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About Vantrag Kewadinmechanical notes:
Init +3 AC 17, touch 13, flat-footed 14 // +4 bonus vs spiderweb effects, +1 dodge bonus vs trap attacks (AC currently based on Mage Armor: Dex bonus +3, armor bonus +4) Fort +2, Ref +6, Will +2 // +2 vs poison, +2 vs enchantment, +1 Ref to avoid traps Spell Resistance 9 BAB +2, CMB +2, CMD 15 Daily Inspiration Pool: 3/4
Extracts Prepared Today: Anticipate Peril, Daily SLAs: dancing lights, faerie fire, darkness, Crunch:
Female Drow Investigator 3 NE medium humanoid (elf) Init +3; Senses Darkvision (120 ft.), Perception +6 AC 13, touch 13, flat-footed 10 hp 21 (3HD) Fort +2, Ref +6, Will +2, +2 vs. poison, +1 Reflex to avoid traps Spell Resistance 9 Speed 30 ft. (6 squares) Base Atk +2; CMB +2; CMD 15 ----- ----- Skills Acrobatics +7; Appraise +3; Bluff +7; Craft (Alchemy) +9; Craft (Calligraphy) +7; Craft (Untrained) +3; Diplomacy +2; Disable Device +10; Disguise +8; Escape Artist +7; Fly +3; Heal -1; Intimidate +7; Knowledge (Arcana) +9; Knowledge (Local) +7; Knowledge (Nobility) +7; Knowledge (Religion) +7; Perception +6; Perception (Trapfinding) +7; Perform (Untrained) +2; Ride +3; Sense Motive +4; Sleight of Hand +7; Stealth +3; Survival -1 ----- ----- Racial Abilities Darkvision - 120 feet. Drow Immunities - Immune to magical sleep effects; +2 racial bonus on saving throws against enchantment. Keen Senses - +2 racial bonus on Perception checks. Poison Use - Never risk accidentally poisoning self. Spell Resistance - SR 6+level. Spell-Like Abilities - dancing lights, darkness, & faerie fire 1/day Light Blindness - Abrupt exposure to bright light blinds drow for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area. ----- ----- Class Abilities Alchemy (Su): When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check. Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. Extracts behave as spells in potion form. An extract becomes inert if it is not in the investigator's possession. An extract, once created, remains potent for 1 day before losing its magic. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement. An investigator uses the alchemist formula list to determine the extracts that he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have an Intelligence score equal to at least 10 + the extract's level. The saving throw DC of an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier. An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula of any level that he can create. An investigator can also add formulae to his book just as a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). An investigator does not need to decipher arcane writing before copying formulae. Inspiration (Ex): The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day. As a free action, he can expend one use of inspiration from his pool to add 1d6 (his inspiration die) to the result of that check, including any on which he takes 10 or takes 20. This choice is made after the check is rolled and before the result is revealed. An investigator can use inspiration once only per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft checks without expending a use of inspiration, provided he's trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action. Trapfinding: An investigator adds 1/2 his level (minimum 1) to Perception checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps. Keen Recollection: At 3rd level, an investigator can attempt all Knowledge checks untrained. Trap Sense (Ex): At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).
Tireless Logic (social trait) - Your curious mind figures out even the most complex problems. Once per day when you make an Intelligence-based skill check or ability check, you can roll twice and take the better result. Arcane Strike (combat feat) - As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, you gain a +1 damage bonus and your weapons are treated as magic for the purpose of overcoming damage reduction. Spider Step (drow racial feat) - You can cast spider climb once per day as a spell-like ability, using your character level as the caster level. Furthermore, you gain a +4 bonus on saving throws against the web special attacks of spiders and the effects of web and other similar spells (such as the web cloud spell).
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