Race |
| HP: 62/62 | AC: [27] 23 (14 Tch, [24] 20 Fl) | CMB: +7, CMD: 23 | F: +11, R: +11, W: +8 | Init: +2 | Perc: +11, SM: +0 |
Classes/Levels |
| Speed 30ft | Spells: 1st 5/6 2nd 3/3 | Inspiration 6/6 | Mental Focus 12/12 | Librarian (1/day) | Active conditions: Power Attack, Furious Focus, Prot Acid 25hp, Studied Target |
Gender |
Neutral Female human (Vudrani) investigator 1/occultist 5/slayer (pureblade) 2 |
Size |
Medium |
Deity |
Falayna |
Strength |
18 |
Dexterity |
16 |
Constitution |
14 |
Intelligence |
20 |
Wisdom |
12 |
Charisma |
7 |
About Satine Fenix
Satine Fenix
Female human (Vudrani) investigator 1/occultist 5/slayer (pureblade) 2
N Medium humanoid (human)
Init +3; Senses alien prescience, aura sight; Perception +11
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Defense
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AC 23, touch 14, flat-footed 20 (+8 armor, +1 deflection, +3 Dex, +1 natural)
hp 62 (8 HD; 6d8+2d10+16)
Fort +11, Ref +11, Will +8; +0 vs. mind-affecting spells and effects
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Offense
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Speed 30 ft.
Melee +1 bastard sword +11 (1d10+13/19-20) or
. . unarmed strike +7 (1d3+8)
Ranged +1 adaptive composite longbow +9 (1d8+5/×3) or
. . energy ray +8 touch ()
Special Attacks aberration hunter, studied target +1 (1st, move action)
Implement Schools
. . Abjuration (Necklace, 4/4 points) Resonant—warding talisman; Focus—mind barrier
. . Evocation (Gloves, 2/2 points) Resonant—intense focus; Focus—energy ray
. . Transmutation (Bandolier, 6/6 points) Resonant—physical enhancement; Focus—legacy weapon
Occultist Spells Known (CL 5th; concentration +10)
. . 2nd (3/day)—darkvision, frost fall[UC] (DC 17), resist energy
. . 1st (6/day)—burning hands (DC 16), lead blades[APG], shield
. . 0 (at will)—mage hand, resistance, telekinetic projectile[OA]
Investigator Extracts Prepared (CL 1st; concentration +6)
. . 1st—cure light wounds, expeditious retreat, heightened awareness[ACG]
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Statistics
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Str 18, Dex 16, Con 14, Int 21, Wis 10, Cha 7
Base Atk +5; CMB +7; CMD 23
Feats Extra Focus Power[OA], Extra Mental Focus[OA], Furious Focus[APG], Improved Unarmed Strike, Power Attack, Weapon Focus (bastard sword)
Traits librarian, pragmatic activator
Skills Acrobatics +15, Climb +10, Craft (alchemy) +16 (+17 to create alchemical items), Disable Device +16, Knowledge (arcana) +16, Knowledge (dungeoneering) +16, Knowledge (local) +16, Knowledge (planes) +16, Knowledge (religion) +16, Linguistics +11, Perception +11, Spellcraft +16, Survival +0 (+2 to avoid becoming lost), Swim +7, Use Magic Device +18
Languages Abyssal, Aklo, Azlanti, Common, Daemonic, Draconic, Infernal, Undercommon, Vudrani
SQ alchemy (alchemy crafting +1), implements 3, inspiration (5/day), magic item skill, mental focus (12/day), object reading, shift focus, trapfinding +1
Combat Gear cold iron durable arrow (50), potion of haste, potion of spider climb, wand of cure light wounds, wand of cure light wounds, wand of gravity bow (50 charges), alchemical glue[UE], alchemical solvent[APG], vermin repellent[UE] (6); Other Gear +2 mithral agile breastplate[APG], +1 adaptive composite longbow, +1 bastard sword, deep red sphere ioun stone, amulet of natural armor +1, belt of giant strength +2, boots of elvenkind, headband of vast intelligence +2, ring of protection +1, wayfinder[ISWG], alchemy crafting kit[APG], backpack, grappling hook, masterwork thieves' tools, silk rope (50 ft.), wrist sheath, spring loaded, wrist sheath, spring loaded, 451 gp
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Special Abilities
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Aberration Hunter (Ex) Apply studied target bonus against an aberration just damaged. Use Know (dung) untrained vs. aberrations.
Abjuration (Necklace) Abjuration implements are objects associated with protection and wards.
Implements: Amulet, armor, bell, bracers, brooch, cloak, holy symbol, shield.
Aegis +1 (Su) 1 focus: Grant armor or shield enh. bonus and special ability.
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Alien Prescience (Sp) Detect aberrations as the detect undead spell.
Aura Sight (Su) Read the aura of creatures around you, as aura sight.
Energy Shield (25 damage) (Sp) 1 focus, swift action: Summon energy shield absorbs acid, cold, electricity, or fire damage.
Evocation (Gloves) Implements focused on evocation grant the ability to create and direct energy to protect and to destroy.
Implements: Gloves, rod, staff, wand.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Implements (Su) Gain a series of items which grant access to schools and powers.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Inspiration (+1d6, 5/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Magic Item Skill Add half level as bonus to Use Magical Device.
Mental Focus (12/day) (Su) You have a pool of points that activate your focus powers.
Object Reading (Su) Examine an object for 1 minute to learn properties, history, and about last user.
Philosopher's Touch (1 weapon, cold iron/silver, 5 minutes) (Su) 1 focus: Weapon touched counts as special material for overcoming DR.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Quickness (5 rounds) (Sp) 1 focus: target gains supernatural quickenss, as haste, but +2 AC/Reflex saves.
Shift Focus (Abjuration [Necklace], 9 focus) (Su) Shift focus from one implement to another, but lose 1 point.
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Transmutation (Bandolier) Transmutation implements can alter the properties of both objects and creatures.
Implements: Belt, boots, sandals, vest, weapon.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.