Sandpoint Cleric

Shirrin's page

183 posts. Alias of pauljathome.


Full Name

Shirrin (George)

Race

Hp 12/17. | AC 15 (T 12, F 13) | F +1 R +5 W +4 +1 vs aberrations

Classes/Levels

+3 to hit | CMB +3, CMD 15 | Init +2, Per +9

Gender

aka George Investigator L2 with Psychic Sensitivity

About Shirrin

[dice=to hit]1d20 + 3[/dice]
[dice=damage]1d6 + 2[/dice] Cold iron slashing

Shirrin (human empiricist investigator with Psychic Sensitivity)

Background:

Shirrin has only the vaguest of memories telling him who he is. Or was. He knows that he has fought strange and unsettling forces in the past. Things that attack the soul and mind as much as the body. Sometimes winning. At the least, not dying. He is pretty sure that he has lost some times and that some of his victories have come at far too high a cost. Who paid that cost? He doesn't remember.
He is clearly intelligent and clearly good at reading people. He seems to be very, very perceptive. He notices details that others miss. He is sensitive to things. What things? Objects, people. He can read them all.

He is certain that he is a devoted follower of . Something. Somebody? A god? A person?

There is a face. A face of a beautiful woman of about his age. He loves her. He is loved by her. Or was loved? Sister, wife, lover? It is all lost.

Appearance and Personality:

Shirrin is a man of about 30 years old. His black hair and brown eyes mark him as Kelish in origin although he speaks Taldane without an accent. He is a reasonably large man who moves gracefully.
He is always observing his environment, more prone to watching others than talking to them. When he does talk he is quite personable.

He thinks that he is mostly a good person. But he isn't sure others think of him that way.

Stats:

Shirin
Male human (Keleshite) investigator (empiricist) 2 (Pathfinder RPG Advanced Class Guide 30, 100)
N Medium humanoid (human)
Init +2; Senses Perception +9
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Defense
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AC 15, touch 12, flat-footed 13 (+3 shirt, +2 Dex)
hp 17 (2d8+4)
Fort +1, Ref +5, Will +4; +1 trait bonus vs. aberrations
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Offense
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Speed 30 ft.
Melee short sword +3 (1d6+2/19-20)
Ranged shortbow +3 (1d6/×3)
Investigator (Empiricist) Extracts Prepared (CL 2nd; concentration +6)
. . 1st—cure light wounds, cure light wounds, cure light wounds
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Statistics
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Str 14, Dex 14, Con 12, Int 18, Wis 12, Cha 7
Base Atk +1; CMB +3; CMD 15
Feats Psychic Sensitivity, Empath
Traits clever wordplay, foe of the strange
Skills Acrobatics +6, Appraise +8, Craft (alchemy) +9 (+11 to create alchemical items), Diplomacy +9 (+15 to gather information (You can use your Intelligence Modifier instead of Charisma)), Disable Device +8, Heal +5, 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 +9, Sense Motive +8, Spellcraft +8, Use Magic Device +9
Languages Aklo, Celestial, Common, Kelish, Polyglot, Tien, Varisian
SQ alchemy (alchemy crafting +2), ceaseless observation, inspiration (5/day), trapfinding +1
Other Gear hide shirt, short sword, shortbow, alchemy crafting kit[APG], backpack, bedroll, belt pouch, flint and steel, ink, inkpen, investigator starting formula book, mess kit[UE], pot, soap, thieves' tools, torch (10), trail rations (5), waterskin, 30 gp
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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.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+6)
Inspiration (+1d6, 5/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.