In order to keep all information I create a thread (I had to many data lost with sheets)
Having often problems with character sheet, I generally create a backup with all needed information
Basic Choices & Stats -- Gray Nestoridae
Ancestry: Elf -- Cavern Elf Size Normal, Speed 30 feet, Vision Low Light & Darkvision
- Feat choice: Elven Aloofness Background: Book Keeper. Feat Eye for Number Class: Investigator - Empiricist
- Feat lvl 1: Known Weakness Languages: Common, Elven
Dex Int Cga// -Con(Elf), Int Dex(Bookkeeper), Int (Investigator), Dex Con Int Cha
Str 10 Dex 16 Con 10 Int 18 Wis 10 Cha 14
HP: 6(Elf) + 8(Investigator) + 0(Con) = 14
[b]Ancestry[/b]: Elf -- Cavern Elf [b]Size[/b] Normal, [b]Speed[/b] 30 feet, [b]Vision[/b] Low Light & Darkvision
- Feat choice: Elven Aloofness
[b]Background[/b]: Book Keeper. [b]Feat[/b] Eye for Number
[b]Class[/b]: Investigator - Empiricist
- Feat lvl 1: Known Weakness
[b]Languages[/b]: Common, Elven
Dex Int Cga// -Con(Elf), Int Dex(Bookkeeper), Int (Investigator), Dex Con Int Cha
Str 10 Dex 16 Con 10 Int 18 Wis 10 Cha 14
HP: 6(Elf) + 8(Investigator) + 0(Con) = 14
Proficiency, Saves and Skills
Perception: Expert Saves: Fortitude T, Reflex E, Will E Proficiency: Unarmed & Light attack, simple T; Unarmored E Skills: Acrobatics T(Invest.), Arcana T(Invest.), Crafting T(invest.), deception T(invest), diplomacy T(invest.), Lore Accounting T(bookkeeper), Lore Circus T(invest), Performance T(free), Religion T(free), Society T(Bookkeeper), stealth T(free), Survival T(free)
[b]Perception[/b]: Expert
[b]Saves[/b]: Fortitude T, Reflex E, Will E
[b]Proficiency[/b]: Unarmed & Light attack, simple T; Unarmored E
[b]Skills[/b]: Acrobatics T(Invest.), Arcana T(Invest.), Crafting T(invest.), deception T(invest), diplomacy T(invest.), Lore Accounting T(bookkeeper), Lore Circus T(invest), Performance T(free), Religion T(free), Society T(Bookkeeper), stealth T(free), Survival T(free)
Agile - The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn. Finesse - You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still use your Strength modifier when calculating damage. Forceful - This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
[b]Agile[/b] - The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.
[b]Finesse[/b] - You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still use your Strength modifier when calculating damage.
[b]Forceful[/b] - This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
[table="rolls d20"]
Weapon|Prof|Atk|Dmg|Traits & Notes
[b][_=Fist][/b]|[_p=1/4]|[_$=bdex+lookupBonus(p,0,0,0,1,4,(p*2)+lvl)]|[_d=1d4]|[_=Agile, Finesse]
[b][_=Crossbow][/b]|[_p=1/4]|[_$=bdex+lookupBonus(p,0,0,0,1,4,(p*2)+lvl)]|[_d=1d8]|[_=range 120ft, reload 1, 2H]
[b][_=Elven Curved Blade][/b]|[_p=1/4]|[_$=bdex+lookupBonus(p,0,0,0,1,4,(p*2)+lvl)]|[_d=1d8]|[_=Finesse, Forceful, 2Hl]
[b][_=Action 1: Devise a Stratagem + Recall Knowledge][/b]|[_p=0/4]|[_=1d20]|[_d=1d20]|[_=base roll, recall knowledge]
[b][_=Devise a Stratagem][/b]|[_p=0/4]|[_$=bint+lookupBonus(p,0,0,0,1,4,(p*2)+lvl))]|[_d=]|[_=]
[/table]
[snippet="Weapon traits"]
[b]Agile[/b] - The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.
[b]Finesse[/b] - You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still use your Strength modifier when calculating damage.
[b]Forceful[/b] - This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
[/snippet]
Equipment
Pieces : Platinum0 - Gold0 - Silver36 - Copper6 -- Total in GP
Bulk Encumbered > , Overloaded > Status - , Speed
A backpack holds up to 4 Bulk of items. and the first 2 Bulk of these items don't count against your Bulk limits. If you're carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible. Bulk L
A backpack holds up to 4 Bulk of items. and the first 2 Bulk of these items don't count against your Bulk limits. If you're carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible. Bulk L
Fine clothing, suitable for a noble or royal, is made with expensive fabrics, precious metals, and intricate patterns. You can wear only one tool set of light Bulk with fine clothing, instead of the normal limit of 2 Bulk.
