Created using PCGen 6.07.02-DEV on 7 mai 2017
Savina Heterodynus Vincent Lawful Neutral Abadar 20 Click for Bio
Character Name PLAYER ALIGNMENT DEITY POINTS
Investigator3 8 Human (Taldan) Medium / 5 ft. 5' 6" 150 lbs. Normal
CLASS EXPERIENCE RACE SIZE / FACE HEIGHT WEIGHT VISION
3 9 22 Femelle Green Blonde (dye), Long, elaborated
LEVEL NEXT LEVEL AGE GENDER EYES HAIR
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
10 +0 10 +0
DEX
Dexterity
16 +3 16 +3
CON
Constitution
10 +0 10 +0
INT
Intelligence
18 +4 18 +4
WIS
Wisdom
10 +0 10 +0
CHA
Charisma
10 +0 10 +0

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

SPEED
HP
Hit Points
21




  
Walk 30 ft.
AC
Armour Class
19 : 14 : 16 = 10 + 5 + 0 + 3 + 0 + 0 + 0 + 1 + 0
TOTAL TOUCH FLAT BASE ARMOR
BONUS
SHIELD
BONUS
STAT
BONUS
SIZE
BONUS
NATURAL
ARMOR
DODGE
BONUS
DEFLECTION
BONUS
MISC
BONUS
INITIATIVE
Modifier
+3 = +3 + +0
TOTAL DEX MISC
BASE ATTACK
Bonus
+2


10 +0 +6 0  
MISS
CHANCE
ARCANE
FAILURE
ARMOR
CHECK
MAX
DEX
SPELL
RESIST.
TEMP
SAVING THROWS TOTAL BASE ABILITY MAGIC EPIC MISC TEMPORARY
Fortitude
Constitution
+1 = +1 + +0 + +0
+ +0
+ +0
+
Reflex
Dexterity
+6 = +3 + +3 + +0
+ +0
+ +0
+
Will
Wisdom
+3 = +3 + +0 + +0
+ +0
+ +0
+
CONDITIONAL MODIFIERS:
+1 Reflex to avoid traps
TOTAL BASE ATTACK STAT SIZE EPIC MISC TEMP
MELEE
ATTACK BONUS
+2 = +2
+ +0 + +0
+ 0
+ +0
+
RANGED
ATTACK BONUS
+5 = +2
+ +3 + +0
+ 0
+ +0
+
CMB
ATTACK BONUS
+2 = +2
+ +0 + +0
+ +0
+ +0
+
CMB +2 +2 +2 +2 +2 +2
CMD 16 16 16 16 16 16
GRAPPLE TRIP DISARM SUNDER BULL RUSH OVERRUN

CONDITIONAL MODIFIERS:
UNARMED TOTAL ATTACK BONUS DAMAGE CRITICAL REACH
+5
1d3
20/x2
5 ft.

*+1 Rapier
HAND TYPE SIZE CRITICAL REACH
directrice
P
M
18-20/x2
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +7
+3
+7
+1
+3
-3
 Dam 1d6+4
1d6+4
1d6+4
1d6+4
1d6+4
1d6+4

Acid (Flask)
HAND TYPE SIZE CRITICAL
Équippé
A
M
20/x2
  Range 10 ft.'
20 ft.'
30 ft.'
40 ft.'
50 ft.'
 Bonus +5
+3
+1
-1
-3
 Dam 1d6 1d6 1d6 1d6 1d6
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 Thrown splash weapon see p.202, Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.

Mace (Light)
HAND TYPE SIZE CRITICAL REACH
Porté
B
M
20/x2
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +5
+1
+5
-1
+1
-3
 Dam 1d6
1d6
1d6
1d6
1d6
1d6

