About Teldon Moorefeats, traits, and skills:
Feats:
Human- Combat Reflexes 1- Additional Traits 3- variant multiclassing 5- Extra Talent [effortless aid] 7- variant multiclassing B- Alertness (familiar) Traits:
Skills (13/level- 6 +5 Int +1 race +1 FCB):
Background Skills:
*+1d6 from inspiration special abilities:
Inspiration (8/day, 4 used):
+1d6 to any skill or ability check; applies to all knowledge, linguistics, and spellcraft checks at no cost. can be applied to an attack roll or saving throw for the cost of 2 uses. Arcane Pool (7/day, 2 used):
Trapfinding- can disarm magical traps with Disable Device
Ceaseless Observation- use Int modifier instead of the skill's typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks; also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information. Studied Combat (Ex)- At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.bAn investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator's studied combat, he cannot become the target of the same investigator's studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability. Studied Strike (Ex)- At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike. The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment. Unfailing Logic (Ex)- At 4th level, an empiricist gains a +2 insight bonus on all Will saving throws against illusion spells or spell-like abilities that allow a save to disbelieve their effects. In addition he can spend one point from his inspiration pool as an immediate action to use his Intelligence bonus instead of her Wisdom bonus on all such saves for one round. At 8th level, the empiricist's insight bonus increases to +4. At 16th level, he gains immunity to all illusion spells and spell-like abilities that allow a save to disbelieve the effects. Talents:
Arcana:
gear:
Explorer’s Outfit, Wealthy Merchant's Outfit,
Masterwork Chainshirt*, Masterwork Longspear*, Mithril Shortsword, Adamantine Dagger, Light Crossbow, Bolts, Masterwork Backpack: Compass, Miner’s Lantern, Tindertwig x5, Pint of Lantern Oil x2, Journal, Ink, Inkpen x2, Formulae Book; 20'sheets of paper, charcoal sticks, masterwork lockpicks * attuned items Alchemical Items: Vial of Alchemist's Fire x3, Flask of Acid x2, 157 gold, 18 silver combat stats:
HP 52 (7d8 +14 Con);
AC 18 (13t, 16ff) [10 +5 armor +2 Dex +1 Deflection]; CMD 20 [10 +5 BAB +2 Str +2 Dex +1 Deflection] Fort +4, Ref +8, Will +7 (+9 vs illusions) Move 30'; +2 Initiative melee:
Bull's Strength:
Studied Combat: +3 to hit and damage
ranged: light crossbow +7, 1d8 extracts:
Formulae known: Animal Aspect, Ant Haul, Bull's Strength, Comprehend Languages, Cure Light Wounds, Detect Secret Doors, False Life, Heighten Awareness, Heroic Fortune, Identify, Keen Senses, Long Arm, See Invisibility, Shield, Touch of the Sea
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