Fine clothing, suitable for a noble or royal, is made with expensive fabrics, precious metals, and intricate patterns. You can wear only one tool set of light Bulk with fine clothing, instead of the normal limit of 2 Bulk.
Using a writing set, you can draft correspondence and scribe scrolls. A set includes stationery, including a variety of paper and parchment, as well as ink, a quill or inkpen, sealing wax, and a simple seal.
Using a writing set, you can draft correspondence and scribe scrolls. A set includes stationery, including a variety of paper and parchment, as well as ink, a quill or inkpen, sealing wax, and a simple seal.
Price 2 gp; AC Bonus +1; Dex Cap +4; Check Penalty -1; Speed Penalty —
Strength 10; Category Light; Group Leather
A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility.
Price 2 gp; AC Bonus +1; Dex Cap +4; Check Penalty -1; Speed Penalty —
Strength 10; Category Light; Group Leather
A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility.
Essentially a longer version of the scimitar, this traditional elven weapon has a thinner blade than its cousin.
Damage 1d8 slashing, uncommon, elf, finesse, forceful, 2 hands, martial melee weapon, group swords
Essentially a longer version of the scimitar, this traditional elven weapon has a thinner blade than its cousin.
Damage 1d8 slashing, uncommon, elf, finesse, forceful, 2 hands, martial melee weapon, group swords
This ranged weapon has a bow-like assembly mounted on a handled frame called a tiller. The tiller has a mechanism to lock the bowstring in place, attached to a trigger mechanism that releases the tension and launches a bolt.
Damage 1d8 piercing, range 120 ft, reload 1, 2 hands, simple ranged weapon, group bow
This ranged weapon has a bow-like assembly mounted on a handled frame called a tiller. The tiller has a mechanism to lock the bowstring in place, attached to a trigger mechanism that releases the tension and launches a bolt.
Damage 1d8 piercing, range 120 ft, reload 1, 2 hands, simple ranged weapon, group bow
Traits: Concentration, Fortune, Investigator. Frequency: once/round
You assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a d20. If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike's attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks.
When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your Strike uses an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it's a melee weapon with the thrown trait), or a sap.
If you're aware that the creature you choose is the subject of a lead you're pursuing, you can use this ability as a free action.
[b]Traits[/b]: Concentration, Fortune, Investigator. [b]Frequency[/b]: once/round
You assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a d20. If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike's attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks.
When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your Strike uses an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it's a melee weapon with the thrown trait), or a sap.
If you're aware that the creature you choose is the subject of a lead you're pursuing, you can use this ability as a free action.
Traits: Concentrate, Investigator. Frequency: one/10 min. Trigger: Another creature attempts a check to investigate a lead you're pursuing.
You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you're conveying information verbally.
[b]Traits[/b]: Concentrate, Investigator. [b]Frequency[/b]: one/10 min.
[b]Trigger[/b]: Another creature attempts a check to investigate a lead you're pursuing.
You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you're conveying information verbally.
Traits: Elf
As much as you might care for them, you've come to terms with the ephemeral nature of non-elves, and it makes their threats feel less troublesome. If a non-elf rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (and thus can't try to Coerce you again for 1 week). When a non-elf attempts to Demoralize you, you become temporarily immune for 1 day, instead of 10 minutes.
[b]Traits[/b]: Elf
As much as you might care for them, you've come to terms with the ephemeral nature of non-elves, and it makes their threats feel less troublesome. If a non-elf rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (and thus can't try to Coerce you again for 1 week). When a non-elf attempts to Demoralize you, you become temporarily immune for 1 day, instead of 10 minutes.
Traits: General, Skill - Prerequisite: trained in Society
You've learned to subitize, quickly estimating the number of items in a group with relative accuracy at only a glance. You immediately learn the number of visually similar items in a group you can see (such as coins, books, or people), rounded to the first digit in the total number. For example, you could look at a case of potion vials and learn that it held about 30 vials, but you wouldn't know that it was exactly 33 vials, how many different types of potions there were, or how many of which type. Similarly, you could look at a pile of 2,805 coins and know that there were about 3,000 coins in all. You can use this ability only on items that can typically be counted, so you can't use it on grains of sand or stars in the sky, for example.
In addition, when you attempt to Decipher Writing that is primarily numerical or mathematical, you gain a +2 circumstance bonus to your check.
[b]Traits[/b]: General, Skill - [b]Prerequisite[/b]: trained in Society
You've learned to subitize, quickly estimating the number of items in a group with relative accuracy at only a glance. You immediately learn the number of visually similar items in a group you can see (such as coins, books, or people), rounded to the first digit in the total number. For example, you could look at a case of potion vials and learn that it held about 30 vials, but you wouldn't know that it was exactly 33 vials, how many different types of potions there were, or how many of which type. Similarly, you could look at a pile of 2,805 coins and know that there were about 3,000 coins in all. You can use this ability only on items that can typically be counted, so you can't use it on grains of sand or stars in the sky, for example.
In addition, when you attempt to Decipher Writing that is primarily numerical or mathematical, you gain a +2 circumstance bonus to your check.
Trait: Investigator. Frequency: Once/10min.
You observe and assess your surroundings with great speed. You Recall Knowledge, Seek, or Sense Motive.
[b]Trait[/b]: Investigator. [b]Frequency[/b]: Once/10min.
You observe and assess your surroundings with great speed. You Recall Knowledge, Seek, or Sense Motive.
When you enter a new location, such as a room or corridor, you immediately notice one thing out of the ordinary. The GM determines what it is, or whether there's nothing reasonable to pick up, skipping obvious clues that can be easily noticed without a check or specifically looking for them. You learn only that an area or object is suspicious, but not why it's suspicious. For example, if you entered a study with a large bloodstain on the ground, the bloodstain is so obviously suspicious it's evident to you already, so the GM might note that there's something suspicious about the desk drawer instead. You would then need to investigate the drawer further to find out what specifically is out of the ordinary. That's Odd doesn't reveal whether creatures are suspicious.
When you enter a new location, such as a room or corridor, you immediately notice one thing out of the ordinary. The GM determines what it is, or whether there's nothing reasonable to pick up, skipping obvious clues that can be easily noticed without a check or specifically looking for them. You learn only that an area or object is suspicious, but not why it's suspicious. For example, if you entered a study with a large bloodstain on the ground, the bloodstain is so obviously suspicious it's evident to you already, so the GM might note that there's something suspicious about the desk drawer instead. You would then need to investigate the drawer further to find out what specifically is out of the ordinary. That's Odd doesn't reveal whether creatures are suspicious.
When you strike carefully and with forethought, you deal a telling blow. When making a Strike that adds your Intelligence modifier on your attack roll due to Devising a Stratagem, you deal an additional 1d6 precision damage.
When you strike carefully and with forethought, you deal a telling blow. When making a Strike that adds your Intelligence modifier on your attack roll due to Devising a Stratagem, you deal an additional 1d6 precision damage.
Traits: Concentration, Exploration, Investigator. Frequency: one/10 min
You spend 1 minute examining the details of one potential clue, designating the subject related to that clue as the target of your active investigation. This subject is typically a single creature, item, or small location (such as a room or corridor), but the GM might allow a different scope for your investigation. You don't need to know the identity, purpose, or nature of the subject, but you do need to be aware of its existence. For instance, finding a footprint is enough to investigate the creature that left it, and seeing a hasty sketch of an item or location can be enough to start your investigation of that subject.
Whenever you attempt a Perception or skill check to investigate a designated subject, you gain a +1 circumstance bonus to the check. The exact checks this applies to depend on the actions you use to investigate and are determined by the GM, but checks to investigate are typically Perception checks or skill checks that use Intelligence, Wisdom, or Charisma.
You can maintain two active investigations at a time. If you Pursue another Lead after that, the subject must be different from any of your current investigations (or rather, they must be different as far as you know), and you give up on a current subject of your choice. Once you've given up pursuit of a subject, you can't Pursue that Lead again until after the next time you make your daily preparations.
[b]Traits[/b]: Concentration, Exploration, Investigator. [b]Frequency[/b]: one/10 min
You spend 1 minute examining the details of one potential clue, designating the subject related to that clue as the target of your active investigation. This subject is typically a single creature, item, or small location (such as a room or corridor), but the GM might allow a different scope for your investigation. You don't need to know the identity, purpose, or nature of the subject, but you do need to be aware of its existence. For instance, finding a footprint is enough to investigate the creature that left it, and seeing a hasty sketch of an item or location can be enough to start your investigation of that subject.
Whenever you attempt a Perception or skill check to investigate a designated subject, you gain a +1 circumstance bonus to the check. The exact checks this applies to depend on the actions you use to investigate and are determined by the GM, but checks to investigate are typically Perception checks or skill checks that use Intelligence, Wisdom, or Charisma.