1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand.
*+1 Mithral Shirt
TYPEARMOR BONUSMAX DEX BONUS
Light
+5
+6
CHECK PENALTYSPELL FAILURESPECIAL PROPERTIES
+0
10
30 hp/inch, hardness 15
SKILLS MAX
RANKS
3/3
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
  Acrobatics DEX 3 = 3
+ 0
+ 0
  Appraise INT 4 = 4
+ 0
+ 0
  Bluff CHA 5 = 0
+ 2
+ 3
  Climb STR 0 = 0
+ 0
+ 0
  Craft (Alchemy) INT 8 = 4
+ 1
+ 3
  Craft (Untrained) INT 4 = 4
+ 0
+ 0
  Diplomacy CHA 6 = 0
+ 3
+ 3
  Disable Device DEX 10 = 3
+ 3
+ 4
  Disguise CHA 4 = 0
+ 1
+ 3
  Escape Artist DEX 3 = 3
+ 0
+ 0
  Fly DEX 3 = 3
+ 0
+ 0
  Heal WIS 4 = 0
+ 1
+ 3
  Intimidate CHA 0 = 0
+ 0
+ 0
  Knowledge (Arcana) INT 8 = 4
+ 1
+ 3
  Knowledge (Dungeoneering) INT 8 = 4
+ 1
+ 3
  Knowledge (Engineering) INT 8 = 4
+ 1
+ 3
  Knowledge (Geography) INT 8 = 4
+ 1
+ 3
  Knowledge (History) INT 8 = 4
+ 1
+ 3
  Knowledge (Local) INT 8 = 4
+ 1
+ 3
  Knowledge (Nature) INT 8 = 4
+ 1
+ 3
  Knowledge (Nobility) INT 9 = 4
+ 2
+ 3
  Knowledge (Planes) INT 8 = 4
+ 1
+ 3
  Knowledge (Religion) INT 8 = 4
+ 1
+ 3
  Linguistics(Ancient Osiriani, Azlanti) INT 9 = 4
+ 2
+ 3
  Perception WIS 6 = 0
+ 3
+ 3
  Perception (Trapfinding) WIS 7 = 0
+ 3
+ 4
  Perform (Untrained) CHA 0 = 0
+ 0
+ 0
  Ride DEX 3 = 3
+ 0
+ 0
  Sense Motive WIS 6 = 0
+ 3
+ 3
  Spellcraft INT 10 = 4
+ 3
+ 3
  Stealth DEX 3 = 3
+ 0
+ 0
  Survival WIS 0 = 0
+ 0
+ 0
  Swim STR 0 = 0
+ 0
+ 0
◆ = Useable Untrained
CONDITIONAL MODIFIERS:
+1 bonus to Diplomacy with members of the character's faction
+1 bonus on Knowledge checks while in the Grand Lodge

PCGen Character Template by ROG, mods/maint by Arcady, Barak & Dimrill. For suggestions please post to pcgen@yahoogroups.com with "OS Suggestion" in the subject line.

Created using PCGen 6.07.02-DEV on 7 mai 2017
Player: Vincent; Character Name: Savina Heterodynus
EQUIPMENT
ITEM LOCATION QTY WT. COST
 +1 Rapier
Equipped
1
2
2320
 Ring of Protection +1
Equipped
1
0
2000
 Explorer's Outfit
Equipped
1
8
10
 +1 Mithral Shirt
(30 hp/inch, hardness 15)
Equipped
1
10
2100
 Belt Pouch
Equipped
1
0,5
1
 Wayfinder
(light at will, +2 competence to Survival (avoid becoming lost), can contain an ioun stone)
Equipped
1
1
500
 Backpack, Masterwork
Equipped
1
4
50
 Potion of Cure Light Wounds
(Cures 1d8+1 points of damage)
Backpack, Masterwork
1
0
50
 Acid (Flask)
(Thrown splash weapon see p.202, Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.)
Backpack, Masterwork
1
1
10
 Thieves' Tools (Masterwork)
Backpack, Masterwork
1
2
100
ITEM LOCATION QTY WT. COST
 Wand of Cure Light Wounds
(When laying your hand upon a living creature, you channel positive energy that cures 1d8+1/level, max 5 points of damage.)
Equipped
1
0,06
750
 Scroll Case
Equipped
1
0,5
1
 Scroll (Remove Fear)
Scroll Case
1
0,01
25
 Scroll (Comprehend Languages)
Scroll Case
1
0,01
25
 Bolts, Crossbow (10)
Carried
1
1
1
 Mace (Light)
Carried
1
4
5
 Masterwork Crossbow, Hand
Carried
1
2
400
 Jewelry
Carried
1
0
50
 Courtier's Outfit
(Earth Elemental Plane)

1
6
30
TOTAL WEIGHT CARRIED/VALUE   36,08 lbs. 8428 gp
WEIGHT ALLOWANCE
Light 38 Medium 76 Heavy 115

MONEY
Unspent Funds = 106.0

TEMPLATES
Race Bonus Language ~ Modern Human Language

Masterwork Crossbow, Hand
HAND TYPE SIZE CRITICAL
Porté
P
M
19-20/x2
  Range 30 ft.'
60 ft.'
90 ft.'
120 ft.'
150 ft.'
 Bonus +6
+4
+2
+0
-2
 Dam 1d4 1d4 1d4 1d4 1d4
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 

