Name: Oswald Kaddren
NG Human Male
Medium humanoid (human)
Diety: Brigh
Investigator (Steel Hound)*1
FACTION: Университетский Аналитический Центр
—{ ABILITIES/ PB20 }—
STR=10(+00)=(11base-1Age)
DEX=14(+02)=(15base-1Age)
CON=12(+01)=(13base-1Age)
INT =18(+04)=(15base+2RACE+1Age)
WIS=12(+01)=(11base+1Age)
CHA=12(+01)=(11base+1Age)
—{ COMBAT STATS }—
Init.....: +2 (+2dex +0feat);
Senses: Perception +2
Speed.: 30ft;
HP......: 10 (1d8(8)+01*1(CON)+01*1(FC));
BAB....: +00;
CMB...: d20+0 =(+0(BAB)+0(STR));
➕Special:
[Weapon +0 melee 1d8 (20/x2)]type=B;
Attack Bonus: +0(BAB)+0(STR)+0(feat)
Damage: 1d6 +0(STR)+0(feat);
➕Special:
Armor class:
Full...: 15 =10+2(DEX)+3(Armor)
Touch: 12 =10+2(DEX)
FlatF.: 13 =10+3(Armor)
CMD,: 12 = 10 +0(BAB) +0(STR) +2(DEX)
➕Special:
Saving throws:
Fort: +04= +0(CLASS)+01(CON)+0(RES)
Refl: +02= +2(CLASS)+02(DEX)+0(RES)
Will: +01= +2(CLASS)+01(WIS)+0(RES)
—{ SPELLS }—
ASFC=0%
Caster Level = 01;
Concentration= 1d20+05(1CL+4INT).
[☖] Known.
[☗] Prepared.
1st lvl: DC=15; (1+1INT)=2 extracts per/day, prepare - 1 min.
☖ Comprehend Languages
ссылка [ou understand all spoken and written languages.]
☖ Cure Light Wounds
ссылка [Cures 1d8 damage + 1/level (max +5).]
☖ Detect Secret Doors
ссылка [Detect Secret Doors]
☖ Endure Elements
ссылка [Exist comfortably in hot or cold regions.]
☖ Reduce Person
ссылка [Humanoid creature halves in size.]
☖ Shield
ссылка [ Invisible disc gives +4 to AC, blocks magic missiles.]
—{ SKILLS }—
➕ACP=-01;
➕SP: 15 =(6CL + 4INT +1FC +4EXTRA)*1LVL
➕Speaks: Common, Elven, Dwarven, Gnome, Terran, Cyclops.
➕Special:
✖+2=Acrobatics. [0(Rank)+2(Dex)];
✔+8=Appraise. [1(Rank)+3(InCl)+4(Int)];
✖+1=Bluff. [0(Rank)+1(Cha)];
✖00=Climb. [0(Rank)+0(Str)];
✔+9=Craft (Alchemy). [1(Rank)+3(InCl)+4(Int)+1(class)]; Extra +2(trait) to craft alchemical items.
✔+8=Craft (mechanical) [1(Rank)+3(InCl)+4(Int)];
✖+1=Diplomacy. [0(Rank)+1(Cha)];
✔+6=Disable Device. [+1(Rank)+3(InCl)+2(Dex)+1(1/2 class)];
✖+1=Disguise. [0(Rank)+1(Cha)];
✖+2=Escape Artist. [0(Rank)+2(Dex)];
✖+2=Fly. [0(Rank)+2(Dex)];
✖...=Handle Animal. [0(Rank)+1(Cha)];
✖+1=Heal. [0(Rank)+1(Wis)];
✖+1=Intimidate. [0(Rank)+1(Cha)];
✔+9=Knowledge(arcana). [1(Rank)+3(InCl)+4(Int)+1(race)];
✖...=Knowledge(local). [0(Rank)+4(Int)];
✖...=Knowledge(nobility). [0(Rank)+4(Int)];
✔+9=Knowledge(religion). [1(Rank)+3(InCl)+4(Int)+1(race)];
✔+9=Knowledge(history). [1(Rank)+3(InCl)+4(Int)+1(race)];
✔+9=Knowledge(nature). [1(Rank)+3(InCl)+4(Int)+1(race)];
✔+9=Knowledge(dungeoneering). [1(Rank)+3(InCl)+4(Int)+1(race)];
✔+9=Knowledge(engineering). [1(Rank)+3(InCl)+4(Int)+1(race)];
✔+9=Knowledge(geography). [1(Rank)+3(InCl)+4(Int)+1(race)];
✖...=Knowledge(martial). [0(Rank)+2(Int)];
✔+8=Linguistics. [1(Rank)+3(InCl)+4(Int)];
✔+1=Perception. [0(Rank)+1(Wis)]; Extra +1(1/2 class) to detect traps.