You can maintain two active investigations at a time. If you Pursue another Lead after that, the subject must be different from any of your current investigations (or rather, they must be different as far as you know), and you give up on a current subject of your choice. Once you've given up pursuit of a subject, you can't Pursue that Lead again until after the next time you make your daily preparations.
Methodology: Empiricism Everything comes down to data. Calculating statistics, running numbers, and using inductive reasoning allows you to determine the most likely outcome of any scenario, and anything out of place draws your keen attention. Notes
Feat 1
Whenever you Devise a Stratagem, you can also attempt a check to Recall Knowledge as part of that action. If you critically succeed at the Recall Knowledge check, you notice a weakness and gain a +1 circumstance bonus to your attack roll from Devise a Stratagem. If you immediately convey this information to your allies as part of the check, each ally gains a +1 circumstance bonus to their next attack roll against the subject, as long as their attack is made before the beginning of your next turn.
[b]Feat 1[/b]
Whenever you Devise a Stratagem, you can also attempt a check to Recall Knowledge as part of that action. If you critically succeed at the Recall Knowledge check, you notice a weakness and gain a +1 circumstance bonus to your attack roll from Devise a Stratagem. If you immediately convey this information to your allies as part of the check, each ally gains a +1 circumstance bonus to their next attack roll against the subject, as long as their attack is made before the beginning of your next turn.
You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.
You can also see perfectly well in areas of darkness, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level darkness spell, block darkvision.
You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.
You can also see perfectly well in areas of darkness, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level darkness spell, block darkvision.
[snippets="Character Information"]
[table]
[b]Name[/b]|[_name=Greet Nestoridae]|[b]Class[/b]|[_clss=Investigator - Empiricist]|[b]Ancestry[/b]|[_=Elf - CavernElf]|[b]Background[/b]|[_back=Bookkeeper]
[b]Worship[/b]|[_patron=Irory]|[b]Size[/b]|[_=Medium]|[b]Alignment[/b]|[_=Neutral Good]|[b]Base Speed[/b]|[_bspd=30] feet [_$=floor(bspd/5)] squares
[b]Gender[/b]|[_=Male]|[b]HP max[/b]|[_=15]|[b]Level[/b]|[_lvl=1]|[b]Hero Points[/b]|[_=1/3]
[/table]
[snippet="Note"]
[_=]
[/snippet]
[/snippets]
[abilities="Quick Manual Reference"]
[b]HP 10x[/b] [_=1/1]1. - [_=0/1]2. - [_=0/1]3. - [_=0/1]4. - [_=0/1]5. - [_=0/1]6. - [_=0/1]7. - [_=0/1]8. - [_=0/1]9.
[b]Unities[/b] [_=1/1].1 - [_=1/1].2 - [_=1/1].3 - [_=1/1].4 - [_=1/1].5 - [_=0/1].6 - [_=0/1].7 - [_=0/1].8 - [_=0/1].9
[b]Current AC[/b] [_=], [b]Contact AC[/b] [_=], [b]Flatfooted AC[/b] [_=], [b]Actual Speed[/b] [_actspd=0] feet [_$=floor(actspd/5)] squares
[/abilities]
[snippets="Stats"]
[2column]
[col]
[table="rolls d20"]
