Full Name |
Thadeaus Grimm, |
Race |
| HP 27/27 | AC 17 T 12 FF 15 | CMB +3, CMD +15 | F: +1, R: +6, W: +4;+2 vs Poison Inspiration (+1d6, 9/day) | |
Classes/Levels |
| Speed 30ft | Spells: 1st: Adh Spittle(DC15),Long Arm, Shield, True Strike. 2nd:Fire Breath(DC16), Vomit Swarm | Other Things ?/? | Active conditions: None |
Gender |
Male Human, LN, Investigator 4, HP 26,Init: +4, Perception +7, |
Size |
Med |
Age |
24 |
Alignment |
LN |
Languages |
Abyssal, Ancient Osiriani, Azlanti, Common, Infernal, Sylvan, Terran,Thassilonian, Tien |
Strength |
10 |
Dexterity |
14 |
Constitution |
10 |
Intelligence |
19 |
Wisdom |
10 |
Charisma |
14 |
About Thadeaus Grimm
15033-7
9
Grand Lodge
4263 GP 18 PP 18 Fame
[spoiler=Statistics] Male (Archetype) Investigator 4
LN Med
Init +4; Perception +7, Sense Motive +5
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DEFENCE
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AC 17, T 12, FF 15 (+5 armor, +2 dex)
27 (+1 vs Trap Sense)
Fort +1, Ref +6/b] , [b]Will +4(+2 bonus vs Poison)
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OFFENSE
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30ft .
+5
+5
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STATISTICS
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STR 10 , DEX 14 , CON 10 , INT 19 , WIS 10 , CHA 14
Base Atk+3 ; CMB+3; CMD+15
Traits Dangerously Curious, Reactionary
Feats Extra Inspiration, Fast Learner, Weapon Finesse
Thadeus Grimm
Male human (Taldan) investigator 4 (Pathfinder RPG Advanced Class Guide 30)
LN Medium humanoid (human)
Init +4; Senses Perception +7
Defense
AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 27 (4d8+4)
Fort +1, Ref +6, Will +4; +2 bonus vs. poison
Defensive Abilities trap sense +1
Offense
Speed 30 ft.
Melee cold iron dagger +5 (1d4/19-20) or
rapier +5 (1d6/18-20) or
sap +5 (1d6 nonlethal)
Ranged light crossbow +5 (1d8/19-20)
Special Attacks studied combat (+2, 4 rounds), studied strike +1d6
Investigator Extracts Prepared (CL 4th; concentration +8)
2nd—fire breathAPG (DC 16), vomit swarmAPG
1st—adhesive spittleACG (DC 15), long armACG, shield, true strike
Statistics
Str 10, Dex 14, Con 10, Int 19, Wis 10, Cha 14
Base Atk +3; CMB +3; CMD 15
Feats Extra InspirationACG, Fast LearnerARG, Weapon Finesse
Traits dangerously curious, reactionary
Skills Acrobatics +6, Bluff +6, Craft (alchemy) +12 (+16 to create alchemical items), Craft (traps) +12, Diplomacy +8, Disable Device +12, Disguise +6, Escape Artist +6, Heal +6, Intimidate +6, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (planes) +8, Linguistics +11, Perception +7, Perform (act) +6, Sense Motive +5, Sleight of Hand +9, Spellcraft +8, Stealth +6, Use Magic Device +10
Languages Abyssal, Ancient Osiriani, Azlanti, Common, Infernal, Sylvan, Terran, Thassilonian, Tien
SQ alchemy (alchemy crafting +4), inspiration (9/day), investigator talent (quick studyACG), keen recollection, poison lore, swift alchemy, trapfinding +2
Combat Gear cold iron crossbow bolts (50), wand of cure light wounds (10 charges), wand of lesser confusion (10 charges), wand of magic missile (CL 3rd, 12 charges), acid (2), alchemist's fire (2), alkali flask(2)APG, antitoxin, holy weapon balm(2), weapon blanch (cold iron)APG (2); ioun torch, Other Gear +1 mithral chain shirt, cold iron dagger, crossbow bolts (20), light crossbow, rapier, sap, investigator starting formula book, masterwork thieves' tools, masterwork tool, portable alchemist's labAPG, speed sheath(Wand CLW), speed sheath(Wand MM),
Wealth 4,263 gp, 2 cp
Special Abilities
Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Inspiration (+1d6, 9/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.
Poison Lore (Ex) After 1 min can use Know to ID poisons, 1 min more to neutralize with Craft (alchemy).
Quick Study (Ex) Use studied combat as a swift action.
Studied Combat (+2, 4 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +1d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
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