Full Name |
Revecka Kinczllers |
Classes/Levels |
Investigator |
Strength |
0 |
Dexterity |
2 |
Constitution |
0 |
Intelligence |
4 |
Wisdom |
1 |
Charisma |
2 |
About Revecka Kinczllers
Revecka Kinczllers
Birthplace: Ardis, Ustalav
Gender & Pronouns: Female, she/her
Ancestry: Elf (duskwalker)
Background: detective
Class Investigator; Level: 3
Medium, Duskwalker, Elf, Humanoid
Deity: Pharasma
Languages: Common, Elven, Varisian (PFS), Draconic, Fey, Goblin, Orcish
0 Str
2 Dex +1 +1b
0 Con -1a +1f
4 Int +1a +1b +1c +1f
1 Wis +1f
2 Cha +1a +1f
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SENSES
Perception: [dice=Perception (expert)]1d20+8[/dice]
Special Senses: darkvision (due to duskwalker heritage)
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DEFENSES
Hit Points: 30/30 (6 ancestry, 8 class)
AC: 18
Armor padded (+1 AC, +3 cap)
Armor proficiencies trained in light, unarmored
SAVING THROWS
Fortitude: [dice=Fortitude (trained)]1d20+ 55 [/dice]
Reflex: [dice=Reflex (expert)]1d20+ 9 [/dice]
Will: [dice=Will (expert)]1d20+ 8[/dice]
Notes:
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OFFENSE
Class DC: 19 (trained)
Speed: 30 ft.
Weapon proficiencies trained in unarmed, simple, martial
____________________
SPELLS
DC: 19 (trained)
Cantrips in spellbook (* prepared): daze*, electric arc*, message, shield
Innate: detect magic
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SKILLS
Acrobatics (U, Dex)
[dice=Acrobatics (untrained)]1d20+ 2 [/dice]
Arcana (E, Int)
[dice=Arcana (expert)]1d20+ 11 [/dice]
Athletics (U, Str)
[dice=Athletics (untrained)]1d20+ 0 [/dice]
Crafting (U, Int)
[dice=Crafting (untrained)]1d20+ 4 [/dice]
Deception (T, Cha)
[dice=Deception (trained)]1d20+ 7[/dice]
Diplomacy (T, Cha)
[dice=Diplomacy (trained)]1d20+ 7 [/dice]
Intimidation (T, Cha)
[dice=Intimidation (trained)]1d20+ 7 [/dice]
Lore (Pathfinder Society) (T, Int)
[dice=Lore (Pathfinder Society) (trained)]1d20+ 9 [/dice]
Lore (Underworld) (T, Int)
[dice=Lore (Underworld) (trained)]1d20+ 9 [/dice]
Medicine (T, Wis)
[dice=Medicine (trained)]1d20+ 6[/dice]
Nature (T, Wis)
[dice=Nature (trained)]1d20+ 6 [/dice]
Occultism (E, Int)
[dice=Occultism (expert)]1d20+ 11 [/dice]
Performance (U, Cha)
[dice=Performance (untrained)]1d20+2 [/dice]
Religion (T, Wis)
[dice=Religion (trained)]1d20+ 6 [/dice]
Society (T, Int)
[dice=Society (trained)]1d20+9 [/dice]
Stealth (T, Dex)
[dice=Stealth (trained)]1d20+7[/dice]
Survival (T, Wis)
[dice=Survival (trained)]1d20+6[/dice]
Thievery (T, Dex)
[dice=Thievery (trained)]1d20+7[/dice]
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FEATS:
Ancestry Feats and Abilities
1st: Ghost hunter: Your connection to the Boneyard ensures that your blows strike true against spectral beings. Your weapon and unarmed Strikes against incorporeal creatures become magical. If they are already magical, they instead gain the effects of a ghost touch property rune.
Class Feats and Abilities
Feature 1st: Empiricism (Free Recall Knowledge, Seek, or Sense Motive once/10 mins.)
Feature 1st: Pursue A Lead
Feature 1st: Clue In
Feature 1st: Devise a Strategem
Feature 1st: Strategic Strike 1d6
1st: That’s Odd (from methodology): When you enter a new location, such as a room or corridor, you immediately notice one thing out of the ordinary.
1st: Known Weaknesses: Whenever you Devise a Stratagem, you can also attempt a check to Recall Knowledge as part of that action before rolling the d20. If you critically succeed at the Recall Knowledge check, you notice a weakness and can convey the information to allies to grant each of them a +1 circumstance bonus to their next attack roll against the subject, as long as their attack is made before the beginning of your next turn. If you choose an attack stratagem, this bonus applies to that attack roll too.
2nd: Wizard Dedication: You cast spells like a wizard, gaining a spellbook with four common arcane cantrips of your choice. You gain the Cast a Spell activity. You can prepare two cantrips each day from your spellbook. You’re trained in the spell attack modifier and spell DC statistics. Your key spellcasting attribute for wizard archetype spells is Intelligence, and they are arcane wizard spells. Select a school; you don’t gain any abilities from your choice of school, but qualify for feats as a member: School of Civic Wizardry
Feature 3rd: Keen Recollection: Your proficiency bonus to untrained skill checks to Recall Knowledge is equal to your level instead of +0.
General Feats
3rd: Diehard: Die at dying 5, rather than dying 4
Skill Feats
Background: Streetwise
2nd: Assurance (medicine): automatic 15
3rd (skillful lesson): Arcane Sense: Cast detect magic at will
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EQUIPMENT
Combat Gear: +1 shortbow (20 arrows), sap, +1 main-gauche
Gear: Detective’s kit, healer’s toolkit, thieves’ tools + replacement picks (as a backup), adventurer’s pack, spellbook, writing set, wooden religious symbol (Pharasma)
Pathfinder Training Gear: xx
GP: 1.8 gp
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CAMPAIGN NOTES
Shadows & Scarecrows
Malevolence
Night of the Gray Death
5-04 Equal Exchanges - Necessary Introductions