Faxon

Malcor Eydaan's page

No posts. Organized Play character for GM Harpwizard.


Race

Tiefling

Classes/Levels

Investigator 2

About Malcor Eydaan

Malcor Eydaan
Male tiefling investigator (empiricist) 2 (Pathfinder RPG Advanced Class Guide 30, 100, Pathfinder RPG Bestiary 264)
N Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 22 (2d8+9)
Fort +2, Ref +6, Will +3
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee dagger +3 (1d4+2/19-20) or
. . rapier +3 (1d6+2/18-20)
Spell-Like Abilities (CL 2nd; concentration +1)
. . 1/day—darkness
Investigator (Empiricist) Extracts Prepared (CL 2nd; concentration +5)
. . 1st—cure light wounds, expeditious retreat, shield
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Statistics
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Str 14, Dex 16, Con 14, Int 16, Wis 10, Cha 8
Base Atk +1; CMB +3; CMD 16
Feats Toughness
Traits clever wordplay, reactionary
Skills Acrobatics +6, Bluff +1, Craft (alchemy) +7 (+9 to create alchemical items), Diplomacy +7 (+11 to gather information (You can use your Intelligence Modifier instead of Charisma)), Disable Device +7, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +7, Perception +8, Spellcraft +7, Stealth +8, Use Magic Device +7; Racial Modifiers +2 Bluff, +2 Stealth, ceaseless observation
Languages Abyssal, Common, Draconic, Infernal, Orc, Terran
SQ alchemy (alchemy crafting +2), inspiration (4/day), trapfinding +1
Other Gear studded leather, dagger, rapier, alchemy crafting kit[APG], backpack, belt pouch, flint and steel, ink, inkpen, investigator starting formula book, soap, thieves' tools, torch (10), trail rations (5), 35 gp, 1 sp
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Special Abilities
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Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+4)
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Inspiration (+1d6, 4/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.