Key|Ability|Score|Bonus
[_kstr=0/1]|Strength|[_str=10]|[_bstr$=+floor(str/2)-5]
[_kdex=0/1]|Dexterity|[_dex=16]|[_bdex$=+floor(dex/2)-5]
[_kcon=0/1]|Constitution|[_con=12]|[_bcon$=+floor(con/2)-5]
[_kint=1/1]|Intelligence|[_int=18]|[_bint$=+floor(int/2)-5]
[_kwis=0/1]|Wisdom|[_wis=10]|[_bwis$=+floor(wis/2)-5]
[_kcha=0/1]|Charisma|[_cha=12]|[_bcha$=+floor(cha/2)-5]
[/table]
[table="rolls d20"]
Skills|Proficiency|AC Pen.|Bonus
[b]Perception (wis)[/b]|[_sper=1/4]||[_bper$=+lookupBonus(sper,0,0,0,1,4,(sper*2)+lvl)+bwis]
[b]Fortitude (con)[/b]|[_sfrt=1/4]||[_bfrt$=+lookupBonus(sfrt,0,0,0,1,4,(sfrt*2)+lvl)+bcon]
[b]Reflex(dex)[/b]|[_srfl=2/4]||[_brfl$=+lookupBonus(srfl,0,0,0,1,4,(srfl*2)+lvl)+bdex]
[b]Will(wis)[/b]|[_swil=2/4]||[_bwil$=+lookupBonus(swil,0,0,0,1,4,(swil*2)+lvl)+bwis]
[/table]
[table]
Armors|Type||Weapons|Proficiency
[b]None[/b]|[_uac=1/4]||[b]Unarmed[/b]|[_c=1/4]
[b]Light[/b]|[_lac=1/4]||[b]Simple[/b]|[_c=1/4]
[b]Medium[/b]|[_mac=0/4]||[b]Martial[/b]|[_c=1/4]
[b]Heavy[/b]|[_hac=0/4]||[b][_=][/b]|[_c=0/4]
[/table]
[b]Key Ability[/b]: [_$=lookupBonus(kstr,0,0,'',1,1,'Strength')] [_$=lookupBonus(kdex,0,0,'',1,1,'Dexterity')] [_$=lookupBonus(kcon,0,0,'',1,1,'Constitution')] [_$=lookupBonus(kint,0,0,'',1,1,'Intelligence')] [_$=lookupBonus(kwis,0,0,'',1,1,'Wisdom')] [_$=lookupBonus(kcha,0,0,'',1,1,'Charisma')] - [b]Spell Type[/b] [_spltp=None]
[_cldc=1/4][b][_$=clss] class DC[/b]: [_$=lookupBonus(kstr,0,0,0,1,1,bstr)+lookupBonus(kdex,0,0,0,1,1,bdex)+lookupBonus(kcon,0,0,0,1,1,bcon)+lookupBonus(kint,0,0,0,1,1,bint)+lookupBonus(kwis,0,0,0,1,1,wis)+lookupBonus(kint,0,0,0,1,1,bwis)+lookupBonus(cldc,0,0,0,1,4,(cldc*2)+lvl)]
[_spdc=0/4][b] [_$=spltp] spells DC[/b]: [_$=lookupBonus(spdc,0,0,'Not Used',1,4,lookupBonus(kstr,0,0,0,1,1,bstr)+lookupBonus(kdex,0,0,0,1,1,bdex)+lookupBonus(kcon,0,0,0,1,1,bcon)+lookupBonus(kint,0,0,0,1,1,bint)+lookupBonus(kwis,0,0,0,1,1,wis)+lookupBonus(kint,0,0,0,1,1,bwis)+lookupBonus(spdc,0,0,0,1,4,(spdc*2)+lvl))]
[/col]
[col]
[table="rolls d20"]
Skills|Proficiency|AC Pen.|Bonus
[b]Acrobatics (dex)[/b]|[_sacr=1/4]||[_bacr$=+lookupBonus(sacr,0,0,0,1,4,(sacr*2)+lvl)+bdex]
[b]Arcana (Int)[/b]|[_sarc=1/4]||[_barc$=+lookupBonus(sarc,0,0,0,1,4,(sarc*2)+lvl)+bint]
[b]Athletics (Str)[/b]|[_sath=0/4]||[_bath$=+lookupBonus(sath,0,0,0,1,4,(sath*2)+lvl)+bstr]
[b]Crafting (Int)[/b]|[_scra=1/4]||[_bcra$=+lookupBonus(scra,0,0,0,1,4,(scra*2)+lvl)+bint]
[b]Deception (Cha)[/b]|[_sdec=1/4]||[_bdec$=+lookupBonus(sdec,0,0,0,1,4,(sdec*2)+lvl)+bcha]
[b]Diplomacy (Cha)[/b]|[_sdip=1/4]||[_bdip$=+lookupBonus(sdip,0,0,0,1,4,(sdip*2)+lvl)+bcha]
[b]Intimidation (Cha)[/b]|[_snti=0/4]||[_bnti$=+lookupBonus(snti,0,0,0,1,4,(snti*2)+lvl)+bcha]
[b]Lore Accounting (Int)[/b]|[_slor1=1/4]||[_blor1$=+lookupBonus(slor1,0,0,0,1,4,(slor1*2)+lvl)+bint]
[b]Lore Circus (Int)[/b]|[_slor2=1/4]||[_blor2$=+lookupBonus(slor2,0,0,0,1,4,(slor2*2)+lvl)+bint]
[b]Medicine (Wis)[/b]|[_smed=0/4]||[_bmed$=+lookupBonus(smed,0,0,0,1,4,(smed*2)+lvl)+bwis]
[b]Nature (Wis)[/b]|[_snat=0/4]||[_bnat$=+lookupBonus(snat,0,0,0,1,4,(snat*2)+lvl)+bwis]
