Pathfinder Society -hahmot

Bumblebee Chittybangbang

Takaisin, Martin, tai teen sinusta vessaharjan!

Female Half-Elf Investigator 2/Arcanist 1 (Empiricist)
Alignment Medium Humanoid (Elf, Human)
Player Hattaratar (97341-3)
Xp 6
Faction Sovereign Court
Prestige/Fame 6/10
Favored Class Investigator/Arcanist


Init +4
Senses Perception +9 (+10 to notice traps), Low-Light Vision


AC 12, touch 12, flat-footed 10; (+2 Dex)
Mage Armor: AC 16, touch 12, Flat 14

Shield: AC 16, touch 12, Flat 14
Mage Armor & Shield: AC 20, touch 12, Flat 18

hp 23 (2d8+1d6+6)
Fort +2 (base +0+0, Con +2)
Ref +5 (base +3+0, Dex +2)
Will +9 (base +3+2, Wis +0, Hedgehog +2, Dual Minded +2)
Special Defenses Elven Immunities (Immune to magic sleep effects, +2 racial saving throw bonus against enchantment spells and effects)


Speed 30 ft.
Melee Light Mace +2 (1d6+1, 20/x2)
Ranged Hand Crossbow +3 (1d4, 19-20/x2); 30 ft. range


Spells per day (Arcanist Caster level = 3)
1st Level (3/day)

  • Color Spray (Knocks unconscious, blinds, and/or stuns weak creratures)
  • Magic Missile (2 missiles that hit automatically for 1d4+1 force damage)

Cantrips (4 at-will)

  • Daze (Humanoid creature of 4 HD or less loses next action.)
  • Detect Magic (Detects spells and magic items within 60 ft.)
  • Disrupt Undead (Deals 1d6 damage to one undead.)
  • Light (Object shines like a torch.)

Spells Known
1st Level - Burning Hands, Color Spray, Mage Armor, Magic Missile, Snowball, Vanish
Cantrips - Acid Splash, Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Haunted Fey Aspect, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Scrivener's Chant, Spark, Touch of Fatigue

1st-level spells: Burning Hands: 1d4/level fire damage (max 5d4); Nyt 2d4! Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures. Mage Armor: Gives subject +4 armor bonus; Nyt 3 tuntia!. Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5); Nyt kaksi! Snowball: Conjure a hard packed ball of ice and snow to throw; Nyt 3d6! Vanish: As invisibility for 1 round/level (5 max); Nyt 3 vuoroa! Cantrips: Acid Splash: Orb deals 1d3 acid damage. Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible). Bleed: Cause a stabilized creature to resume dying. Dancing Lights: Creates torches or other lights. Daze: Humanoid creature of 4 HD or less loses next action. Detect Magic: Detects spells and magic items within 60 ft. Detect Poison: Detects poison in one creature or object. Disrupt Undead: Deals 1d6 damage to one undead. Flare: Dazzles one creature (–1 on attack rolls). Ghost Sound: Figment sounds. Haunted Fey Aspect: You surround yourself with disturbing illusions. Light: Object shines like a torch. Mage Hand: 5-pound telekinesis. Mending: Makes minor repairs on an object. Message: Whisper conversation at distance. Open/Close: Opens or closes small or light things. Prestidigitation: Performs minor tricks. Ray of Frost: Ray deals 1d3 cold damage. Read Magic: Read scrolls and spellbooks. Resistance: Subject gains +1 on saving throws. Scrivener's Chant: Imbue a quill to rapidly transcribe words from one page to another. Spark: Ignites flammable objects. Touch of Fatigue: Touch attack fatigues target.


Extracts Known/day (Investigator Caster level = 2)
1st Level (3/Day) -


Str 12, Dex 14, Con 14, Int 16, Wis 10, Cha 13
Base Atk +1 ; CMB +2; CMD 14
Feats Weapon Finesse, Additional Traits(Magical Knack & Reactionary) + Alertness(If familiar is within arm's reach)
Skills (*ACP -1 included) (26 Ranks; (12 Investigator, 2 Arcanist, 9 int, 3 FCB))

  • Bluff +6 (2); +7 to fool someone
  • Craft (Alchemy) +7 (1); +8 to Craft Alchemical items (Day Job only!)
  • Diplomacy +8 (3); +10 to gather information
  • Disable Device +9* (1)
  • Disguise +5 (1); +7 with Disguise Kit (10/10 charges)
  • Kno. Arcana +7 (1)
  • Kno. Dungeoneering +7 (1)
  • Kno. Engineering +7 (1)
  • Kno. Geography +7 (1)
  • Kno. History +8 (2)
  • Kno. Local +7 (1)
  • Kno. Nature +7 (1)
  • Kno. Nobility +7 (1)
  • Kno. Planes +7 (1)
  • Kno. Religion +7 (1)
  • Linguistics +7 (1)
  • Perception +10(2); +11 to notice traps
  • Perform (Violin) +7 (1); Dayjob!
  • Sense Motive +8 (1)
  • Spellcraft +7 (1)
  • Use Magic Device +7 (1)

