth +4, Use Magic Device +5; Racial Modifiers +2 Perception
Languages Common, Dwarven, Elven, Halfling
SQ deed: daring, deed: oppurtunist evasion, deed: sleuth's initiative, elf blood, inspiration, poison lore, poison use, fast poisoning, sleuth's luck, trapfinding +1
Combat Gear silver crossbow bolts (50); Other Gear mwk lamellar (leather) armor, light crossbow, mwk cold iron dagger, mwk cold iron light mace, mwk cold iron rapier, wooden stake, backpack, masterwork, bedroll, belt pouch, flint and steel, ink, black, inkpen, mess kit, soap, thieves' tools, masterwork, torch (10), trail rations (5), waterskin, 533 gp
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Special Abilities
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Deed: Daring (Ex) Spend 1 luck to add 1d6 to Acrobatics, Climb, Escape Artist, Fly, Ride, Swim check.
Deed: Oppurtunist Evasion (Ex) Spend 1 luck to take no damage after successful Reflex save.
Deed: Sleuth's Initiative (Ex) While have luck, can use a free hand to draw ligt/1-hand melee weap as part of the initiative check.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Inspiration (+1d6, 3/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Lore (Ex) After 1 min can use Know to ID poisons, 1 min more to neutralize with Craft (alchemy).
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action.
Sleuth's Luck 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 d
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.