[b]Occultism (Int)[/b]|[_socc=0/4]||[_bocc$=+lookupBonus(socc,0,0,0,1,4,(socc*2)+lvl)+bint]
[b]Performance (Cha)[/b]|[_sprf=1/4]||[_bprf$=+lookupBonus(sprf,0,0,0,1,4,(sprf*2)+lvl)+bcha]
[b]Religion (Wis)[/b]|[_srel=1/4]||[_brel$=+lookupBonus(srel,0,0,0,1,4,(srel*2)+lvl)+bwis]
[b]Society (Int)[/b]|[_ssoc=1/4]||[_bsoc$=+lookupBonus(ssoc,0,0,0,1,4,(ssoc*2)+lvl)+bint]
[b]Stealth (Dex)[/b]|[_sstl=1/4]||[_bstl$=+lookupBonus(sstl,0,0,0,1,4,(sstl*2)+lvl)+bdex]
[b]Survival (Wis)[/b]|[_ssur=1/4]||[_bsur$=+lookupBonus(ssur,0,0,0,1,4,(ssur*2)+lvl)+bwis]
[b]Thievery (Dex)[/b]|[_sthi=0/4]||[_bthi$=+lookupBonus(sthi,0,0,0,1,4,(sthi*2)+lvl)+bdex]
[/table]
[table="rolls d20"]
Skills|b. Attrib|Proficiency|AC Pen.|Bonus
[b][_=][/b]|[_a=]|[_n=0/4]||[_$=+lookupBonus(n,0,0,0,1,4,(n*2)+lvl)+a]
[b][_=][/b]|[_a=]|[_n=0/4]||[_$=+lookupBonus(n,0,0,0,1,4,(n*2)+lvl)+a]
[b][_=][/b]|[_a=]|[_n=0/4]||[_$=+lookupBonus(n,0,0,0,1,4,(n*2)+lvl)+a]
[b][_=][/b]|[_a=]|[_n=0/4]||[_$=+lookupBonus(n,0,0,0,1,4,(n*2)+lvl)+a]
[/table]
[/col]
[/2column]
[/snippets]
[snippets="Defense"]
[i]Type: (0=Unarmored, 1=Light Armor, 2=Medium Armor, 3=Heavy Armor)[/i]
[table]
[b]Armor/shield[/b]|[b]Max Dex[/b]|[b]Type[/b]|[b]is worn?[/b]|[b]Ac Bonus[/b]|[b]Other Bonus[/b]|[b]Penalty[/b]|[b]Pen. Speed[/b]|[b]Strength[/b]
[_=Leather Armor]|[_mxdx=4]|[_tac=1/3]|[_aon=1/1]|[_aac=1]|[_oac=0]|[_acpen=-1]|[_acpsp=0]|[_acstr=1]
[_=Shield]|||[_srd=0/1]|[_sac=0]||[_aspen=0]|[_=]
[/table]
[b]Natural Armor[/b]: [_acnat=0] - [b]Other Bonuses[/b]: [_acotb=0]
[b]AC[/b]: [_ac$=10+(lookupBonus(aon*tac,0,0,lookupBonus(uac,0,0,0,1,4,(uac*2)+lvl),1,1,lookupBonus(lac,0,0,0,1,4,(lac*2)+lvl),2,2,lookupBonus(mac,0,0,0,1,4,(mac*2)+lvl),3,3,lookupBonus(hac,0,0,0,1,4,(hac*2)+lvl))+aac+oac)*aon+min(bdex, lookupBonus(aon,0,0,99,1,1,mxdx))+lookupBonus(srd,0,0,0,1,1,sac)+acnat+acotb] - [b]Contact[/b]: [_acct$=10+min(bdex, lookupBonus(aon,0,0,99,1,1,mxdx))] - [b]Flat-footed[/b]: [_acff$=10+lookupBonus(aon*tac,0,0,lookupBonus(uac,0,0,0,1,4,(uac*2)+lvl),1,1,lookupBonus(lac,0,0,0,1,4,(lac*2)+lvl),2,2,lookupBonus(mac,0,0,0,1,4,(mac*2)+lvl),3,3,lookupBonus(hac,0,0,0,1,4,(hac*2)+lvl))+aac*aon+oac+acnat+acotb]
[spoiler="Armor Trait"]
[_="text here"]
[/spoiler]
[/snippets]
[snippets="Attack"]
[table="rolls d20"]
Weapon|Prof|Atk|Dmg|Traits & Notes
[b][_=Fist][/b]|[_p=1/4]|[_$=bdex+lookupBonus(p,0,0,0,1,4,(p*2)+lvl)]|[_d=1d4]|[_=Agile, Finesse]
[b][_=Crossbow][/b]|[_p=1/4]|[_$=bdex+lookupBonus(p,0,0,0,1,4,(p*2)+lvl)]|[_d=1d8]|[_=range 120ft, reload 1, 2H]
[b][_=Elven Curved Blade][/b]|[_p=1/4]|[_$=bdex+lookupBonus(p,0,0,0,1,4,(p*2)+lvl)]|[_d=1d8]|[_=Finesse, Forceful, 2Hl]
[b][_=Action 1: Devise a Stratagem + Recall Knowledge][/b]|[_p=0/4]|[_=1d20]|[_d=1d20]|[_=base roll, recall knowledge]
[b][_=Devise a Stratagem][/b]|[_p=0/4]|[_$=bint+lookupBonus(p,0,0,0,1,4,(p*2)+lvl))]|[_d=]|[_=]
[/table]
[snippet="Weapon traits"]
[b]Agile[/b] - The multiple attack penalty you take with this weapon on the second attack on your turn is –4 instead of –5, and –8 instead of –10 on the third and subsequent attacks in the turn.
