Fighter

Zak Baenre's page

19 posts. Alias of Edeldhur.


About Zak Baenre

Zak
Male drow noble brawler 1/investigator (empiricist) 2
NE Medium humanoid (elf)
Init +3; Senses darkvision 120 ft.; Perception +12
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 26 (3 HD; 2d8+1d10+6)
Fort +3, Ref +8, Will +3; +2 vs. enchantments
Immune sleep; SR 14
Weaknesses light blindness
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk cold iron longspear +5 (1d8+4/×3) or
. . mwk silver morningstar +6 (1d8+3) or
. . unarmed strike +5 (1d6+3)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork cold iron longspear)
Special Attacks martial flexibility 4/day
Spell-Like Abilities (CL 3rd; concentration +2)
. . Constant—detect magic
. . At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate
. . 1/day—dispel magic, divine favor, suggestion (DC 12)
Investigator (Empiricist) Extracts Prepared (CL 2nd; concentration +6)
. . 1st—heightened awareness[ACG], long arm[ACG], monkey fish[ACG]
--------------------
Statistics
--------------------
Str 17, Dex 16, Con 12, Int 18, Wis 11, Cha 9
Base Atk +2; CMB +5; CMD 18
Feats Improved Unarmed Strike, Power Attack, Toughness
Traits accelerated drinker, student of philosophy
Skills Acrobatics +8, Appraise +8, Bluff +5 (+10 to lie (as a result of using Int instead of Cha)), Climb +6, Craft (alchemy) +9 (+11 to create alchemical items), Diplomacy +3 (+8 to gather information (You can use your Intelligence Modifier instead of Charisma), +8 to persuade others but not to gather information (as a result of using Int instead of Cha)), Intimidate +3, Knowledge (arcana) +8, Knowledge (dungeoneering) +9, Knowledge (local) +9, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +9, Perception +12, Sense Motive +10, Spellcraft +8, Stealth +6, Survival +1, Swim +6, Use Magic Device +10; Racial Modifiers +2 Perception
Languages Abyssal, Aklo, Draconic, Elven, Gnome, Infernal, Sakvroth, Undercommon
SQ alchemy (alchemy crafting +2), brawler's cunning, ceaseless observation, inspiration (5/day), martial training, poison use, trapfinding +1
Combat Gear wand of shield (50 charges); Other Gear +1 chain shirt, mwk buckler, mwk cold iron longspear, mwk silver morningstar, investigator starting formula book
--------------------
Special Abilities
--------------------
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+5)
Darkvision (120 feet) You can see in the dark (black and white only).
Drow Immunities - Sleep You are immune to magic sleep effects.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Inspiration (+1d6, 5/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Spell Resistance (14) You have Spell Resistance.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.