Full Name |
Zahel Greyhawk |
Race |
Half-Elf |
Classes/Levels |
Investigator (3) HP 15/15, AC 15/16 (traps)/ T 13/ FF 12/ Saves: Fort +1, Ref +5/6 (traps), Will +5/ Perception +12 (+13 for traps), Init +2, Low light Vision |
Gender |
Male |
Size |
Medium (5'10", 144 lbs) |
Age |
26 |
Alignment |
Neutral Good |
Deity |
Desna |
Location |
Riddleport |
Languages |
Common, elf, osiriani, polyglot, varisian, infernal, draconic |
Strength |
11 |
Dexterity |
14 |
Constitution |
10 |
Intelligence |
17 |
Wisdom |
14 |
Charisma |
12 |
About Zahel Greyhawk
Zahel Greyhawk
Half-Elf Investigator (3)
Alignment: NG
Hair: White
Eyes: Black
Deity: Desna
Init: +2; Perception +12/13
Favored Class: Investigator (+1 Skill), Swashbuckler(+1 Skill)
Languages: Common, Elf, Osiriani, Varisian, Infernal, Polyglot, Draconic, Undercommon
Special Abilities:
Low-Light Vision: Zahel can see twice as far as humans in conditions of dim light.
Adaptability: Skill Focus (Perception) as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Zahel is immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: +2 racial bonus on Perception checks.
Multitalented: Favored Classes: Investigator (+1 Skill), Swashbuckler (+1 Skill)
Alchemy (Su): Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts.
When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.
Inspiration (Ex): (4 per day)
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in his investigations, but can also use these flashes of inspiration in other situations.
An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 (his inspiration die) to the result of that check, including any on which he takes 10 or takes 20. This choice is made after the check is rolled and before the result is revealed. An investigator can use inspiration once only per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft checks without expending a use of inspiration, provided he's trained in the skill.
Inspiration can also be used on attack rolls and saving throws, at the cost of two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Trapfinding: An investigator adds 1/2 his level (minimum 1) to Perception checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.
Poison Lore (Ex): An investigator has a deep understanding of and appreciation for poisons. At 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator spends 1 minute physically examining a poison, he can attempt a Knowledge (nature) check to identify any natural poison or a Knowledge (arcana) check to identify any magical poison (DC = the poison's saving throw DC). Lastly, once a poison is identified, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison's saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.
Poison Resistance (Ex): At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level and to +6 at 8th level. At 11th level, the investigator gains immunity to poison.
Keen Recollection: At 3rd level, an investigator can attempt all Knowledge checks untrained.
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.
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DEFENSE
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AC: 15 (16 if traps), touch 13, flat-footed 12 (+3 Armor, +2 Dex)
HP: 15
Fort: +1
Ref +5 (+6 if traps)
Will +5
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OFFENSE
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Spd: 20 feet
Melee:
Masterwork Rapier (+5/ 1d6/ 18-20)
Ranged:
Light Crossbow (+4/ 1d8/ 19-20)
20 Bolts, 5 Bolts +1
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Equipment and Money
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Starting Money: 955 PO
Combat gear:
Defense: Masterwork Studded Leather Armor
Offense: Masterwork Rapier, Light Crossbow, 20 Bolts, 4 Bolts +1
Other possessions: Alchemist's Crafting Kit,, Formula Book, Masterwork Backpack, Thieve's tools (common),
Spare Money:
PP: 0
GP: 55
SP: 0
CP: 0
Other valuable:
Carried Weight: 41 lbs
Encumbrance:
0-43 lbs: Light Load
44-86 lbs: Medium Load
87-130 lbs: Heavy Load
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Statistics:
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Str 11
Dex 14
Con 10
Int 17 (+2 racial bonus)
Wis 14
Cha 12
Base Attack: +2; CMB: +2, CMD: 14
Feats:
Low-Light Vision
Armor Proficiency, Light
Simple Weapons Proficiency
Skill Focus (Perception)
Weapon Finesse
Traits:
Potentous Perception: Zahel came to Riddleport to investigate on the strange Blot that has appeared in the city's sky. His sharp eyesight makes it easier for him to notice things at a distance. Perception checks only start to increase in difficulty at a range of 20 feet or farther, as opposed to the normal 10 feet. This has no effect on checks made to perceive things within 10 feet.
Alchemical Adept: Thanks to Granny's advices and experience, Zahel is skilled in creating alchemical items. +2 trait bonus on all Craft (alchemy) checks made to craft alchemical items. Furthermore, when a Craft (alchemy) check fails by 5 or more but don't roll a natural 1, no raw materials is ruined, and the cost doesn't have to be payed again.
Skills: 10 (Base 6/ +3 Int/ +1 Skill (FC))
Acrobatics: +6
Appraise: +7
Bluff: +6
Craft (alchemy): +10/+12 (+2 Rank, +3 Class Skill, +3 Int, +1 Class Bonus, +2 Alchemical Adept Trait)
Diplomacy: +7
Disable Device: +9
Disguise: +5
Knowledge (arcana): +8
Knowledge (dungeoneering): +7
Knowledge (religion): +7
Knowledge (local): +9
Knowledge (nature): +8
Knowledge (religion): +8
Linguistics: +8
Perception: +12:/+13 (+2 Rank, +3 Class Skill, +2 Wis, +2 Keen Senses, +2 Talent Focus)
Sense Motive: +8
Sleight of Hand: +6
Stealth: +7
Background Skills:
LVL 1:
- Perception
- Craft (alchemy)
LVL 2:
- Linguistic
- Knowledge (Nature)
LV3:
- Bluff
-Sense Motive
Languages (8): Common, elf, osiriani, polyglot, varisian, infernal, draconic, undercommon
Investigator talents:
Extracts: (4 per day), DC 14
Prepared Spells: