Shoreborn

Irudiel's page

43 posts. Organized Play character for Oykiv.


Full Name

Irudiel

Race

Half-elf

Classes/Levels

Investigator (Empiricist) 3 | HP 21/21 AC 17 T 12 FF 15 | F +4 R +6 W +4 | Init +2 Perc +13 (+1 vs traps) |Low-light vision | (+2 vs enchantment spells and effects. Immune to magic sleep effects, trap sense +1)

Strength 17
Dexterity 14
Constitution 14
Intelligence 15
Wisdom 10
Charisma 7

About Irudiel

Male Half-elf Investigator (empiricist) 3
N Medium
Init +2; Perception +11

Defense
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 21
Fort +4, Ref +6, Will +4 (+2 vs enchantment spells and effects. Immune to magic sleep effects)

Offense
Speed 30 ft. 30 ft. in armor
Melee Masterwork Longspear +6 (+5 with PA);1d6+4(+7 with PA) Reach, x3
Ranged

Spells Known
1st (8)— Crafter´s fortune, Shield, Enlarge person, Monkey fish, Heighten awareness, Identify.

Spells prepared
1st (4) — Heighten awareness, Shield, Shield, Enlarge person.

Investigator Talents: Expanded Inspiration (Ex): An investigator can use inspiration on any Diplomacy, Heal, Perception, Profession, or Sense Motive checks without expending a use of inspiration, provided he's trained in the skill.

Statistics
Str 17 , Dex 14, Con 12, Int 15, Wis 10, Cha 7
Base Atk +2; CMB +5; CMD 17

Feats: Skill focus (Perception), Combat reflexes, Power attack

Traits: Student of philosophy, Resilient

Special: Inspiration pool 3/3 Used to add 1d6 to a skill, save or attack (saves and attacks spent 2). Free for knowledges and liguistics.
Empiricist investigator uses INT modifier for Disable device, Perception, Sense motive and UMD. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information. This ability replaces poison lore and poison resistance.
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 Reflex 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).

Skills: (Heighten awareness active, +2 to perception and knowledges) Acrobatics +4, Bluff (+2)/-2; Climb +5, Craft Alchemy +6 (+10 to day jobs); Diplomacy +8; Disable device +9; Heal +4; All Knowledges +6; Linguistics +6; Perception +13/(+14); Sense Motive +6; Spellcraft +6

Languages: Common, Elf, Dwarven, Halfling, Draconic.

Combat Gear: Masterwork longspear, Sling, 2 Darts, Sap, Alchemical silver light mace, Cold iron dagger, Lamellar leather, Wand of cure light wounds (0/50 charges), +1 Lamellar Darkleaf armor and cape of resistance +1

Consumibles: 2 Acid, 2 Alchemist's fire, 2 Smokestick, Bladeguard, Bloodblock, Bodybalm, Keros oil, Vermin repelent

Other Gear: Masterwork backpack, Bedroll, Flint and steel, Inkpen, Ink, 5 paper sheets, Belt pouch, Rope, silk, Waterskin, Ioun torch, Alchemist lab (at home), Masterwork thieves tool, Artisan outfit, Smoked googles, Formulae book, Whetstone, cold weather outfit (at home to lend)

Boons: Confirmed field agent; +1 to knowledges in Absalom
Expanding trade network; +2 to dayjob checks
Snowmask induction; (su) Permanent endure elements (cold)
Yagevna. In Irrisen +2 to diplomacy if that family is mentioned.

Buyed +1 Lamellar Darkleaf armor and cape of resistance +1