Roman

Roman
Male human (Chelaxian) investigator (empiricist) 6/vigilante 3 (Pathfinder RPG Advanced Class Guide 30, 100, Pathfinder RPG Ultimate Intrigue 9)
N Medium humanoid (human)
Init +4; Senses Perception +16

Defense

AC 20, touch 15, flat-footed 16 (+4 armor, +1 deflection, +4 Dex, +1 natural)
hp 81 (9d8+33)
Fort +8, Ref +14, Will +9 (+2 save vs. illusion and disbelievable effects)
Defensive Abilities trap sense +2, unshakable (+3); Resist unfailing logic

Offense

Speed 30 ft.
Melee +1 mithral rapier +12/+7 (1d6+3/18-20) or
   +2 keen mithral rapier +13/+8 (1d6+4/15-20) or
   dagger with “b” engraving +12/+7 (1d4+2/19-20) or
   mwk key shaped dagger +12/+7 (1d4+2/19-20) or
   sap +11/+6 (1d6+2 nonlethal)
Ranged mwk hand crossbow +12 (1d4/19-20) or
   shortbow +11/+6 (1d6/×3)
Special Attacks studied combat (+3, 4 rounds), studied strike +2d6
Investigator (Empiricist) Extracts Prepared (CL 6th; concentration +10)
   2nd—invisibility, invisibility
   1st—cure light wounds, expeditious retreat, heightened awarenessACG

Statistics

Str 12, Dex 18, Con 16, Int 18, Wis 8, Cha 10
Base Atk +7; CMB +8; CMD 23
Feats BodyguardAPG, Combat Reflexes, Extra Investigator TalentACG, Fast LearnerARG, Inspired AlchemyACG, Masked Symbol, Weapon Finesse
Traits clever wordplay, practiced deception, reformed criminal
Skills Acrobatics +16 (+21 to make high or long jumps), Appraise +8, Bluff +4, Climb +9, Craft (alchemy) +12 (+18 to create alchemical items), Craft (jewelry) +11, Diplomacy +10 (+14 to gather information (You can use your Intelligence Modifier instead of Charisma)), Disable Device +21, Disguise +19 (+21 to conceal your true identity, +39 to appear as part of polite society while in your social identity), Escape Artist +8, Intimidate +9 (+13 in your old korvosa while in your vigilante identity), Knowledge (arcana) +12, Knowledge (dungeoneering) +8, Knowledge (engineering) +9, Knowledge (geography) +8, Knowledge (history) +11, Knowledge (local) +16, Knowledge (nature) +11, Knowledge (nobility) +10, Knowledge (planes) +11, Knowledge (religion) +8, Linguistics +8, Perception +16, Sense Motive +8, Sleight of Hand +11, Spellcraft +8, Stealth +16 (+18 to enter or escape unseen), Swim +5, Use Magic Device +8
Languages Common, Draconic, Infernal, Undercommon, Varisian
SQ alchemy (alchemy crafting +6), ceaseless observation, dual identity, inspiration (7/day), investigator talents (infusion, quick studyACG, underworld inspirationACG), keen recollection, social talents (renownUI, safe houseUI), trapfinding +3, vigilante specialization (avengerUI), vigilante talent (lethal graceUI)
Combat Gear mask of the mantisISWG, pearl of power (2nd level), potion of barkskin +4, wand of cure moderate wounds (18 charges), acid; Other Gear +1 glamered studded leather, +2 slick leather armor, +1 mithral rapier, +2 keen mithral rapier, arrows (20), crossbow bolts (20), dagger with “b” engraving (12), mwk hand crossbow, mwk key shaped dagger, sap, shortbow, amulet of natural armor +1, amulet of proof against detection and location, bag of holding i, belt of mighty constitution +2, boots of elvenkind, cloak of elvenkind, cloak of resistance +2, gloves of swimming and climbing, handy haversack, headband of vast intelligence +2, hybridization funnelUE, plaguebringer’s mask, ring of jumping, ring of protection +1, alchemist’s lab, alchemy crafting kitAPG, artisan’s outfit, backpack, bedroll, belt pouch, disguise kit, flint and steel, ink, inkpen, investigator starting formula book, jewelrycrafting tools, masterwork thieves’ tools, mess kitUE, pot, several black masks, soap, torch (10), trail rations (5), waterskin, 865 gp, 5 sp

Special Abilities

Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bodyguard Use an AoO to use aid another to improve an ally’s AC.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+4)
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an ID as non existant while not adopted.
Infusion Create an extract can be used by anyone but takes up a slot until used.
Inspiration (+1d6, 7/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Inspired Alchemy You can recreate an extract you consumed during the past hour.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Masked Symbol (Mystery) Your masked persona personifies a particular concept.
Quick Study (Ex) Use studied combat as a swift action.
Renown +4 (old korvosa) (Ex) 1 week action, in chosen community +1 default attitude in social ID, bonus to Intim in vigilante ID.
Safe House (27,000 cu. ft.) (Ex) Gain safe area protected from divinations. If have renown, can move it around area of renown.
Studied Combat (+3, 4 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +2d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Underworld Inspiration (Ex) Free Inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand (if trained).
Unfailing Logic +2 (Ex) +2 save vs. illusion and disbelievable effects
Unshakable +3 (Ex) Add the listed bonus to the DC of foes attempting Intimidate checks against you.
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