Syrix Sultar
Female half-elf investigator (empiricist) 1
LN Medium humanoid (elf, human)
Init +3; Senses darkvision 60 ft, low-light vision; Perception +5
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Defense
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 10 (1d8+2)
Fort +2, Ref +5, Will +3
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Offense
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Speed 30 ft.
Melee dagger +3 (1d4+1/19-20) or
elven branched spear +3 (1d8+1/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with elven branched spear)
Investigator (Empiricist) Extracts Prepared (CL 1st; concentration +4)
1st—cure light wounds, tears to wine (DC 14)
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Statistics
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Str 12, Dex 16, Con 14, Int 16, Wis 12, Cha 7
Base Atk +0; CMB +3; CMD 14
Feats Agile Maneuvers, Combat Advice, Psychic Sensitivity[OA]
Traits Clever Wordplay, scholar of the ancients
Skills Acrobatics +7, Appraise +7, Bluff -2, Craft (alchemy) +7 (+8 to create alchemical items), Diplomacy +7, Disable Device +8, Disguise -2, Knowledge (dungeoneering) +7, Knowledge (history) +8, Knowledge (religion) +7, Linguistics +7, Perception +5, Spellcraft +7, Use Magic Device +7
Languages Abyssal, Common, Draconic, Elven, Goblin, Thassilonian, Varisian
SQ alchemy (alchemy crafting +1), elf blood, finesse weapon attack attribute, inspiration (3/day), rules changes, trapfinding +1
Other Gear lamellar cuirass[UC], dagger, dagger, dagger, elven branched spear, alchemy crafting kit[APG], bedroll, flint and steel, ink, inkpen, investigator starting formula book, masterwork backpack[APG], mess kit[UE], thieves' tools, trail rations (5), waterskin, 20 gp, 9 sp, 5 cp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Combat Advice As move action, designate enemy, ally gains +2 competance bonus on next attack vs. target.
Darkvision (60 feet) You can see in the dark (black and white only).
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Finesse Weapon Attack Attribute The “light weapons” category has been renamed to “finesse weapons.”
Inspiration (+1d6, 3/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.