1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand.
LANGUAGES
Ancient Osiriani, Azlanti, Common, Elven, Kelish, Osiriani, Vudrani
PROFICIENCIES
Battle Aspergillum, Bayonet, Blowgun, Boar Spear, Brass Knuckles, Cestus, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Chain), Dagger (Punching), Dart, Gaff, Gauntlet, Gauntlet (Spiked), Grapple, Javelin, Longspear, Mace (Heavy), Mace (Light), Mere Club, Morningstar, Quarterstaff, Rapier, Rock, Sap, Shortbow, Shortspear, Sickle, Sling, Spear, Spear (Boar), Spells (Ray), Spells (Touch), Splash Weapon, Stake, Sword (Short), Sword Cane, Unarmed Strike, Underwater Crossbow (Heavy), Underwater Crossbow (Light)
Traits
Clever Wordplay (Bluff) [Paizo Inc. - Pathfinder Society Primer, p.11]
     Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.
Expert Duelist (Sovereign Court Faction) [Paizo Inc. - Guide To Pathfinder Society Organized Play]
     In your youth, you spent countless hours perfecting the art of the duel, focusing your feints on defeating a single foe. You gain a +1 trait bonus to your Armor Class so long as you are adjacent to a single foe. This trait bonus is not applied to your Armor Class for touch attacks or when denied your Dex bonus.
Prestige Awards
Current Prestige Points (7x) [Paizo Inc. - Guide To Pathfinder Society Organized Play, p.22]
     The character has 7 current prestige points.
Fame (14x) [Paizo Inc. - Guide To Pathfinder Society Organized Play, p.9]
     The character has accumulated 14 Fame. He has a +1 to Diplomacy with members of his faction. Maximum Item Cost: 42000 gp
Free purchase up to 750 gp [Paizo Inc. - Guide To Pathfinder Society Organized Play, p.3]
     Free purchase up to 750 gp (2 PP)
Retraining (5x) [Paizo Inc. - Guide To Pathfinder Society Organized Play, p.10]
     The character has spent prestige points to retrain.
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SPECIAL QUALITIES
Bonus Feat [Paizo Inc. - Core Rulebook, p.27]
     Humans select one extra feat at 1st level.
Class Skills [Paizo Inc. - Occult Adventures, p.119]
     The psychic detective does not receive Acrobatics, Climb, or Perform as class skills. This alters the investigator's class skills.
Expanded Inspiration (Ex) [Paizo Inc. - Advanced Class Guide, p.32]
     An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he's trained in the skill.
Inspiration (Ex) [Paizo Inc. - Advanced Class Guide, p.31]
     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 of 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 5. 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.
Investigator Talents [Paizo Inc. - Occult Adventures, p.120]
     A psychic detective selects investigator talents as normal, except she cannot select the alchemist discovery investigator talent. She can select the Expanded Phrenic Pool* feat as a discovery even though she doesn't meet that feat's prerequisites, and she can select an extra phrenic amplification once as a discovery. The following investigator talents, which can be found on pages 32-34 of the Pathfinder RPG Advanced Class Guide, complement the psychic detective archetype: confusing strike, device talent, effortless aid, hidden agendas, inspired intelligence, item lore, and unconventional inspiration. This ability alters investigator talents.
Keen Recollection [Paizo Inc. - Advanced Class Guide, p.34]
     You can attempt all knowledge checks untrained
Phrenic Dabbler (Su) [Paizo Inc. - Occult Adventures, p.120]
     At 3rd level, a psychic detective gains a small pool of phrenic points equal to 1/2 her psychic detective level, as well as one phrenic amplif ication, as the psychic class feature. This does not allow the psychic detective to qualify for the Extra Amplif ication feat. This ability replaces the investigator talent gained at 3rd level.
Psychic Detective Spells [Paizo Inc. - Occult Adventures, p.120]
     A psychic detective has the following spells on her spell list, in addition to psychic spells of 6th level or lower. 1st-Detect chaos, detect evil, detect good, detect law, find traps. 3rd-Calm spirit*, daylight. 4th-Modify memory. 6th-Banishment, moment of prescience, scrying (greater). This ability replaces alchemy.
Psychic Meddler (Su) [Paizo Inc. - Occult Adventures, p.120]
     At 2nd level, a psychic detective receives a +1 bonus on saves against psychic spells and spell-like abilities. This bonus increases by 1 at 5th level and every 3 levels thereafter, to a maximum of +6 at 17th level. Starting at 5th level, the psychic investigator adds half this bonus on caster level checks to dispel psychic effects. This ability replaces poison lore, poison resistance, swift alchemy, and poison immunity.
Skilled [Paizo Inc. - Core Rulebook, p.27]
     Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Spells [Paizo Inc. - Occult Adventures, p.119]
     A psychic detective casts psychic spells drawn from the psychic class spell list (see page 69) and augmented by a select set of additional spells (see Psychic Detective Spells on page 120). Only spells from the psychic class spell list of 6th level or lower and psychic detective spells are considered to be part of the psychic detective's spell list. If a spell appears on both the psychic detective and psychic class spell lists, the psychic detective uses the spell level from the psychic detective spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a psychic detective must have an Intelligence score equal to at least 10 + the spell's level. The saving throw DC against a psychic detective's spell is 10 + the spell's level + the psychic detective's Intelligence modifier. Like other spellcasters, a psychic detective can cast only a certain number of spells of each spell level per day. She knows the same number of spells and receives the same number of spells slots per day as a bard of her investigator level, and knows and uses 0-level knacks as a bard uses cantrips. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1-3 on page 17 of the Core Rulebook). At 5th level and every 3 levels thereafter, a psychic detective can choose to learn a new spell in place of one she already knows, using the same rules as a bard. In effect, the psychic detective loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spell the psychic detective can cast. A psychic detective need not prepare her spells in advance. She can cast any psychic detective spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell's level.
Trapfinding [Paizo Inc. - Advanced Class Guide, p.31]
     An investigator adds 1 to Perception skill checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.
Trap Sense (Ex) [Paizo Inc. - Core Rulebook]
     You gain a +1 bonus on Reflex saves made to avoid traps, and a +1 dodge bonus to AC against attacks made by traps.
Weapon and Armor Proficiency [Paizo Inc. - Advanced Class Guide]
     Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.
FEATS
Fencing Grace [Paizo Inc. - Advanced Class Origins, p.27]
    Your dashing style and fluid rapier forms allow you to use agility rather than brute force to fell your foes.
    When wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The rapier must be one appropriate for your size. In addition, if you have the panache class feature, you gain a +2 bonus to CMD against attempts to disarm you of your rapier while you have at least 1 panache point.
Weapon Finesse [Paizo Inc. - Core Rulebook, p.136]
    You are trained in using your agility in melee combat, as opposed to brute strength.
    With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Weapon Focus (Rapier) [Paizo Inc. - Core Rulebook, p.136]
    You are especially good at using your chosen weapon.
    You gain a +1 bonus on all attack rolls you make using the selected weapon.

