Adivion Adrissant

Vahnt Aygu's page

41 posts. Organized Play character for Khelreddin.


Classes/Levels

M Sylph Investigator 5/Swashbuckler 1 | HP 46 | AC 22 | T 16 | FF 17 (+2 AC vs nonmagical ranged attacks)| CMD 20 | Fort +4 | Ref +12 | Will +6 | Init +5 | Perc +14

About Vahnt Aygu

Male sylph investigator (empiricist) 5/swashbuckler (inspired blade) 1
N Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +14
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Defense
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AC 22, touch 16, flat-footed 17 (+5 armor, +1 deflection, +5 Dex, +1 shield)
hp 46 (6 HD; 5d8+1d10+11)
Fort +4, Ref +12, Will +6 (+2 save vs. illusion and disbelievable effects)
Defensive Abilities trap sense +1; Resist unfailing logic
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Offense
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Speed 35 ft.
Melee +1 rapier +11 (1d6+6/18-20) or
. . cold iron rapier +10 (1d6/18-20) or
. . dagger +4 (1d4/19-20)
Ranged longbow +9 (1d8/×3) or
. . sling +9 (1d4)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (6), studied combat (+2, 5 rounds), studied strike +1d6
Spell-Like Abilities (CL 6th; concentration +5)
. . 1/day—feather fall
Investigator (Empiricist) Extracts Prepared (CL 5th; concentration +10)
. . 2nd—false life, investigative mind[ACG], invisibility
. . 1st—comprehend languages, long arm[ACG], monkey fish[ACG], reduce person (2, DC 16), shield
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Statistics
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Str 10, Dex 20, Con 12, Int 20, Wis 10, Cha 8
Base Atk +4; CMB +4; CMD 20
Feats Combat Reflexes, Fencing Grace[UI], Weapon Focus (rapier), Weapon Versatility
Traits indomitable faith, resilient
Skills Acrobatics +14, Appraise +9, Bluff +3, Craft (alchemy) +14 (+19 to create alchemical items), Diplomacy -1 (+5 to gather information (You can use your Intelligence Modifier instead of Charisma)), Disable Device +14, Escape Artist +14, Heal +4, Knowledge (arcana) +10, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (history) +9, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +9, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +12, Perception +14, Sense Motive +10, Sleight of Hand +9, Spellcraft +11, Stealth +12, Swim +4, Use Magic Device +12
Languages Ancient Osiriani, Auran, Celestial, Common, Elven, Infernal, Kelish, Osiriani, Sylvan, Tien
SQ alchemy (alchemy crafting +5), breeze-kissed[ARG], ceaseless observation, inspiration (7/day), inspired panache, investigator talents (mutagen[UM], quick study[ACG]), keen recollection, mostly human, mutagen (+4/-2, +2 natural armor, 50 minutes), trapfinding +2
Combat Gear oil of bless weapon, potion of fly, potion of lesser restoration, scroll of remove blindness/deafness, scroll of remove paralysis, wand of cure light wounds, wand of detect magic (50 charges), wand of long arm (50 charges), acid (2); Other Gear +1 mithral chain shirt, mwk buckler, +1 rapier, arrows (20), cold iron rapier, dagger, longbow, sling, sling bullets (10), belt of incredible dexterity +2, cloak of resistance +1, headband of vast intelligence +2, ring of protection +1, swordmaster's flair (blue scarf)[ACG], inkpen, masterwork backpack[APG], masterwork thieves' tools, pen nibs, pigment for making ink (0.2 lb), ruler, small (0.1 lb), vial, wrist sheath, spring loaded, 1,722 gp, 4 sp
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Special Abilities
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Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Breeze-Kissed (1/day) +2 AC versus nonmagical ranged attacks. Bull rush/trip with air 1/day within 30 ft.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+6)
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Deeds (derring-do, dodging panache, opportune parry and riposte)
Fencing Grace Use Dexterity on rapier damage rolls
Inspiration (+1d6, 7/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Mostly Human Appear mostly human, count as humanoid (human) for all purposes, as well as outsider (native).
Mutagen (DC 17) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 40 minutes.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Quick Study (Ex) Use studied combat as a swift action.
Studied Combat (+2, 5 rounds) (Ex) As a move 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.
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.
Unfailing Logic +2 (Ex) +2 save vs. illusion and disbelievable effects
Weapon Versatility Weapon w/ Weapon Focus: shift grip to alter damage to B/P/S (swift act.).
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Background:

From Edme, in Galt. Studied at Torvin Academy, learned to fence there as well, 40 years ago. Revolution came and threw his life into chaos, the academy was turned into a political prison with a Final Blade (named Razor Jenni) in the center quad.

A friend brought him a document, turned out to be a death warrant for Vahnt, though he never knew what he was accused of. The bureaucrat who signed it is long since dead, but Vahnt carries the warrant as a reminder of his homeland and its troubles.

It was clearly time to leave Galt - was once a land of thinkers and lofty ideals, and now it's a chaotic mess overseen by a new mob every month.

Learned about Eliza Petulengro, Galtan VC, decided to give the Society a try.

Extract Effects and Formulas:

Reduce Person: -2 Str, +2 Dex. Net effect: +2 AC, +2 Attacks, Rapier Damage Die = 1d4
Mutagen: +4 Dex, +2 Nat Armor, -2 Wis (Total: +3 AC, +2 att & dam)
Cat's Grace: +2 Dex (doesn't stack with belt bonus). Net Effect +1 AC, +1 att & dam,

Formula Book:
1: CLW, Expeditious Retreat, Jump, Long Arm, Monkey Fish, Reduce Person, Shield, Touch of the Sea
2: Cat's Grace, Invisibility, Resist Energy

Pastes and Links:

[dice=Rapier attack]1d20+11[/dice]
[dice=Damage]1d6+6[/dice]

[dice=Rapier attack, Mutagen]1d20+13[/dice]
[dice=Damage]1d6+8[/dice]

[dice=Knowledge ( ), Inspiration]1d20+10+1d6[/dice]