Indranna Urden'Kenervs

Tiefling Investigaor


Str 10| 0*
Dex 14| 2
Con 12| 1
Int 16| 3
Wis 12| 1
Cha 11| 0

Racial Stats

  • Outsider (Native)
  • Medium
  • Normal Speed
  • Darkvision 60 feet
  • Skilled: +2 Bluff and +2 Stealth
  • Spell-Like Ability: Darkness 1/day equal to class level
  • Fiendish Resistence: Cold, Electricity, and Fire Resistence 5
  • Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. [This racial trait replaces fiendish sorcery.]

Investigator Stats

  • Alchemy
  • 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. [1 + 3Int per day]

  • 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.
  • Poison Lore (Ex): An investigator has a deep understanding and appreciation for poisons. At 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator spends 1 minute physically examining the poison, he can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison’s saving throw DC). Lastly, once a poison is identified, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison’s saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.
  • Poison Resistence +2 (Ex): At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the investigator becomes completely immune to poison.
  • Investigator Talent: Alchemist Discovery (Ex): Infusion: When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.
  • Keen Recollection: At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
  • Trapsense +1 (Ex): 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).
  • Extracts/Day: 4 First Level (3 base + 1Int)

Extracts Known 6

  • Adhesive Spittle
  • Cure Light Wounds
  • Disguise Self
  • Expeditious Retreat
  • Shield
  • True Strike

3: Brew Potion

Languages: Common, Abyssal, Infernal, Elven, (Undercommon/Draconic)


Indranna Urden'Kenervs

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