Created using PCGen 6.07.02-DEV on 7 mai 2017
Player: Vincent; Character Name: Savina Heterodynus

Wayfinder Spell-like Abilities
Light
Save: None
Time: 1 standard action, at will
Duration: 50 minutes
Rng: Touch
Comp: V, M/DF
SR: No
School: Evocation
Effect:  This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light [darkness becomes dim light, and dim light becomes normal light]. In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object. You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent [through permanency or a similar effect], it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.
Source:  CR p.304
Target Area:   Object touched
Caster Level:   5


Created using PCGen 6.07.02-DEV on 7 mai 2017
Player: Vincent; Character Name: Savina Heterodynus
Investigator Spells
LEVEL 0 1 2 3 4 5 6
KNOWN 0 0 0 0 0 0 0
PER DAY 0 4 0 0 0 0 0
* = Domain/Specialty Spell


Wayfinder Spells
At Will Light (DC:)



Created using PCGen 6.07.02-DEV on 7 mai 2017
Player: Vincent; Character Name: Savina Heterodynus
Prepared Spells
Investigator
* = Domain/Specialty Spell

Created using PCGen 6.07.02-DEV on 7 mai 2017
Player: Vincent; Character Name: Savina Heterodynus
Wayfinder
Investigator
* = Domain/Specialty Spell

Created using PCGen 6.07.02-DEV on 7 mai 2017
Player: Vincent; Character Name: Savina Heterodynus
Notes
Magic Items to Buy

From Ultimate Equipment:

 

From APG

 

¿Gloves of Dueling (15k gp) ?

 

From ACG

 

FORTIFYING BREW (20 gp) +2 to saves vs fear for 1h

 

Weapon Quality: Inspired (+1) only 1 use of combat with weapon; or double dice on damage

 

 

Potion of Speechreader's Sigh (Heroes of the High Court)

PCGen TODO

Clever Wordplay: on bluff

 

Psychic Detective

 

Remove Acrobatics, Climb and Perform from Class Sckills

 

Psychic Meddler (Su): +1 bonus on saves against psychic spells and spell-like abilities