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About Noctifer UmbriaAbout Noctifer Umbria, Questioner Noctifer Umbria
BAB: + 3 CMB: + 4 CMD: + 22
Defense AC 19, touch 14, flat-footed 14 (+ 5 armor, + 4 Dexterity)
==================================================================== Offense Speed 30 ft. Melee Rapier + 1 (+ 8 to hit, + 2 to damage, 1d6/18-20x2), Deals P damage
Ranged Light Crossbow (+ 7 to hit, + 0 to damage, 1d8/19-20x2), Deals P damage
Space: 5 ft.; Reach: 5 ft. ==================================================================== Skills Note: All Knowledge skills on which he is trained receive a + 1 bonus from the Questioner archetype's Know it all class ability. Acrobatics: 1 rank + 3 class skill + 4 Dex bonus = + 8
Background Skills
Languages: Common, Infernal, Draconic (B), Goblin (B), Abyssal (B), and Shadowtongue (L) ==================================================================== Racial Traits:
+ 2 Dexterity, + 2 Intelligence, - 2 Charisma: Tieflings are quick in body and mind, but are inherently unnerving. Tieflings of specific bloodlines (see below) gain different ability score modifiers as indicated. Native Outsider: Tieflings are outsiders with the native subtype. Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size. Normal Speed: Tieflings have a base speed of 30 feet. Darkvision: Tieflings see in the dark for up to 60 feet. Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks. Tieflings of specific bloodlines (see below) gain a +2 bonus on different skill checks as indicated. Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5. Alternate Racial Trait Soul Seer: Rare tieflings have a peculiar sight that allows them to see the state of a creature’s soul. They can use deathwatch at will as spell-like ability. This racial trait replaces the spell-like ability and fiendish sorcery racial traits. Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following languages: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.
==================================================================== Traits:
Clever Wordplay (Basic, Social): Your cunning and logic are more than a match for another’s confidence and poise. Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier. Armor Expert (Basic, Combat): You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.
Feats:
Weapon Finesse (1st Level Feat): You are trained in using your agility in melee combat, as opposed to brute strength. Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Special: Natural weapons are considered light weapons. Extra Inspiration (3rd Level Feat): You are more able to draw upon inspiration than most. Prerequisites: Amateur Investigator or inspiration class feature. Benefit: You gain three extra use per day of inspiration in your inspiration pool. Special: If you have levels in the investigator class, you can take this feat multiple times. Each time you do, you gain three extra uses of inspiration per day. ==================================================================== Class Features Investigator Class Features:
Weapon and Armor Proficiency
Spells
Like other spellcasters, a questioner can cast only a certain number of spells of each spell level per day. He knows the same number of spells and receives the same number of spell slots per day as a bard of his investigator level, including for cantrips. In addition, he receives bonus spells per day if he has a high Intelligence score. At 5th level and every 3 investigator levels thereafter, a questioner can learn a new spell in place of one he already knows, using the same rules as a bard. In effect, the questioner loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spell the questioner can cast. A questioner need not prepare his spells in advance. He can cast any bard spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level. This ability replaces alchemy. 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 f lashes 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 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 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. Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps. Know-It-All (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 perceptive tracking investigator talent, he also adds this bonus on Perception checks to find and follow tracks. At 5th level, the questioner gains the eidetic recollection investigator talent as a bonus talent, ignoring its prerequisites. This ability replaces poison lore. Poison Resistance (Ex): 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. At 11th level, the investigator becomes completely immune to poison. Investigator Talent (Ex or Su): At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once. Investigator talents marked with an asterisk (*) add effects to an investigator’s studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt. See the Investigator Talents section for a full list of Talents from all sources. Restricted Talents: A questioner selects investigator talents as normal, except he cannot select the alchemist discovery investigator talent. This ability alters investigator talents. Investigator Talent (3rd Level) (Ex): Rogue Talent.
Keen Recollection: At 3rd level, an investigator can attempt all Knowledge skill checks untrained. Trap Sense (Ex): At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Ref lex 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): 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): 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. Spell List:
Cantrips Known: 6 Scrivener's Chant
1st Level Spells Known: 4 Cure Light Wounds
1st Level spells per day: 4 2nd Level Spells Known: 2
2nd Level spells per day: 2 ==================================================================== Inventory Tracking Sheet Mundane Gear:
Cold Iron Rapier Alchemical Silver Rapier Light Crossbow Bolts, cold iron (10) [4] (Note: 20 of the bolts are covered with silver weapon blanch) Backpack, masterwork Thieves tools, masterwork Durable adamantine arrow Alchemical Gear:
Alchemist's Fire, flask [2] Acid, flask [2] Holy water, flask [1] Tanglefoot Bag Holy Weapon Balm [2] Tindertwig [3] Weapon blanch, silver [2, already applied to 20 bolts] Magic Items:
Rapier +1 Chain Shirt +1 Cloak of Resistance + 1 Traveler's Any-tool Potions, Oils, and Scrolls:
Oil of Bless Weapon Scroll of Magic Weapon Scroll of Create Water Scroll of Comprehend Languages Scroll of Lesser Restoration Scroll of Hide from Undead Scroll of Protection from Evil Scroll of Shield of Faith Scroll of Mage Armor Mundane Gear not on Item Tracking Sheets:
Explorer's Outfit Dagger [2] Mace, light Sap Silk rope (50 ft.) Gear maintenance kit Mess kit Grooming kit Bandolier [2] Bedroll Blanket Soap [2] Candle [10] Oil, lamp [2] Torch [4] Rations, trail [6] Sack [4] Poncho Pouch, belt Waterskin Book, journal Ink Inkpen [3] Chalk [10] Flint & Steel Pouch, spell component [2] Wrist sheath (spring loaded) [2] Whetstone Grappling hook (common) Weapon cord [3] |