Male human on stilts

Sok Pintar's page

69 posts. Organized Play character for Dennis Muldoon.


Race

Inspiration 7/7 | Light and Dark 1/1 | Percept +16+1d6 (+3 vs traps), Darkvision 60ft, Sense Motive +9+1d6 |

Classes/Levels

Studied Combat +3/+3 (4 rounds), Studied Strike +2d6 | Current Conditions:

Gender

Male Wayang Investigator (empiricist) 7 | hp 52/52 | AC 22 (21 w/o buckler) T 15 FF 19 (18 w/o buckler) | F +6 R +11 (+13 vs. traps) W +8, +2 vs illusion/disbelievable effects, +2 vs shadow |

About Sok Pintar

"It's too bad she won't live! But then again, who does?"

Stat Block:
Sok Pintar
Sok Pintar
Male wayang investigator (empiricist) 7 (Pathfinder RPG Advanced Class Guide 30, 100, Pathfinder RPG Bestiary 4 274)
LN Small humanoid (wayang)
Init +3; Senses darkvision 60 ft.; Perception +16 (+16 1d6)
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Defense
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AC 22, touch 15, flat-footed 19 (+6 armor, +1 deflection, +3 Dex, +1 shield, +1 size)
hp 52 (7d8+14)
Fort +6, Ref +11, Will +8 (+2 save vs. illusion and disbelievable effects); +2 vs. shadow spells
Defensive Abilities trap sense +2; Resist unfailing logic
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Offense
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Speed 20 ft., climb 20 ft.
Melee +1 adamantine sword cane +11 (1d4+2) or
. . cold iron dagger +9 (1d3+1/19-20) or
. . sap +9 (1d4+1 nonlethal) or
. . silver light mace +9 (1d4+1)
Ranged shortbow +9 (1d4/×3)
Special Attacks studied combat (+3, 4 rounds), studied strike +2d6
Investigator (Empiricist) Extracts Prepared (CL 7th; concentration +11)
. . 3rd—fly, open slot
. . 2nd—open slot (2), resist energy, see invisibility
. . 1st—heightened awareness[ACG], open slot (3), shield
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Statistics
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Str 13, Dex 16, Con 12, Int 19, Wis 8, Cha 10
Base Atk +5; CMB +5; CMD 19
Feats Extra Investigator Talent[ACG], Quick Draw, Weapon Finesse, Weapon Focus (sword cane)
Traits clever wordplay, indomitable faith
Skills Acrobatics +8 (+4 to jump), Appraise +8, Bluff +4, Climb +13, Craft (alchemy) +14 (+21 to create alchemical items), Craft (Origami) +8, Diplomacy +14 (+14 1d6, +18 to gather information (You can use your Intelligence Modifier instead of Charisma)), Disable Device +19, Disguise +4, Escape Artist +7, Heal +3 (+3 1d6), Intimidate +4, Knowledge (arcana) +8 (+8 1d6), Knowledge (dungeoneering) +8 (+8 1d6), Knowledge (engineering) +8 (+8 1d6), Knowledge (geography) +8 (+8 1d6), Knowledge (history) +9 (+9 1d6), Knowledge (local) +14 (+14 1d6), Knowledge (nature) +8 (+8 1d6), Knowledge (nobility) +8 (+8 1d6), Knowledge (planes) +8 (+8 1d6), Knowledge (religion) +8 (+8 1d6), Linguistics +9 (+9 1d6), Perception +16 (+16 1d6), Sense Motive +9 (+9 1d6), Sleight of Hand +7, Spellcraft +8 (+8 1d6), Stealth +14, Survival -1 (+1 to avoid becoming lost), Use Magic Device +14; Racial Modifiers +2 Perception, +2 Stealth
Languages Abyssal, Ancient Osiriani, Celestial, Common, Infernal, Polyglot, Tien, Wayang
SQ alchemy (alchemy crafting +7), ceaseless observation, inspiration (7/day), investigator talents (effortless aid[ACG], expanded inspiration[ACG], infusion, quick study[ACG]), keen recollection, light and dark, shadow magic, trapfinding +3
Combat Gear cold iron arrows (20), oil of bless weapon, potion of cure light wounds, wand of cure light wounds (45 charges), wand of cure moderate wounds (9 charges), wand of identify (43 charges), wand of lesser restoration (9 charges), wand of water breathing (1 charges), air crystal (6), alchemist's fire, alkali flask[APG] (3), antiplague[APG], antitoxin, holy water (2), soul stimulant (4), tanglefoot bag; Other Gear +2 mithral shirt, mwk buckler, +1 adamantine sword cane[APG], blunt arrows[APG] (20), cold iron dagger, sap, shortbow, silver light mace, cloak of resistance +2, cracked pale green prism ioun stone (saves), lesser talisman of beneficial winds[OA], lesser talisman of freedom[OA], lesser talisman of warrior's courage[OA], ring of protection +1, wayfinder[ISWG], bedroll, chalk, investigator starting formula book, masterwork backpack[APG], masterwork thieves' tools, silk rope (50 ft.), trail rations (4), waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, camel, 1,478 gp, 3 sp, 9 cp
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Special Abilities
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Alchemy +7 (Su) +7 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+4)
Climb (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white only).
Effortless Aid (Ex) Can use aid another as a move action, or use 1 inspiration for swift action.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Infusion Create an extract can be used by anyone but takes up a slot until used.
Inspiration (+1d6, 7/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Light and Dark (1/day) (Su) As an imm action, treat positive/negative energy as if undead for 1 min.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Quick Study (Ex) Use studied combat as a swift action.
Shadow Magic (Ex) Wayangs add 1 to the DC of any saving throws to resist spells of the shadow subschool that they cast.
Shadow Resistance +2 on saves vs. shadow spells.
Studied Combat (+3, 4 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +2d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Unfailing Logic +2 (Ex) +2 save vs. illusion and disbelievable effects

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Extracts Prepared:

1st:
Heightened Awareness, Shield, {Open Slot}, {Open Slot}, {Open Slot}

2nd:
Resist Energy, See Invisibility, {Open Slot}, {Open Slot}

3rd:
Fly, {Open Slot}

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PFS Chronicles:

[1] #6-10 The Wounded Wisp
[2] #0-07 Among the Living (GM)
[3] #1-49 Among the Dead (GM)
[4] #5-08 The Confirmation
[5] #6-22 Out of Anarchy (GM)
[6] #4-18 The Veteran's Vault
[7] #10-01 Oath Breakers Die
[8] #7-07 Trouble in Tamran
[9] #0-06 Black Waters
[10] #0-45 Delirium's Tangle
[11] #3-18 The God's Market Gamble (GM)
[12] #10-14 Debt to the Quah (GM)
[13] #4-07 Severing Ties
[14] #6-99 True Dragons of Absalom (GM)
[15] #5-12 Destiny of the Sands, Part 1: A Bitter Bargain
[16] #5-15 Destiny of the Sands, Part 2: Race to Seeker's Folly
[17] #5-16 Destiny of the Sands, Part 3: Sanctum of the Sages
[18] Module: Carrion Hill
[19] #4-22 Glories of the Past, Part 1: Halls of Dwarven Lore

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Resources used in Glories of the Past pt. 1: