Alli Fairen

Yhden romu on toisen aarre.

Female Halfling Investigator (antiquarian) 5
NG Small humanoid (halfling)
Player Naal (144782-8)
Xp 14


Init +3; Senses Perception +11+1d6 (+2 to find traps)


AC 17, touch 14, flat-footed 14; (+3 armor, +3 Dex, +1 size); +1 vs. traps
hp 35 (5d8 +5 Con +1 favored +1 retrained)
Fort +6, Ref +7, Will +7; +4 vs. curses, +4 vs. fear, +1 vs. traps
Special Defenses curse resistance, fearless, halfling luck, trap sense (+1)


Speed 30 ft.
Melee +1 mithral shortsword +6 (1d4+2/19-20)
Melee cold iron shortsword +5 (1d4+1/19-20)
Melee cold iron dagger +5 (1d3+1/19-20)
Melee alchemical silver light mace +5 (1d4+1)
Melee cold iron heavy mace +5 (1d6+1)
Ranged darkwood composite shortbow +7; 70 feet (1d4/x3)
Special Attacks aid another provides +4 bonus, studied combat (+2, 3 rounds), studied strike (+1d6),
Antiquarian Trinkets Charged (CL 5th; concentration +7)
  1st—a, b, c, d, e
  2nd—a, b, c


Str 12, Dex 14+2, Con 12, Int 15, Wis 12, Cha 14
Base Atk +3; CMB +3; CMD 16
Feats Extra Investigator Talent (Effortless Aid), Great Fortitude, Iron Will
Skills (6+3)*5 +1 favored
  Acrobatics        + 9  ( 3 ranks +3 class +3 Dex -0 armor)
  Appraise          + 7  ( 1 rank  +3 class +3 Int)
  Bluff             + 8  ( 3 ranks +3 class +2 Cha)
  Climb             + 6  ( 2 ranks +3 class +1 Str -0 armor)
  Craft             + 2  (   ranks +3 class +3 Int)
  Diplomacy         + 8  ( 3 ranks +3 class +2 Cha)
  Disable Device    +15  ( 5 ranks +3 class +3 Dex -0 armor +2 spec +2 circ)
  Disguise          + 6  ( 1 rank  +3 class +2 Cha)
  Escape Artist     + 3  (   ranks +3 class +3 Dex -0 armor)
  Fly               + 3  (   ranks no class +3 Dex -0 armor)
  Handle Animal     ---  (   ranks no class +2 Cha)
  Heal              + 5  ( 1 rank  +3 class +1 Wis)
  Intimidate        + 6  ( 1 rank  +3 class +2 Cha)
  K (arcana)        + 7  ( 1 rank  +3 class +3 Int)
  K (dungeoneering) + 7  ( 1 rank  +3 class +3 Int)
  K (engineering)   + 7  ( 1 rank  +3 class +3 Int)
  K (geography)     + 7  ( 1 rank  +3 class +3 Int)
  K (history)       + 7  ( 1 rank  +3 class +3 Int +1 spec)
  K (local)         + 7  ( 1 rank  +3 class +3 Int)
  K (nature)        + 7  ( 1 rank  +3 class +3 Int)
  K (nobility)      + 7  ( 1 rank  +3 class +3 Int)
  K (planes)        + 7  ( 1 rank  +3 class +3 Int)
  K (religion)      + 7  ( 1 rank  +3 class +3 Int)
  Linguistics       + 9  ( 3 ranks +3 class +3 Int)
  Perception        +11  ( 5 ranks +3 class +1 Wis +2 race)
  Perform (oratory) + 6  ( 1 rank  +3 class +2 Cha)
  Profess (sailor)  + 5  ( 1 rank  +3 class +1 Wis)
  Ride              + 3  (   ranks no class +3 Dex -0 armor)
  Sense Motive      + 5  ( 1 rank  +3 class +1 Wis)
  Sleight of Hand   + 7  ( 1 ranks +3 class +3 Dex -0 armor)
  Spellcraft        + 9  ( 3 ranks +3 class +3 Int)
  Stealth           +11  ( 1 rank  +3 class +3 Dex -0 armor +4 size)
  Survival          + 1  (   ranks no class +1 Wis)
  Swim              + 2  ( 1 rank  no class +1 Str -0 armor)
  Use Magic Device  + 7  ( 2 ranks +3 class +2 Cha)
Special Skill Bonuses +2 Perception to find traps
Traits Courageous (+2 trait vs. fear), Helpful (aid another bonus is +4)
Languages Halfling, Jistka, Kelish, Osiriani, Taldane (common)
SQ fleet of foot, inspiration, investigator talents (effortless aid, expanded improvisation, sapping offensive), item lore, keen recollection, keen senses, relic magic, trapfinding +2, weapon familiarity


