Stats (25 point buy)
Strength 11 [10 base + 1 bought] (1 pt buy)
Dexterity 20 [10 base + 5 bought + 2 racial + 1 L4 + 2 enhancement] (7 point buy)
Constitution 14 [10 base + 4 bought] (5 point buy)
Intelligence 16 [10 base + 6 bought] (10 point buy)
Wisdom 10 [10 base]
Charisma 12 [10 base + 2 bought] (2 point buy)
Combat-Relevant Gear Magical
+1 mithral chain shirt (12.5 lbs, 2100 gp)
+1 rapier (2 lbs, 2320 gp)
Belt of Incredible Dexterity +2 (1 lb, 4000 gp)
Cloak of Resistance +2 (1 lb, 4000 gp)
Handy Haversack (5 lbs, 2000 gp)
Headband of Vast intelligence +2 (K(Dungeoneering)/Terran) (1 lb, 4000 gp)
Mutagen - Dex (n/a) [carried on bandolier #2]
Ring of Protection (n/a, 2000 gp)
Mundane
dagger x 2 (2 lbs, 4 gp) [carried in spring loaded wrist sheaths]
mwk cold iron rapier (2 lbs, 340 gp)
mwk light crossbow (4 lbs, 335 gp)
Active Effects
N/A
Special Attacks -
Combat Reflexes (6 [+2 mutagen] AoO/Round) - Can make extra AoO per Rd and even while flat footed.
Deed: Derring-Do (+5 max extra Dice)(Ex) - Use 1 panache, +1d6 to Acrobatics/Climb/Escape Artist/Fly/Ride/Swim; on 6, add another dice (can chain)
Deed: Dodging Panache +1 (Ex) - As an imm action when attacked, use 1 panache to move 5 ft and gain +1 to AC vs attack.
Deed: Opportune Parry and Riposte (Ex) - 1 panache and 1 AoO to attempt to parry a melee attack (attack bonus vs enemy hit total), then counterattack
Elf Immunities - +2 racial bonus vs enchantment spells/effects and immune to magical sleep effects
Fencing Grace - Dex to damage for rapier damage rolls while wielding nothing in off hand
Inspiration (9/9 per day) (+1d6)(Ex) - Use a free action (immediate action for saving throw) and 2 inspiration points to add inspiration bonus to an attack roll or saving throw.
Inspired Panaches (5/5 per day)(Ex) - Pool of panache that regenerates only from successful rapier critical hits
Mutagen (Su) - Mutagen adds +4 to a physical stat (DEX) and -2 to a mental attribute (WIS), and +2 nat. armor for 10 minutes per Alchemist level.
Studied Combat (+3, 4 rounds)(Ex) - As a swift action, study foe to gain insight bonus to attack and damage for duration.
Studied Strike (+2d6)(Ex) - As a free action on a melee hit, end Studied Combat vs. a foe to add precision damage to the attack.
Subject of Study (Undead) - Gain a +1 bonus damage when attacking undead.
Trap Sense + 2 (Ex) - +2 bonus on Reflex saves and Ac vs traps
Unfailing Logic +2 (Ex) - +2 save vs. illusion and disbelievable effects
Special Abilities -
Alchemy +6 (Su) - +6 to Craft(Alchemy) to create alchemical items, can id potions by touch using Craft(Alchemy) as if using Detect Magic
Ceaseless Observation (Ex) - Use INT instead of CHA for gather information
Dual Minded (racial) - +2 to Will saves
Infusion - Create an extract that can be used by anyone, but it uses up a slot until consumed or cancelled
Low Light Vision - See twice as far as a human in low light, distinguishing color and detail
Trapfinding +2 - Gain a bonus to find/disable traps, including magical ones
Wary (racial) - +1 to Sense Motive and Bluff
Languages - (s) are starting languages
Taldane (Common) (s)
Elven (s)
Skald (s)
Varisian (s)
Dwarven (s)
Terran
Traits Elven Reflexes - Valentin's elven blood manifests in his preternatural reflexes and response time. Time and time again it has proved a lifesaver when a ghoul or other foul undead creature tries to spring a trap only to find itself outmatched. He gains a +2 bonus to initiative.
Subject of Study - As a Voice of the Spire, Valentin has encountered numberless undead throughout his career. The late Professor Lorrimor approached him about a particularly rare form of the undead and the amiable half-elf was only too happy to oblige the Professors interest. Over the years, Valentin would find the professor's insight particularly useful as he went about his gristly work. He gains a +1 bonus to damage rolls against the blasphemous undead.
Carried Book (14/50 pages) Level 1 - 8 pages
Cure Light Wounds
Endure Elements
Enlarge Person
Heightened Awareness
Invisibility Alarm
Long Arm
Reduce Person
Shield