Acadamae Student Korvosa

Trixie Secret-Finder's page

119 posts. Alias of Hawthwile.


Race

| HP 38/38 | AC 15 T 13 FF 12 | CMB +0, CMD 13 | F: +7, R: +8, W: +6 | Init: +5 | Perc: +8, SM: +13

Classes/Levels

| Speed 30ft | Spells: 1st 5/5, 2nd 5/5, 3rd 3/3 | Arcane Reservoir: 5/7 | Active conditions: None

Gender

F CG Kitsune Wizard 5 Rogue 1 Trickster 1

About Trixie Secret-Finder

Statistics:
F Kitsune Exploiter Wizard 4, Kitsune Trickster Unchained Rogue 1, Arcane Trickster 1
CG Medium Humanoid (kitsune, shapeshifter)
Init +5; Senses Perception +8, Sense Motive +13
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DEFENCE
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 dex)
hp 38
Fort +7, Ref +8, Will +6
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OFFENSE
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Speed 30 ft.

Melee Dagger +6 (1d4-3, 2d6 Sneak Attack)

Ranged Ranged Touch +6 (??, 2d6 Sneak Attack)
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STATISTICS
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Str 5, Dex 16, Con 12, Int 23, Wis 10, Cha 10
Base Atk +2; CMB -1; CMD 12
Traits Life of Toil, Natural-Born Leader, Reactionary
Drawback Meticulous
Feats Accomplished Sneak Attacker, Cunning, Deceitful, Heighten Spell, Leadership, Realistic Likeness, Scribe Scroll, Weapon Finesse
Skills (84 points; 22 class, 35 INT, 7 race, 5 FCB, 7 feat, 2 campaign, 6 item)
ACP -0
(1) *Acrobatics +7
(1) Appraise +10
(6) Bluff +17
(1) *Climb +1
(6) Diplomacy +15
(6) *Disable Device +18
(4) Disguise +15 or +25 or +35
(4) *Escape Artist +16
(1) *Fly +7
(0) Heal -2
(1) Intimidate +4
(6) Knowledge (arcana) +15
(1) Knowledge (dungeoneering) +10
(1) Knowledge (engineering) +10
(1) Knowledge (geography) +10
(1) Knowledge (history) +10
(1) Knowledge (local) +10
(1) Knowledge (nature) +10
(1) Knowledge (nobility) +10
(1) Knowledge (planes) +10
(1) Knowledge (religion) +10
(5) Linguistics +14
(6) Perception +14
(0) Perform -2
(0) *Ride +1
(6) Sense Motive +15
(6) *Sleight of Hand +12
(7) Spellcraft +16
(6) *Stealth +12
(0) Survival -2
(1) *Swim +1
(1) Use Magic Device +4
*ACP applies to these skills

Non-Standard Skill Bonuses
+10 Disguise (to appear human) (race)
+10 Disguise (to impersonate an individual) (feat)
+6 Escape Artist (item)
+5 Perception (item)
+4 Disable Device (item)
+2 Bluff, Disguise (feat)
+2 Disable Device (item)
-2 Any skill with 0 ranks (drawback)
+INT mod (6) to Bluff, Diplomacy, Disguise, and Sense Motive

Languages
- Common (Taldane)
- Elvish
- Halfling
- Infernal
- Lip Reading
- Shadowtongue
- Sign Language
- Strix
- Sylvan
- Varisian

Special Abilities:
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SPECIAL ABILITIES
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Change Shape: A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores.

Keen Kitsune: Although amiable, kitsune are notoriously clever and cunning, often far more than they seem. Such characters gain a +2 bonus to Dexterity and Intelligence instead of Dexterity and Charisma. This racial trait alters the kitsune’s ability score modifiers.

Low-Light Vision: Kitsune can see twice as far as humans in conditions of dim light.

Natural Weapons: In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.

Skilled: Some kitsune focus on diversifying their skill set in order to better blend in with their human peers. They gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level. This racial trait replaces agile and kitsune magic.

Life of Toil: You have lived a physically taxing life, working long hours for a master or to support a trade. Hard physical labor has toughened your body and mind. You gain a +1 trait bonus on Fortitude saves.

Natural-Born Leader: Whenever you found yourself involved in a group e ort in the past, be it working with siblings to handle a family emergency, conspiring with friends to orchestrate a prank, or throwing in with coworkers to take care of an unanticipated complication at work, you tended to end up in a position of leadership. It might be unclear to you why this is the case, or you might deliberately seek out such positions, knowing you can organize any group to be something greater than the sum of its parts, but your knack for managing groups has always pushed you to the front of any operation you’ve found yourself a part of.

You excel in the role of manager. You treat your Charisma score as if it were 14 (or 2 points higher than its actual score if your actual Charisma is already 14 or higher) for the purposes of determining how many teams you can manage in the rebellion, and for the purposes of determining the bonus you add to your managed teams’ actions. In addition, you gain a +1 trait bonus to your Leadership score if you take the Leadership feat.

Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

Meticulous: You plan and prepare everything in detail, and aren’t good at improvising when things don’t go as planned. You take a –2 penalty on skill checks for skills with which you’re untrained.

Arcane Reservoir: At 1st level, the exploiter wizard gains the arcanist’s arcane reservoir class feature. The exploiter wizard uses his wizard level as his arcanist level for determining how many arcane reservoir points he gains at each level. This ability replaces arcane bond.

An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.

Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

Exploiter Exploit: At 1st level and every 4 levels thereafter, the exploiter wizard gains a single arcanist exploit. The exploiter wizard uses his wizard level as his arcanist level for determining the effects and DCs of his arcanist exploits. This ability replaces arcane school.

Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Finesse Training: At 1st level, a rogue gains Weapon Finesse as a bonus feat.

Kitsune Guile: At 1st level, a trickster relies on her intellect as much as her personality. She adds her Intelligence modifier on Bluff, Diplomacy, Disguise, and Sense Motive checks. This ability replaces trapfinding.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Ranged Legerdemain: An arcane trickster can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. She can only use this ability if she has at least 1 rank in the skill being used.

Exploits:
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EXPLOITS
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Potent Magic: Whenever the arcanist expends 1 point from her arcane reservoir to increase the caster level of a spell, the caster level increases by 2 instead of 1. Whenever she expends 1 point from her arcane reservoir to increase the spell’s DC, it increases by 2 instead of 1.

Quick Study: The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.

Spells:
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SPELLS
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Cantrips
( ) Acid Splash
( ) Arcane Mark
( ) Bleed Will 16
( ) Dancing Lights
( ) Daze Will 16
( ) Detect Magic
( ) Detect Poison
( ) Disrupt Undead
( ) Flare Fortitude 16
( ) Ghost Sound Will 16
( ) Grasp
( ) Haunted Fey Aspect
( ) Light
( ) Mage Hand
( ) Mending (Will 16)
( ) Message
( ) Open/Close (Will 16)
( ) Prestidigitation
( ) Ray of Frost
( ) Read Magic
( ) Resistance (Will 16)
( ) Scrivener's Chant (Will 16)
( ) Spark Fortitude 16
( ) Touch of Fatigue Fortitude 16
( ) Vacuous Vessel Will 16

1st (5/day)
( ) Air Bubble (Will 17)
( ) Arcane Pocket
(1) Blend
( ) Burning Hands Reflex 17
( ) Charm Person Will 17
(1) Color Spray Will 17
(1) Comprehend Languages
( ) Dancing Darkness
( ) Detect Charm
( ) Detect Metal
( ) Detect Secret Doors
( ) Feather Fall
( ) Grease Reflex 17
( ) Heightened Awareness
( ) Identify
( ) Instant Portrait
( ) Magic Aura Will 17
( ) Magic Missile
( ) Monkey Fish
( ) Obscuring Mist
( ) Protection from Evil (Will 17)
( ) Reduce Person (Fortitude 17)
( ) See Alignment
( ) Shadowfade
( ) Shield
( ) Silent Image Will 17
( ) Snowball
( ) Speechreader's Sight
( ) Touch of Gracelessness Fortitude 17
( ) Unseen Servant
( ) Urban Grace
( ) Vanish

2nd (5/day)
( ) Aram Zey’s Focus
( ) Blur
( ) Create Pit Reflex 18
( ) Darkness
( ) Darkvision
( ) Diminished Detection
( ) Glitterdust Will 18
( ) Invisibility
( ) Lipstitch Fortitude 18
( ) Misdirection Will 18
( ) Scorching Ray
( ) See Invisibility
( ) Web Reflex 18
( ) Whispering Wind

3rd (3/day)
( ) Battering Blast Reflex 19 partial
( ) Daylight
( ) Dispel Magic
( ) Displacement (Will 19)
( ) Fly (Will 19)
( ) Haste (Fort 19)
( ) Heroism (Will 19)
( ) Nondetection (Will 19)
( ) Slow Will 19

Feats:
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FEATS
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Accomplished Sneak Attacker: Your sneak attack damage increases by 1d6.

Cunning: You gain 1 additional skill point per Hit Die. When you take this feat, you gain a number of skill points equal to your Hit Dice right away, and every time your Hit Dice increase in the future, you will gain an additional skill point as well.

Deceitful: You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Heighten Spell: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.

Leadership

Realistic Likeness: You can precisely mimic the physical features of any individual you have encountered. When you use your racial change shape ability, you can attempt to take the form of an individual, granting you a +10 circumstance bonus on Disguise checks made to fool others with your impersonation.

Scribe Scroll: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Natural weapons are considered light weapons.

Gear/Possessions:
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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-16 lb. Medium 17-33 lb. Heavy 34-50 lb.
Wealth $408.39
Current Load Carried 15 lb
~Masterwork Dagger (1 lb)
Haramaki +1 (1 lb)
Spell Component Pouch (2 lb)
Sleeves of Many Garments (0 lb)
Cloak of Resistance +1 (1 lb)
Mundane Robe (1 lb)
Vest of Escape (1 lb)
Eyes of the Eagle (0 lb)
Headband of Intelligence +2 (Spellcraft, Elvish)
~Slippers of Spider Climbing (1 lb)

Handy Haversack (5 lb)
*Acid Flask (1 lb)
*Bronze Thrune Pendant (0 lb)
*Compact Spellbook (1 lb)
*Spellbook (3 lb)
*Charcoal (0 lb)
*Flint and Steel (0 lb)
*Glue Paper x 2 (0 lb)
*Inkpen (0 lb)
*Ink (0 lb)
*Paper x 4 (0 lb)
*Parchment x 4 (0 lb)
*Silk Rope (5 lb)
*Spring-loaded Wrist Sheath (1 lb)
*Fancy Evening Gown
*Antitoxin

Pathfinder Pouch (1 lb)
**Concealable Thieves’ Tools (0.5 lb)
**Potion: Invisibility (0 lb)
**~Potion: Cure Light Wounds x2 (0 lb)
**Scroll: Obscuring Mist (0 lb)
**Scroll: Cure Light Wounds (0 lb)
**~Scroll: Pass Without Trace (0 lb)
**~Scroll: Undetectable Alignment (0 lb)
**~Scroll: Wall of Silver (0 lb)

*Stored in Handy Haversack
**Stored in Pathfinder Pouch
~Party Loot