Inspiration (Ex) Alli has the ability to augment skill checks and ability checks through her brilliant inspiration. She has an inspiration pool equal 5 (half her level plus her Intelligence modifier). Her inspiration pool refreshes each day, typically after she gets a restful night’s sleep. 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 on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. Alli can only use inspiration once per check or roll. She can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided she’s trained in the skill.
  Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from her pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Trapfinding (Ex) An investigator adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.
Item Lore (Ex) An antiquarian can identify even the most esoteric objects at a glance. At 2nd level, he can discern whether an item is magical simply by studying it for 1 round. Once he identifies a magic item in this way, he can use Spellcraft to attempt to identify the properties of the magic item as if he had used detect magic. Furthermore, he can detect whether an item is cursed if his check to identify the magic item exceeds the DC by 5.
Relic Magic (Su) Antiquarians emulate Arustun, founder of the Jistka Imperium, by exploring and recording the remnants of lost civilizations. Rather than using extracts, an antiquarian carries a collection of holy and unholy symbols, charms, and trinkets. Though an antiquarian may never know who or what grants him his power, he can produce magical effects all the same. Relic magic functions as the alchemy class feature, except as noted below.
  An antiquarian begins play with a collection of religious trinkets that functions as his formula book and weighs 2 pounds total, with each trinket functioning as a formula. Adding new trinkets has the same cost and time requirement as adding formulae to a formula book. An antiquarian can study a wizard’s spellbook or alchemist’s formula book to learn formulae, but an antiquarian’s trinket collection is too esoteric for anyone except another antiquarian to learn spells from. An antiquarian prepares spells by meditating and charging relics with supernatural power, which has the same requirements and limitations as preparing extracts (1 minute per trinket). However, instead of creating extracts, an antiquarian casts spells as though he were an arcane spellcaster, which means he can affect other creatures with his spells. An antiquarian does not suffer from arcane spell failure.
  An antiquarian doesn’t gain a competence bonus on Craft (alchemy) checks to create alchemical items, and she cannot identify potions with that skill. Furthermore, she cannot select alchemist discoveries as investigator talents.
Curse Resistance (Ex) At 2nd level, an antiquarian gains a +2 bonus on all saving throws against spells and effects with the curse descriptor. This bonus increases to +4 at 5th level and to +6 at 8th level. At 11th level, the antiquarian becomes completely immune to such effects. This replaces poison resistance and poison immunity.
Keen Recollection (Ex) This does nothing since all knowledge skills are trained.
Trap Sense (Ex) At 3rd level, an investigator gains an intuitive sense that alerts her to danger from traps, granting her a +1 bonus on Ref lex 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).
Studied Combat (Ex) With a keen eye and calculating mind, an investigator can assess the mettle of her opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that she can see. Upon doing so, she adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until she deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.
  An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, she cannot become the target of the same investigator’s studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.
Studied Strike (Ex) At 4th level, an investigator can choose to make a studied strike against the target of her studied combat as a free action, upon successfully hitting her studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.
  If the investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), she may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.
  The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.
Swift Search (Ex) At 4th level, an antiquarian can study the secrets of a location with incredible speed. Whenever she takes 20 on a Perception check, it takes her only 1 minute.


Trinket Collection 1st level ant haul, authenticating gaze, comprehend languages, cure light wounds, detect secret doors, disguise self, endure elements, expeditious retreat, heightened awareness, long arm, monkey fish, negate aroma, shield, stone fist, touch of the sea, true strike 2nd level bull's strength, cure moderate wounds, darkvision, delay poison, lesser restoration, see invisibility


#ScenarioXPGainedUsedPrestigeNotes
1#5-04 The Stolen Heir (GM)1202 
2#6-10 The Wounded Wisp (GM)1222wand of cure light wounds
3#3-21 Temple of Empyeral Enlightenment1204 
4#5-11 Library of the Lion1206 
5Crypt of the Everflame34010 
6#10-16 What the Helms Hide13013Regain 1 PP
7Masks of the Living God34017 
8Carrion Hill34318retrain 1 HP

