About Xavier KahlvetXavier Kahlvet:
Xavier Kahlvet
Male half-elf investigator (empiricist) 15 (Pathfinder RPG Advanced Class Guide 30, 100) LN Medium humanoid (elf, human) Init +6; Senses low-light vision; Perception +43 -------------------- Defense -------------------- AC 30, touch 16, flat-footed 26 (+9 armor, +2 deflection, +4 Dex, +5 natural) hp 150 (15d8+72) Fort +15, Ref +18, Will +14 (+4 save vs. illusion and disbelievable effects); +2 vs. enchantments Defensive Abilities trap sense +5; Immune sleep; Resist unfailing logic -------------------- Offense -------------------- Speed 40 ft., fly 40 ft. (good) Melee +3 glamered inspired adamantine sword cane +19/+14/+9 (1d6+4) or Sword Cane w/Studied +26/+21/+16 (1d6+4 plus 7 precision) or Sword Cane w/Studied and Mutagen +26/+21/+16 (1d6+6 plus 7 precision) or Sword Cane w/Studied, Mutagen, and Bull's Strength +27/+22/+17 (1d6+8 plus 7 precision) or Sword Cane w/Studied, Mutagen, Bull's Strength, and Alter Self +28/+23/+18 (1d6+9 plus 7 precision) or . . cold iron dagger +15/+10/+5 (1d4+1/19-20) or . . cold iron dagger +15/+10/+5 (1d4+1/19-20) Ranged composite shortbow +15/+10/+5 (1d6+1/×3) Special Attacks studied combat (+7, 8 rounds), studied strike +6d6 Investigator (Empiricist) Extracts Prepared (CL 15th; concentration +23) . . 5th— . . 4th— . . 3rd— . . 2nd—alter self, . . 1st— -------------------- Statistics -------------------- Str 12, Dex 18, Con 16, Int 27, Wis 10, Cha 10 Base Atk +11; CMB +12; CMD 28 Feats Alertness, Combat Expertise, Extra Investigator Talent[ACG], Extra Investigator Talent[ACG], Extra Investigator Talent[ACG], Focused Inspiration[ACG], Great Fortitude, Skill Focus (Perception), Weapon Finesse, Weapon Focus (sword cane) Traits elven reflexes, student of philosophy Skills Acrobatics +3 (+7 to jump), Bluff +18 (+26 to lie (as a result of using Int instead of Cha)), Craft (alchemy) +14 (+29 to create alchemical items), Diplomacy +18 (+26 to gather information (You can use your Intelligence Modifier instead of Charisma), +26 to persuade others but not to gather information (as a result of using Int instead of Cha)), Disable Device +32, Fly +14, Knowledge (arcana) +26, Knowledge (dungeoneering) +25, Knowledge (local) +26, Knowledge (nature) +26, Knowledge (nobility) +9, Knowledge (planes) +26, Knowledge (religion) +26, Linguistics +26, Perception +43, Sense Motive +29, Spellcraft +26, Survival +0 (+2 to avoid becoming lost), Use Magic Device +26; Racial Modifiers +2 Perception Languages Abyssal, Aklo, Ancient Osiriani, Aquan, Auran, Azlanti, Celestial, Common, Cyclops, Dark Folk, Draconic, Dwarven, Elven, Goblin, Ignan, Infernal, Jistka, Minkaian, Orc, Osiriani, Sphinx, Sylvan, Tekritanin, Terran, Thassilonian, Tien SQ alchemy (alchemy crafting +15), ceaseless observation, elf blood, inspiration (1d8+3, 15/day), investigator talents (amazing inspiration[ACG], coax information[APG], combat inspiration[ACG], expanded inspiration[ACG], mutagen[UM], perceptive tracking[ACG], quick study[ACG], repositioning strike[ACG], tenacious inspiration[ACG], trap spotter), keen recollection, mutagen (+4/-2, +2 natural armor, 150 minutes), trapfinding +7 Combat Gear boro bead (2nd level)[UE], boro bead (2nd level)[UE], boro bead (2nd level)[UE], mutagen[APG], potion of cure light wounds (2), potion of cure serious wounds -------------------- Special Abilities -------------------- Alchemy +15 (Su) +15 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+8) Coax information (Ex) Can use Bluff or Diplomacy to force an opponent to act friendly. Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack. Combat Inspiration (Ex) Applying inspiration to attacks/saves only costs 1 point. Elf Blood Half-elves count as both elves and humans for any effect related to race. Elven Immunities - Sleep You are immune to magic sleep effects. Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained). Fly (40 feet, Good) You can fly! Focused Inspiration (Diplomacy, Perception) Roll 2d8 (or 2d10 if normally rolling d8) when adding inspiration to selected skills. Inspiration (+1d8+3, 15/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. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage Mutagen (DC 25) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 150 minutes. Perceptive Tracking (Ex) Can use Perception to find and follow tracks. Quick Study (Ex) Use studied combat as a swift action. Repositioning Strike (Ex) Studied strike grants a free reposition attempt. Studied Combat (+7, 8 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike. Studied Strike +6d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam. Tenacious Inspiration (Ex) When rolling inspiration dice, roll 2x (take high). Trap Sense +5 (Ex) +5 bonus on reflex saves and AC against traps. Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it. Trapfinding +7 Gain a bonus to find or disable traps, including magical ones. Unfailing Logic +4 (Ex) +4 save vs. illusion and disbelievable effects Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
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