Traits
Magical KnackMagic: treat Arcanist caster level as two higher, up to total character level
Pesh AddictRegion: +1 Trait bonus to Sense Motive
ReactionaryCombat: +2 Trait bonus to Initiative
TrustworthySocial: +1 Trait bonus on Bluff checks made to fool someone and +1 Trait bonus on Diplomacy checks
Languages Elven, Taldane, Varisian, Kelesh, Skald, Infernal
SQ Racial +2 Int, Low-Light Vision, Adaptability, Elf Blood, Elven Immunities, Keen Senses, Multitalented: Investigator & Arcanist, Alchemy, Inspiration, Trapfinding, Ceaseless Observation, Arcane Reservoir (3), Arcanist Exploits (Familiar), Cantrip, Consume Spells


On person Dagger (1), Light Mace (4), Hand Crossbow (2), Masterwork Lamellar Leather (25), Traveler's Outfit (5), Spring-Loaded Wrist Sheath x 2 (2), Wand of Cure Light Wounds
In backpack Pathfinder's Kit (22), Masterwork Thieves' Tools (2), Disguise Kit (10/10) (8), Hedgehog (3), Grappling Bolt (½), 20 Crossbow Bolts (2)
In Wrist Sheaths Wand of Cure Light Wounds (50/50) & Wand of Mage Armor (50/50)
Wealth 1165-595=570gp

0 traveler's outfit 150 +500 (Drow of the Darklands Pyramid; Pregen'd with Amiri) +515 (Library of the Lion) -100 hand crossbow -210 Mwk lamellar leather -12 pathfinder's kit -10 spring-loaded wrist sheaths -100 masterwork thieves' tools -50 disguise kit -5 hedgehog -1 grappling bolt -2 20 x (hand) crossbow bolts -100 Masterwork Violin -5 light mace


Encumbrance x lb. without backpack, x lb. with backpack (x lb. light/x lb. medium/x lb. heavy)


Special Inspiration 4/day

  • Inspiration (Ex): An investigator is beyond skilled and knowledgeable — she also possesses keen powers of observation and deduction above and beyond the abilities of others. An investigator typically uses these powers to aid in their investigations, but can use these flashes of inspiration for other situations.
    • An investigator has the ability to augment skill checks and ability checks through her brilliant inspiration. The investigator has an inspiration pool equal to 1/2 her investigator level + her Intelligence bonus, minimum 1. As a free action, she can expend one use of inspiration from his pool to add 1d6 to the result of that check (including any he takes 10 or 20 on). This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll.
    • The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without spending a use of inspiration, provided she’s trained in that skill. An investigator’s inspiration pool refreshes each day, typically after she gets a restful night’s sleep.
    • Inspiration can also be used on attack rolls and saving throws, though at the cost of expending two uses of inspiration from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
  • Arcanist Reservoir (Su): An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.
    Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
  • Arcanist Exploits: By bending and sometimes even breaking the rules of magic, the arcanist learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her arcane reservoir. At 1st level and every 2 levels thereafter, the arcanist learns a new arcane exploit selected from the following list. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require the arcanist to expend points from her arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 10 + 1/2 the arcanist’s level + the arcanist’s Charisma modifier.
    • Familiar (Ex): An arcanist with this exploit can acquire a familiar as the arcane bond wizard class feature, using her arcanist level as her wizard level to determine any of the statistics and abilities of the familiar. If the arcanist receives a familiar from another class, her levels of arcanist stack with the levels from that class when determining the familiar’s statistics and abilities (this ability does not stack with a familiar gained through the bloodline development exploit; she must choose one or the other).

Martin Freeman

Familiar: Hedgehog, Diminutive Animal
Init +3 Senses Low-Light Vision; Perception +6
AC 19, touch 17, flat-footed 16; (+4 size, +3 Dex, +2 natural)
Mage Armor: AC 23, touch 17, Flat 20

Shield: AC 23, touch 17, Flat 20
Mage Armor & Shield: AC 27, touch 17, Flat 24

hp 11 (HD 3)
Fort +0 (base +2, Con -2)
Ref +6 (base +3, Dex +3)
Will +6 (base +5, Wis +1)
Special Defenses Improved Evasion
Speed 20 ft.
Space 1 ft., Reach 0 ft.

ei vielä! Melee Melee Touch +8 (see spell)

Str 1, Dex 16, Con 6, Int 6, Wis 12, Cha 7
Base Atk +1; CMB +0; CMD 9 (13 vs trip)
Feats Athletic
Skills Acrobatics +3, Climb +5, Perception +6 (2), Stealth +19, Swim +5; Diminutive +12 Stealth
SQ Alertness, Improved Evasion, Share Spells, Empathic Link, Spiny Defense

  • (Spiny Defense (Ex) As a move action, a hedgehog can roll itself up into a spiny ball. While rolled up, it gains a +1 enhancement bonus to its existing natural armor, and any creature attempting to grapple the hedgehog takes 1d3 damage on making a grapple check. While rolled up, a hedgehog cannot take any action other than leaving this state. The hedgehog can leave this state as a move action.)

Scenarios

  1. Drow of the Darklands Pyramid (Pregen; +500gp, 1 XP, 2 PP)
  2. Library of the Lion (+515gp, 1 XP, 2 PP)
  3. Crypt of the Everflame (+? gp, 3 XP, 4 PP)
  4. The Devil We Know, part IV: Rules of the Swift (+506gp, 1 XP, 2 PP)

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