[b]Finesse[/b] - You can use your Dexterity modifier instead of your Strength modifier on attack rolls using this melee weapon. You still use your Strength modifier when calculating damage.
[b]Forceful[/b] - This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each subsequent attack gains a circumstance bonus to damage equal to double the number of weapon damage dice.
[/snippet]
[/snippets]
[2column]
[col]
[abilities="Equipment"]
[b]Pieces[/b] : [b]Platinum[/b] [_pp=0] - [b]Gold[/b] [_gp=0] - [b]Silver[/b] [_sp=36] - [b]Copper[/b] [_cp=6] -- Total in GP [_$=pp*10+gp+sp/10+cp/100]
Bulk [_encblk=3/20]
[i]Encumbered[/i] > [_$=5+bstr], [i]Overloaded[/i] > [_$=10+bstr]
[b]Status[/b] [_enclvl$=lookupBonus(encblk,-999,5,1,6,10,2,11,100,0)] - [_$=lookupBonus(enclvl,0,0,'Overloaded',1,1,'Normal',2,2,'Encumbered')], Speed [_spd$=lookupBonus(enclvl,0,0,0,1,1,bspd,2,2,bspd-5)+lookupBonus(aon,0,0,0,1,1,acpsp)]
#Backpack [-2 bulks]
A backpack holds up to 4 Bulk of items. and the first 2 Bulk of these items don't count against your Bulk limits. If you're carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible. Bulk L
#L - Fine Clothing (in Backpack)
Fine clothing, suitable for a noble or royal, is made with expensive fabrics, precious metals, and intricate patterns. You can wear only one tool set of light Bulk with fine clothing, instead of the normal limit of 2 Bulk.
#L - Writing set (in Backpack)
Using a writing set, you can draft correspondence and scribe scrolls. A set includes stationery, including a variety of paper and parchment, as well as ink, a quill or inkpen, sealing wax, and a simple seal.
#1B - Leather Armor
Price 2 gp; AC Bonus +1; Dex Cap +4; Check Penalty -1; Speed Penalty —
Strength 10; Category Light; Group Leather
A mix of flexible and molded boiled leather, a suit of this type of armor provides some protection with maximum flexibility.
#2B - Elven Curve Blade
Essentially a longer version of the scimitar, this traditional elven weapon has a thinner blade than its cousin.
Damage 1d8 slashing, uncommon, elf, finesse, forceful, 2 hands, martial melee weapon, group swords
#1B - Crossbow
This ranged weapon has a bow-like assembly mounted on a handled frame called a tiller. The tiller has a mechanism to lock the bowstring in place, attached to a trigger mechanism that releases the tension and launches a bolt.
Damage 1d8 piercing, range 120 ft, reload 1, 2 hands, simple ranged weapon, group bow
#L - 10 bolt
Shorter than traditional arrows but similar in construction, bolts are the ammunition used by crossbows. (Note: no damage bonus)
[/abilities]
[abilities="Spells"]
#Memorizes Cantrips
[table]
Memorized|Name
[_=0/1]|Spell Name
[/table]
[/abilities]
[abilities="Actions, Combat & In Rounds"]
#Devise a Stratagem
[b]Traits[/b]: Concentration, Fortune, Investigator. [b]Frequency[/b]: once/round
You assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a d20. If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike's attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks.
When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your Strike uses an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it's a melee weapon with the thrown trait), or a sap.
If you're aware that the creature you choose is the subject of a lead you're pursuing, you can use this ability as a free action.
#On the Case - Reaction: Clue In
[b]Traits[/b]: Concentrate, Investigator. [b]Frequency[/b]: one/10 min.
[b]Trigger[/b]: Another creature attempts a check to investigate a lead you're pursuing.
You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you're conveying information verbally.
