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Nev Morvinus's page

176 posts. Alias of Whack-a-Rogue.


Full Name

Nev Morvinus

Race

Vitals:
HP 10/10 | AC 16 T 15 FF 14 | F +4 R +4 W +2 (+2 vs illusions, death effects) | CMD 11 MSD 12 PSD 10 | Init +2 | Perc +3

Classes/Levels

Abilities:
Hit Dice 1/1 | Spell Points 5/5 | Inspiration 4/4 (+1d6) | Studied Combat +1 (4 rounds)

Gender

Gnome Elementalist (arcanopulser) // Investigator 1

Size

Small

Alignment

NG

Languages

Common, Dwarven, Elven, Giant, Gnome, Goblin, Sylvan

Strength 10
Dexterity 14
Constitution 14
Intelligence 18
Wisdom 10
Charisma 10

About Nev Morvinus

Statistics:
Initiative: +2 (+2 DEX)
Perception: +3 (+1 level +2 race)
Low-Light Vision
Speed: 20ft

HP: 10 (8 class +2 CON)
Fortitude: +4 (+2 class +2 CON) +2 vs illusions, death effects
Reflex: +4 (+2 class +2 DEX)
Will: +2 (+2 class) +2 vs illusions, death effects

AC: 16 (10 +2 DEX +3 armor +1 size)
CMB: -1 (-1 size)
CMD: 11 (10 +2 DEX -1 size)
PSB: +0
PSD: 10
MSB: +1
MSD: 12

Melee: +1 (+1 size)
Ranged: +3 (+2 DEX +1 size)

Skills:
Skills per Level: 10 (6 class +4 INT)
*Acrobatics +6 (1 rank +2 DEX)
*Athletics
*Craft
*Deception
*Disable Device +7 (1 rank +2 DEX +1 race)
*Escape Artist
*Fly
*Heal
*Influence +4 (1 free rank)
*Knowledge (arcane) +8 (1 rank +4 INT)
*Knowledge (civilization) +8 (1 rank +4 INT)
*Knowledge (divine)
*Knowledge (dungeoneering)
*Knowledge (engineering) +11 (1 rank +4 INT +3 race) gain advantage on checks, but if either roll is a 1, you fail by 10+
*Knowledge (history) +8 (1 rank +4 INT)
*Knowledge (martial)
*Knowledge (nature)
*Knowledge (occult)
*Knowledge (planes) +8 (1 rank +4 INT)
*Linguistics
*Lore (abjuration) +8 (1 free rank +4 INT)
*Perform
*Profession
*Sense Motive +5 (1 rank +1 class)
*Sleight of Hand
*Spellcraft +10 (1 rank +4 INT +2 feat)
*Stealth (+4 size)
*Survival
*Use Magic Device +6 (1 rank +2 feat)

Feats:
Feats

Background Feats

Background: Mage
Ability Boost: INT
Bonus Feat: Magical Aptitude
Magical Knack: You can spend one hit die to cast magic missile or shield.

Class Features:
Arcane Pulse (Su): At 1st level, an arcanophage develops a weapon uniquely crafted from his own mastery over the fundamental forces of magic. He can create orbs of arcane energy that can be slung at an enemy or used to strike an enemy to deal damage. An arcane pulse can be a melee or ranged weapon, requiring the target to either be in reach, or can be made as a ranged attack with a range increment of 30 feet. An arcane pulse deals 1d6 points of magical bludgeoning damage, +1 additional damage per four arcanophage levels. Arcane pulses only materialize when making attacks; if the arcanophage is not making an attack with an arcane pulse, his hands are considered free unless he is otherwise holding an item. Arcane pulses are considered to be a light weapon, and they can be used for two-weapon fighting (with each hand creating one shot) as well as feats and abilities that apply to weapon attacks. The arcanophage may also choose to combine both of his arcane pulses into one weapon, treating it as a two-handed weapon and increasing its damage dice to 1d10, although this decision must be made at the start of his turn and lasts until the start of his next turn. When a feat or ability is used to add a bonus to a weapon type, such as Weapon Focus (arcane pulse), it applies to both melee and ranged attacks, as long as they otherwise qualify for the feat. The arcanophage threatens within reach of his melee arcane pulse, but only if he has a hand free.

Course of Study: Mathematics
- Calculate Trajectory (Ex): At 1st level, your ability to quickly calculate the geometry and physics of your situation is beyond compare. You may as a move action apply your Intelligence bonus to your next attack roll made during the round. This bonus is in addition to the normal ability bonus applied to the roll. If the bonus is not used before the end of your turn, it is lost due to the changing circumstances of the battlefield.

Inspiration (Ex): 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 +1/4 level 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.

Spell Mimicry: At 1st level, an arcanophage can intuitively understand magic that they see in practice. When he successfully identifies a sphere effect, as an immediate action he can gain knowledge of 1 + 1 per 3 class levels talents used in that effect, to a maximum of his Intelligence modifier, used in that effect. This knowledge is retained for 1 minute per class level. If the arcanophage would gain talents in excess of his Intelligence modifier through another use of this ability, he must choose which previously gained talents to lose until their total mimicked talents is reduced to his Intelligence modifier. An arcanophage cannot choose to lose a talent that is a prerequisite for another talent gained from this ability. Any sphere effects that use talents gained from this ability use the arcanophage’s class level in place of his caster level and increase their wild magic chance by 10% per talent. This caster level and wild magic chance stack with those gained from other sources.

Studied Combat (Ex): A life of an investigator typically leads him into danger, so he must always be ready to bring his wits to bear in a fight. By taking the time to observe the movements and tactics of his opponent, an investigator can take advantage of openings in the opponent’s guard and faults in their skill. At 1st 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 (minimum 1) 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 his studied combat, it 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): 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, ending any instance of studied combat on the target. The damage is 1d6 at 1st level and increases by 1d6 for every 2 levels thereafter (to a maximum of 10d6 at 19th 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. 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.

Combat/Magic Talents:
Combat Talents
Equipment
- Archery Bash
- Rogue Weapon Training
- Unarmored Training
- Weaponmaster
Warleader (drawback: impeccable command)
- Persisting Influence
- Verbal Commands

Magic Talents
Drawbacks: mental focus, rigorous concentration, somatic casting, wild magic
2