Starting money150.00  150.00 
1 #5-04 The Stolen Heir509.00  659.00 
2 #6-10 The Wounded Wisp430.00  1089.00 
Wand of cure light wounds (2 PP, CL 1st, 50 charges)02   1089.0036 charges
Sunrod2.0023  1087.00 
Potion of cure light wounds50.0023  1037.00 
Holy water25.0033  1012.00 
3 #3-21 Temple of Empyreal Enlightenment512.00  1524.00 
Hot weather outfit03  1 1524.00 
Antiquarian relic collection032 1524.00 
Trinket for comprehend languages (level 1)00  1524.00 
Trinket for cure light wounds (level 1)00  1524.00 
Trinket for detect secret doors (Int +1)00  1524.00 
Trinket for disguise self (Int +2)00  1524.00 
Trinket for endure elements (level 2)03  1524.00 
Trinket for expeditious retreat15.003  1509.00 
Trinket for shield15.003  1494.00 
Trinket for true strike15.003  1479.00 
Trinket for heightened awareness15.003  1464.00 
Trinket for monkey fish15.003  1449.00 
Trinket for stone fist15.003  1434.00 
Trinket for touch of the sea15.003  1419.00 
Trinket for authenticating gaze15.003  1404.00 
Trinket for long arm15.003  1389.00 
Masterwork backpack50.0038 25.001339.00 
Bandolier0.503   1338.50 
Bandolier0.503   1338.00 
Bedroll0.103  1.25 1337.90 
Belt pouch1.0038 0.501336.90 
Belt pouch1.0038 0.501335.90 
Canteen2.003  1 1333.90 
Chalk0.033   1333.87 
Concealable thieves' tools190.003  0.5 1143.87 
Earplugs0.013   1143.86 
Flint and steel1.003   1142.86 
Glass cutter5.003   1137.86 
Glue paper (x5)0.503   1137.365 left
Grooming kit1.003  0.5 1136.36 
Ink8.003   1128.36 
Inkpen0.103   1128.26 
Journal10.003  1 1118.26 
Mess kit0.203  1 1118.06 
Paper (sheet, x5)2.003   1116.065 left
Rope (spider's silk, 50 ft.)100.003  4 1016.06 
Scroll box5.0038 2.501011.06 
Smoked goggles10.003   1001.06 
Soap0.013  0.5 1001.05 
Spring-loaded wrist sheath5.003  0.25 996.05 
Spring-loaded wrist sheath5.003  0.25 991.05 
String (50 ft.)0.013   991.04 
Whistle (signal)0.803   990.24 
Wire saw (adamantine, 5 uses)150.003   840.245 uses left
Masterwork parade armor (Alkenstar)175.003upgr 175.00665.24 
Potion of cure light wounds50.003   615.24 
Potion of cure light wounds50.003   565.24 
Sunrod2.0034  563.24 
Antitoxin50.003   513.24 
Smelling salts25.003   488.24 
Cold iron dagger4.003  0.5 484.24 
Cold iron shortsword20.003  1 464.24 
Alchemical silver light mace25.003  2 439.24 
Darkwood composite shortbow385.003  0.5 54.24 
Cold iron arrows (20)2.003  0.15 52.2420 left
Sap1.003  1 51.24 
Acid10.003  1 41.24 
Acid10.003  1 31.24 
Acid10.003  1 21.24 
4 #5-11 Library of the Lion510.00  531.24 
5 Crypt of the Everflame1398.00  1929.24 
5 dayjob20.00  1949.24 
Trinket for ant haul (level 3)05  1949.24 
6 What the Helms Hide1200.00  3146.24 
6 dayjob20.00  3166.24 
7 Masks of the Living God3711.00  6880.24 
7 dayjob20.00  6900.24 
8 Carrion Hill6765.00  13656.24 
8 dayjob (ignored)0  13656.24 
Trinket for see invisibility (level 4)08  13656.24 
Trinket for delay poison (level 5)08  13656.24 
Trinket for bull’s strength60.008  13596.24 
Trinket for cure moderate wounds60.008  13536.24 
Trinket for darkvision60.008  13476.24 
Trinket for lesser restoration60.008  13416.24 
Sell masterwork backpack, belt pouches, scroll box28.50  13444.74 
Handy haversack2000.008  5 11444.74 
+1 mithral shortsword2510.008  0.5 8934.74 
Cloak of resistance +11000.008  1 7934.74 
Upgrade mwk parade armor to175.008.1   8109.74 
+1 parade armor (Alkenstar)1175.008  10 6934.74 
Belt of incredible dexterity +24000.008  1 2934.74 
Retrain: increase Hit Points by 1150.008  2784.74 
Wand of lesser restoration (8 charges, #8)720.008   2064.74 
Cold iron heavy mace24.008  4 2040.74 
Wayfinder250.008  1 1790.74 

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