[/abilities]
[/col]
[col]
[abilities="Feats & More"]
#Elven Aloofness
[b]Traits[/b]: Elf
As much as you might care for them, you've come to terms with the ephemeral nature of non-elves, and it makes their threats feel less troublesome. If a non-elf rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (and thus can't try to Coerce you again for 1 week). When a non-elf attempts to Demoralize you, you become temporarily immune for 1 day, instead of 10 minutes.
#Eye for Number
[b]Traits[/b]: General, Skill - [b]Prerequisite[/b]: trained in Society
You've learned to subitize, quickly estimating the number of items in a group with relative accuracy at only a glance. You immediately learn the number of visually similar items in a group you can see (such as coins, books, or people), rounded to the first digit in the total number. For example, you could look at a case of potion vials and learn that it held about 30 vials, but you wouldn't know that it was exactly 33 vials, how many different types of potions there were, or how many of which type. Similarly, you could look at a pile of 2,805 coins and know that there were about 3,000 coins in all. You can use this ability only on items that can typically be counted, so you can't use it on grains of sand or stars in the sky, for example.
In addition, when you attempt to Decipher Writing that is primarily numerical or mathematical, you gain a +2 circumstance bonus to your check.
#Empiricism: Expeditious Inspection (simple action)
[b]Trait[/b]: Investigator. [b]Frequency[/b]: Once/10min.
You observe and assess your surroundings with great speed. You Recall Knowledge, Seek, or Sense Motive.
#Empiricism: That's Odd"
When you enter a new location, such as a room or corridor, you immediately notice one thing out of the ordinary. The GM determines what it is, or whether there's nothing reasonable to pick up, skipping obvious clues that can be easily noticed without a check or specifically looking for them. You learn only that an area or object is suspicious, but not why it's suspicious. For example, if you entered a study with a large bloodstain on the ground, the bloodstain is so obviously suspicious it's evident to you already, so the GM might note that there's something suspicious about the desk drawer instead. You would then need to investigate the drawer further to find out what specifically is out of the ordinary. That's Odd doesn't reveal whether creatures are suspicious.
#Strategic Strike +1d6 precision dmg
When you strike carefully and with forethought, you deal a telling blow. When making a Strike that adds your Intelligence modifier on your attack roll due to Devising a Stratagem, you deal an additional 1d6 precision damage.
#On the Case - Activity: Pursue a Lead
[b]Traits[/b]: Concentration, Exploration, Investigator. [b]Frequency[/b]: one/10 min
You spend 1 minute examining the details of one potential clue, designating the subject related to that clue as the target of your active investigation. This subject is typically a single creature, item, or small location (such as a room or corridor), but the GM might allow a different scope for your investigation. You don't need to know the identity, purpose, or nature of the subject, but you do need to be aware of its existence. For instance, finding a footprint is enough to investigate the creature that left it, and seeing a hasty sketch of an item or location can be enough to start your investigation of that subject.
Whenever you attempt a Perception or skill check to investigate a designated subject, you gain a +1 circumstance bonus to the check. The exact checks this applies to depend on the actions you use to investigate and are determined by the GM, but checks to investigate are typically Perception checks or skill checks that use Intelligence, Wisdom, or Charisma.
You can maintain two active investigations at a time. If you Pursue another Lead after that, the subject must be different from any of your current investigations (or rather, they must be different as far as you know), and you give up on a current subject of your choice. Once you've given up pursuit of a subject, you can't Pursue that Lead again until after the next time you make your daily preparations.
#Methodology: Empiricism Everything comes down to data. Calculating statistics, running numbers, and using inductive reasoning allows you to determine the most likely outcome of any scenario, and anything out of place draws your keen attention.
#Known Weackness
[b]Feat 1[/b]
Whenever you Devise a Stratagem, you can also attempt a check to Recall Knowledge as part of that action. If you critically succeed at the Recall Knowledge check, you notice a weakness and gain a +1 circumstance bonus to your attack roll from Devise a Stratagem. If you immediately convey this information to your allies as part of the check, each ally gains a +1 circumstance bonus to their next attack roll against the subject, as long as their attack is made before the beginning of your next turn.
#Vision: Low Light Vision & Darkvision
You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.
You can also see perfectly well in areas of darkness, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level darkness spell, block darkvision.
[/abilities]
[/col]
[/2column]
[snippets="Info"]
#Armor Class
[_$=ac]
#Background
[_$=back]
#Class
[_$=clss]
#HP
[_$=hp]
#Level
[_$=lvl]
#Name
[_$=name]
#Speed
[_$=spd]
#Worship
[_$=patron]
[/snippets]