Half Elf Investigator
[NAME] -
Half Elf - Investigator [Empiricist] (3rd)
AC HP Fort Reflex Will SR CMD Initiative BAB
?? (?) +? +? +? (-) (-) +? +?
Strength: 16 (+3)
Dexterity: 14 (+2)
Constitution: 12 (+1)
Intelligence: 18 (+4)
Wisdom: 10 (-)
Charisma: 8 (-1)

Feats & Traits:

  • Elven Reflexes You gain a +2 trait bonus on initiative checks [Trait]
  • Perceptive You gain a +2 trait bonus on Perception checks [Trait]
  • ?? [1st]
  • ?? [3rd]
  • Skill Focus [Perception] You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6 [Racial Bonus]

Talents:

??

Skills:

?? +? []

Languages:

  • Common

Class features and Special abilities:

Racial Features: Half Elf
Stat modifiers: +2 to any one stat (Intelligence)
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light
Elf Blood: Half-elves count as both elves and humans for any effect related to race
Favoured Class Bonus: [Investigator] Gain a +1/4 bonus on all inspiration rolls
Class Features: Investigator
Alchemy: As per the Alchemist ability of the same name. Click here for full details
Inspiration: 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
Keen Recollection: At 3rd level, an investigator can attempt all Knowledge skill checks untrained
Trap Sense: At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex 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)
Archetype Features: Empiricist
Ceaseless Observation: An empiricist's ability to notice the minutiae of almost everything that happens around him allows him to make shrewd and insightful calculations about people and even inanimate objects. At 2nd level, an empiricist uses his Intelligence modifier instead of the skill's typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information. This ability replaces poison lore and poison resistance.

Spells, abilities and Powers:


Items, gear and equipment:

Weapons:
Enhancements
Wondrous Items:
Ioun Stones:
Spellbooks
Scrolls
Potions
Mundane Equipment:
Other Items:
Head
Headband
Eyes
Shoulders
Neck
Body
Chest
Armour
Belt
Wrist
Hands
Ring 1
Ring 2
Feet
GP Pouch
gp

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