✖+1=Perform. [0(Rank)+1(Cha)];
✖...=Profession. [0(Rank)+0(InCl)+1(Wis)];
✖+5=Ride. [0(Rank)+1(Dex)];
✖+5=Sense Motive. [0(Rank)+1(Wis)];
✖+6=Sleight of Hand. [1(Rank)+3(InCl)+2(Dex)];
✔+8=Spellcraft. [1(Rank)+3(InCl)+4(Int)];
✖+2=Stealth. [0(Rank)+2(Dex)];
✖+1=Survival. [0(Rank)+1(Wis)];
✖+0=Swim. [0(Rank)+0(Str)];
✔+5=Use Magic Device. [1(Rank)+3(InCl)+1(Cha)];
—{ FEATS }—
➤[1 HD] Combat Advice
Benefit(s): As a move action, you can offer useful advice to an ally engaged in combat at just the right moment. Designate an enemy; your ally gains a +2 competence bonus on her next attack roll against that enemy. For your ally to benefit from this feat, you must be able to clearly see your ally and the designated enemy, and your ally must be able to hear you.
➤[RACE] Fast Learner
Prerequisites: Int 13, human.
Benefit: When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.
➤ [Неофит] Technologist
You are familiar with the basic mechanics of technology.
Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist.
➤ [Неофит] Amateur Gunslinger (Combat): Quick Clear (Ex)
Benefit: You gain a small amount of grit and the ability to perform a single 1st-level deed from the gunslinger deed class feature.
At the start of the day, you gain 1 grit point, though throughout the day you can gain grit points up to a maximum of your Wisdom modifier (minimum 1).
You can regain grit using the rules for the gunslinger’s grit class feature. You can spend this grit to perform the 1st-level deed you chose upon taking this feat, and any other deed you have gained through feats or magic items.
Special: If you gain levels in a class that grants the grit class feature, you can immediately trade this feat for the Extra Grit feat.
В планах:
Stock-Striker Style (Combat, Style)
Point-Blank Shot (Combat)
Precise Shot (Combat)
Weapon Finesse (Combat)
Reckless Aim (Combat)
—{ TRAITS }—
➤ Muscle of the Society
ссылкаBenefit: You gain a +2 trait bonus on Strength checks made to break doors and lift portcullises, and you treat your Strength score as 2 higher for the purpose of determining your carrying capacity.
➤ Alchemical Adept
ссылкаBenefits: You gain a +2 trait bonus on all Craft (alchemy) checks made to craft alchemical items. Furthermore, when you fail a Craft (alchemy) check by 5 or more but don’t roll a natural 1, you don’t ruin any raw materials or have to pay that cost again.
—{ RACIAL & TEMPLATE FEATURES }—
➤ Ability Score Modifiers: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
➤ Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
➤ Base Speed: Humans have a base speed of 30 feet.
➤ Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
➤ Bonus Feat: Humans select one extra feat at 1st level.
➤ Comprehensive Education: Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels. This racial trait replaces skilled.
—{ CLASS FEATURES }—
➤ Weapon and Armor Proficiency
Steel hounds are proficient with simple weapons, plus the rapier, the sap, and one type of firearm
(pistol) selected at 1st level. They are proficient in light armor, but not shields. This replaces the investigator’s weapon and armor proficiencies.
➤ Alchemy (Su)
Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.
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. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator’s level as the caster level.
An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.
When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.
Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. 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 formulae list to determine the extracts he can know. An investigator can prepare an extract of any formulae he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract’s level. The saving throw DC for 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 for any level that he can create. An investigator can also add formulae to his book just like 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 that formulae.
➤ Inspiration (Ex)
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.
An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. 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, typically after he gets a restful night’s sleep. As a free action, he 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. 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 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 expending 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 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.
➤ Deeds
Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.
- Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.