| Full Name |
Nathaniel Crowe |
| Race |
Half Orc |
| Classes/Levels |
Investigator (Questioner) 6 |
About Nathaniel Crowe
Nathaniel Crowe
Male half-orc investigator (questioner) 6 (Pathfinder Player Companion: Magic Tactics Toolbox 26, Pathfinder RPG Advanced Class Guide 30)
NG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +14 (+16 to find hidden objects (inc. secret doors and traps), determine if food is spoiled, or identify a potion by taste)
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Defense
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AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 shield)
hp 45 (6d8+12)
Fort +7, Ref +10, Will +8; +4 bonus vs. poison, +1 Luck bonus vs. traps
Defensive Abilities sacred tattoo[APG], trap sense +2
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Offense
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Speed 30 ft.
Melee +1 longsword +5 (1d8+7/19-20)
Special Attacks studied combat (+3, 4 rounds), studied strike +2d6
Investigator (Questioner) Spells Known (CL 6th; concentration +10)
2nd (4/day)—cure moderate wounds, glitterdust (DC 16), heroism, invisibility
1st (5/day)—cure light wounds, liberating command[UC], silent image (DC 15), vanish[APG] (DC 15)
0 (at will)—detect magic, ghost sound (DC 14), light, mending, prestidigitation, read magic
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Statistics
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Str 14, Dex 14, Con 14, Int 18, Wis 10, Cha 8
Base Atk +4; CMB +4; CMD 18
Feats Arcane Armor Training, Power Attack, Skill Focus (Disable Device)
Traits fate's favored, student of philosophy
Skills Acrobatics +6, Appraise +10, Bluff +8 (+13 to lie (as a result of using Int instead of Cha)), Climb +6, Craft (alchemy) +8, Diplomacy +8 (+13 to persuade others but not to gather information (as a result of using Int instead of Cha)), Disable Device +19 (+24 to disarm traps), Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Knowledge (engineering) +11, Knowledge (geography) +11, Knowledge (history) +11, Knowledge (local) +12, Knowledge (nature) +11, Knowledge (nobility) +11, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +13, Perception +14 (+16 to find hidden objects (inc. secret doors and traps), determine if food is spoiled, or identify a potion by taste), Profession (librarian) +4, Sense Motive +8, Sleight of Hand +8, Spellcraft +10, Stealth +6, Survival +0 (+5 when tracking); Racial Modifiers +2 Appraise, +2 Knowledge (local), scavenger[APG]
Languages Abyssal, Ancient Osiriani, Celestial, Common, Draconic, Elven, Goblin, Orc, Sylvan, Thassilonian, Tien, Varisian
SQ inspiration (7/day), inspiration for subterfuge, investigator talents (trap spotter, underworld inspiration[ACG]), keen recollection, know-it-all, orc blood, swift alchemy, trapfinding +3
Combat Gear wand of cure light wounds (50 charges), alchemist's fire (5), antiplague[APG] (2), antitoxin (2); Other Gear +1 mithral chain shirt, +1 mithral buckler, +1 longsword, cloak of resistance +1, handy haversack, lenses of detection, trapspringer's gloves[UE], bandolier[UE], bandolier[UE], masterwork thieves' tools, 24 gp
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Special Abilities
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Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Darkvision (60 feet) You can see in the dark (black and white only).
Eidetic Recollection (Su) Can always take 10 on Knowledge checks, use 1 inspiration to take 20.
Inspiration (+1d6, 7/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Inspiration for Subterfuge (Ex) A questioner can use inspiration on any Knowledge, Linguistics, or Stealth checks he attempts without expending a use of inspiration, provided he’s trained in that skill.
This ability alters inspiration.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Know-It-All +2 (Ex) At 2nd level, a questioner receives a +1 bonus on skill checks for all Knowledge skills in which he is trained. This bonus increases by 1 at 5th level and every 3 investigator levels thereafter, to a maximum of +6 at 17th level. If he has the percept
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Tattoo +1 to all saves.
Scavenger +2 Perception to find hidden objects (inc. secret doors and traps), determine if food is spoiled or identify a potion by taste.
Studied Combat (+3, 4 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +2d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Underworld Inspiration (Ex) Free Inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand (if trained).