About RUBY REDHATDescription: Personality: Statistics:
N Medium (Native) Init +3; Senses Perception +10 Dark Vision 60' ------------------------------ DEFENSE ------------------------------ AC 16, touch 13, flat-footed 14 (+3 armor, +3 dex, +0 shield) HP 20/20 [1d8+1+5+3+3] Fort +4, Ref +4, Will +6 ------------------------------ OFFENSE BAB+2 ------------------------------ Speed 40 ft. Melee MBAB+4 Unarmed strike TH+5 [DMG1d3+2] x2 B+L Cold Iron Spear TH+5 [DMG1d8+2] 19/20x3 [brace] Cold Iron Dagger TH+5 [DMG1d4+2] x2 Ranged RBAB+5
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Base Atk +2; CMB +4; CMD 16
2:Flame-Touched [Magic]
3:Rich Parents [Social] [From Feat]
4: Arcane Dabbler [Regional][From Feat]
5: Pyromancer [(Aasimar)][From Drawback]
Drawbacks
Feats
2: Weapon Finesse
-:Improved unarmed Strike [Faith] SKILLS:
Skills (12 points; 2 class, 2 INT)
+8 Acrobatics(+3dex, +2rank +3Class)^<
Concentration +6 (3CL+3WIS) ※ background skills < = Classfeat other Skill *ACP applies to these skills Non-Standard Skill Bonuses
Languages: Common + Celestial Occupation: Combat Healer Special Abilities:
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Race Gnome:
Standard Racial Traits Ability Score Modifiers: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength. Type: Gnomes are Humanoid creatures with the gnome subtype. Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. Base Speed: (Slow Speed) Gnomes have a base speed of 20 feet. Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. See the Linguistics skill page for more information about these languages. Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype. Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects. Keen Senses: Gnomes receive a +2 racial bonus on Perception checks. Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice. Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier. Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes. Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon. Blended View: Prerequisite(s): Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Gnomes can take this trait in place of keen senses. Master Tinker Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces defensive training and hatred. Class legendary investigator L4:
Hit Die: d8
Class Features
Weapon and Armor Proficiencies: A legendary investigator is proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields. If they have the arcane source of power, they may cast legendary investigator spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a legendary investigator wearing medium or heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass legendary investigator still incurs the normal arcane spell failure chance for arcane spells received from other classes. Course of Study (Ex)
Each courses of study provides a bonus equal to the legendary investigator level to a related skill notated under the course of study as the ‘focus skill.’ Power Source: A legendary investigator chooses to mix extracts or to cast arcane, divine, or psychic spells as determined by their courses of study. The investigator can create only a certain number of extracts or cast a certain number of spells of each level per day. Their base daily allotment of extracts or spells is given on Table: Investigator Spellcasting. In addition, they receive bonus extracts or spells per day if they have a high Intelligence score, in the same way a wizard receives bonus spells per day. Power Sources
A legendary investigator must prepare their spells ahead of time, but unlike a wizard, her spells are not expended when they’re cast. Instead, they can cast any spell that they have prepared, consuming a spell slot of the appropriate level, assuming they haven’t yet used up their spell slots per day for that level. To learn, prepare, or cast a spell, the legendary investigator must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against a legendary investigator’s spell is 10 + the spell’s level + the legendary investigator’s Intelligence modifier. A legendary investigator may know any number of spells, but the number they can prepare each day is limited. At 1st level, they can prepare four 0-level spells and two 1st-level spells each day. At each new legendary investigator level, the number of spells they can prepare each day increases, adding new spell levels as indicated on Table 1-2: Legendary Investigator Spellcasting. Unlike the number of spells they can cast per day, the number of spells a legendary investigator can prepare each day is not affected by their Intelligence score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells a legendary investigator can prepare. A legendary investigator must choose and prepare their spells ahead of time by getting 8 hours of sleep and spending 1 hour studying their spell book. While studying, the legendary investigator decides what spells to prepare and refreshes her available spell slots for the day. Like a sorcerer, a legendary investigator can choose to apply any metamagic feats they know to a prepared spell as they cast it, with no increase in casting time. A legendary investigator must study their spellbook each day to prepare their spells. they cannot prepare any spell not recorded in her spellbook except for read magic, which all legendary magi can prepare from memory. A legendary investigator begins play with a tome containing all 0-level investigator spells plus three 1st-level investigator spells of her choice. The investigator also selects a number of additional 1st-level investigator spells equal to her Intelligence modifier to add to her spellbook. At each new investigator level, they gain two new investigator spells of any spell level or levels that they can cast (based on their new legendary investigator level) for their spell book. At any time, a legendary investigator can also add spells found in other spell books to their own. A legendary investigator can learn spells from a wizard’s or a magus’s spell book, just as a wizard can from a legendary investigator’s tome. The spells learned must be on the investigator spell list, as normal. An alchemist can learn formulae from a legendary investigator’s spellbook, if the spells are also on the alchemist formulae list. A legendary investigator cannot learn spells from an alchemist. Inspiration (Ex)
They have an inspiration pool equal to 1/2 their legendary investigator level + their Intelligence modifier (minimum 1). A legendary investigator’s inspiration pool refreshes each day, typically after they get a restful night’s sleep or spend time doing an activity that stimulates their brain. As a free action, they can expend one use of inspiration from their pool to add 1d6 to skill and ability checks, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. A legendary investigator can only use inspiration once per check or roll. They can use inspiration on any Intelligence-based skill checks without expending a use of inspiration, provided they’re trained in the skill. This includes skills in which the legendary investigator substitutes their Intelligence modifier for the skill’s typical ability modifier. Inspiration can also be used on attack rolls and saving throws, at the cost of spending two uses of inspiration each time from the legendary investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action. Temporary increases to Intelligence, like from the spell fox’s cunning do not increase the number of points of inspiration the investigator has or can have. Studied Combat (Ex)
A legendary investigator can only have one target of studied combat at a time, and once a creature has become the target of their studied combat, it cannot become the target of the same legendary investigator’s studied combat again for 24 hours unless the legendary investigator expends one use of inspiration when taking the move action to use this ability. Studied Strike (Ex)
The legendary 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. They cannot use a studied strike against a creature with concealment. Quick Wits (Ex)
Danger Sense (Ex)
The bonuses gained from this ability stack with those gained from trap sense (if the legendary investigator has trap sense from another class). Investigator Talent (Ex)
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. Keen Recollection (Ex)
Piercing the Veil (Ex)
Favored Class Bonuses
Spells:
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Level 1 2+1+1 DC14
Level 2 1+1+1/day DC15
Gear/Possessions:
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Armor
Weapon
Silkweave Spell component pouch 10gp 1/4lb
Silkweave Belt Pouch 1 2gp 1/4lb
Silkweave Belt Pouch 2 2gp 1/4lb
Carrying Capacity
Starting coin: [1040gp] 140gp+900gp[trait] Background:
10 mins Background
0:Noble - Lady Rosalyn Aanya_Luminuss is a noble of the Underwater city of Soliana.
Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game. 1:To fine a way to resurrect her dead brother. This is a core driving force behind her actions. Her own happiness can second to this need. That at times can bring her into conflict with her own need to help others and protect them. 2:To gain the honor of becoming a high priestess of Soriel-That which is Many. With the respected and power to help others. Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.
Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile.
Step 5: Describe three memories that your character has.
1: fear
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