Lassiviren

Robert Smythe's page

124 posts. Organized Play character for Eric Clingenpeel.


Full Name

Robert Smythe

Race

Tiefling (Grimspawn)

Classes/Levels

Investigator 2 | AC 17 T 13 FF 14 | HP 15/15 | F +1 R +6 W +3 | Init +3 | Perc +4 | Inspiration 4/5

Gender

Male

Size

Medium

Age

74

Special Abilities

Alchemy, Darkvision, Resist (Cold, Electricity, Fire) 5, Insipiration (+1d6 5/day), Poison Lore, Poison Resistance +2, Poison Use, Trapfinding

Alignment

N

Deity

None

Location

Wanderer

Languages

Abyssal, Common, Hallit, Osiriani, Tien, Varasian, Vudrani

Occupation

Alchemist

Strength 12
Dexterity 16
Constitution 12
Intelligence 18
Wisdom 10
Charisma 9

About Robert Smythe

Spoiler:
Robert Smythe 18811-14
Male Daemon-Spawn Tiefling Investigator 2
N Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 15 (2d8+2)
Fort +1, Ref +6, Will +3; +2 bonus vs. poison
Resist cold 5, electricity 5, fire 5, poison resistance
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Offense
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Speed 30 ft.
Melee bite +2 (1d6+1)
Ranged darkwood composite shortbow +5 (1d6+1/×3)
Investigator Spells Prepared (CL 2nd; concentration +6):
1st—cure light wounds, keen senses (DC 15), shield
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Statistics
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Str 12, Dex 16, Con 12, Int 18, Wis 10, Cha 9
Base Atk +1; CMB +2; CMD 15
Feats Grasping Tail
Traits clever wordplay, pragmatic activator
Skills Acrobatics +7, Craft (alchemy) +9 (+11 to create alchemical items), Diplomacy +8, Disable Device +12, Heal +6, Knowledge (arcana) +8*, Knowledge (dungeoneering) +8*, Knowledge (engineering) +8*, Knowledge (geography) +8*, Knowledge (history) +8*, Knowledge (local) +8*, Knowledge (nature) +8*, Knowledge (nobility) +8*, Knowledge (planes) +8*, Knowledge (religion) +8*, Linguistics +8*, Perception +4 (+5 to locate traps), Sleight of Hand +9, Spellcraft +8*, Stealth +7, Use Magic Device +8; Racial Modifiers alchemy
*Inspiration is free
Languages Abyssal, Common, Hallit, Osiriani, Tien, Varisian, Vudrani
SQ inspiration, poison lore, poison use, prehensile tail, trapfinding +1
Combat Gear Healer's kit (10/10 uses remaining); Other Gear darkleaf cloth lamellar (leather) armor, darkwood composite shortbow, alchemy crafting kit, backpack, masterwork, bandolier, bandolier, belt pouch, canteen, chalk (10), charcoal stick (4), flint and steel, formula book, gear maintenance kit, grappling arrow, ink, black (2), inkpen (3), journal, paper (50), periscope, pocket watch, silk rope, skeleton key, thieves' tools, masterwork, 127 GP, 6 SP
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Special Abilities
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Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Grasping Tail Your tail can retrieve small objects on your person as a swift action.
Inspiration (+1d6) (5/day) (Ex) Use 1 point, +1d6 to skill or ability check. Use 2 points, to add to attack or save.
Poison Lore (Ex) An investigator has a deep understanding and appreciation for poisons. Starting at 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator takes minute and physical examine the poison, he can make a Know
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Skeleton key Use a +10 Disable Device for one try to open a lock.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

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