Reknar Heldergast's page

655 posts. Alias of Edeldhur.


AC: 18 (FF:15/T:13) CMD:15 HP: 14/19 Saves - FO:4 RE:9 WL:5

About Reknar Heldergast

Reknar Heldergast lvl2
Half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 (Pathfinder RPG Advanced Class Guide 30, 56, 100, 125)
CG Medium humanoid (human, orc)
Init 3; Senses darkvision 60 ft.; Perception +6
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 19 (2 HD; 1d8+1d10+4)
Fort 4, Ref 9, Will 5
Defensive Abilities sacred tattoo[APG]
Speed 30 ft.
Melee cold iron rapier +4 (1d6+5 P/18+) or
. . dagger +1 (1d4+3 P or S/19+) or
. . light mace +1 (1d6+3 B)
Ranged sling +4 (1d4+1 B)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (3)
Investigator (Empiricist) Extracts Prepared (CL 1st; concentration +3)
. . 1st—monkey fish[ACG], shield
Str 13, Dex 17, Con 14, Int 14, Wis 12, Cha 8
Base Atk +1; CMB 1; CMD 15
Feats Combat Expertise, Deadly Aim, Fencing Grace[UI], Power Attack, Weapon Focus (rapier)
Traits fate's favored, student of philosophy
Skills Acrobatics +7, Bluff +3 (+6 to lie (as a result of using Int instead of Cha)), Climb +4, Craft (alchemy) +6 (+7 to create alchemical items), Diplomacy +3 (+6 to persuade others but not to gather information (as a result of using Int instead of Cha)), Intimidate +5, Knowledge (geography) +6, Knowledge (local) +6, Linguistics +7, Perception +6, Sense Motive +5, Spellcraft +6, Survival +2, Use Magic Device +4; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Draconic, Giant, Orc, Sylvan
SQ alchemy (alchemy crafting +1), human investigator, inspiration (2/day), inspired panache, orc blood, trapfinding +1
Other Gear lamellar (leather) armor[UC], mwk chain shirt, buckler, cold iron rapier, dagger, light mace, sling, bandolier[UE], bedroll, flint and steel, hemp rope (50 ft.), investigator starting formula book, masterwork backpack[APG], string or twine[APG], trail rations (5), waterskin, winter blanket
Special Abilities
+1 formulas in formula book Add one extract formula from the investigator’s formula list to his formula book. This formula must be at least 1 formula level below the highest level the investigator can create.
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Fencing Grace Use Dexterity on rapier damage rolls
Inspiration (+1d6, 2/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sacred Tattoo +1 to all saves.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.