Bel's Character Sheet (Pathfinder)

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Beladriendir Nameroc Shimeran

Character Stats
Cirdan by kimberly80-d91i8vk.jpg
Level 2
Race Elf
Class Swashbuckler 1 (Inspired Blade) / Investigator 1 (empiricist )
Armor Lamellar Cuirass
Weapon(s) Rapier and buckler or Longbow
Hometown Hirado, Sidhe-Praxen
Beladriendir Nameroc Shimeran 1bartley Neutral/(Chaotic-leaning) Good meh
Character Name PLAYER ALIGNMENT DEITY
Investigator1(Empiricist) / Swashbuckler1(Inspired Blade) 2110 Elf Medium / 5 ft. 6' 0" 124 lbs.
CLASS EXPERIENCE RACE SIZE / FACE HEIGHT WEIGHT
2 5000 130 Male Blue Black, worn long and straight usually. Black beard as well.
LEVEL NEXT LEVEL AGE GENDER EYES HAIR
4 5 1 Low-Light Vision, Trapfinding
Inspiration points/day Panache points/day BAB Vision and other senses
ABILITY
NAME
ABILITY
SCORE
ABILITY
MODIFIER
TEMPORARY
SCORE
TEMPORARY
MODIFIER
STR
Strength
10 +0 10 +0
DEX
Dexterity
17 +3 17 +3
CON
Constitution
10 +0 10 +0
INT
Intelligence
19 +4 19 +4
WIS
Wisdom
12 +1 12 +1
CHA
Charisma
7 -2 7 -2

WOUNDS/CURRENT HP

SUBDUAL DAMAGE

DAMAGE
REDUCTION

SPEED
HP
Hit Points
18




  

Walk 30 ft, Run 150 ft (5x walk)

AC
Armour Class
16 : 13 : 13 = 10 + 2 + 1 + 3 + 0 + 0 + 0 + 0 + 0
TOTAL TOUCH FLAT BASE ARMOR
BONUS
SHIELD
BONUS
STAT
BONUS
SIZE
BONUS
NATURAL
ARMOR
DODGE
BONUS
DEFLECTION
BONUS
MISC
BONUS
INITIATIVE
Modifier
+5 = +3 + +2
TOTAL DEX MISC
BASE ATTACK
Bonus
+1


5 +0 +4 0  
MISS
CHANCE
ARCANE
FAILURE
ARMOR
CHECK
MAX
DEX
SPELL
RESIST.
TEMP
SAVING THROWS TOTAL BASE ABILITY MAGIC EPIC MISC TEMPORARY
Fortitude

Constitution

+0 = +0 + +0 + +0
+ +0
+ +0
+
Reflex

Dexterity

+7 = +4 + +3 + +0
+ +0
+ +0
+
Will

Wisdom

+3 = +2 + +1 + +0
+ +0
+ +0
+
CONDITIONAL MODIFIERS:

+2 vs. enchantment spells and effects

TOTAL BASE ATTACK STAT SIZE EPIC MISC TEMP
MELEE
ATTACK BONUS
+1 = +1
+ +0 + +0
+ 0
+ +0
+
RANGED
ATTACK BONUS
+4 = +1
+ +3 + +0
+ 0
+ +0
+
CMB
ATTACK BONUS
+1 = +1
+ +0 + +0
+ +0
+ +1
+
CMB +1 +1 +1 +1 +1 +1
CMD 14

14

14 14 14 14
GRAPPLE TRIP DISARM SUNDER BULL RUSH OVERRUN
  
CONDITIONAL MODIFIERS:

+2 CMD against disarm when wielding a rapier and having at least 1 panache


Longbow
HAND TYPE SIZE CRITICAL
Carried
P
M
20/x3
  Range 30 ft.'
100 ft.'
200 ft.'
300 ft.'
400 ft.'
 Bonus +4
+4
+2
+0
-2
 Dam 1d8 1d8 1d8 1d8 1d8
 Ammunition Used
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
 Special Properties
 
  




*Masterwork Rapier (Cold Iron)
HAND TYPE SIZE CRITICAL REACH
Primary
P
M
18-20/x2
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +6
+2
+6
+0
+2
-4
 Dam 1d6+3
1d6+3
1d6+3
1d6+3
1d6+3
1d6+3
 Special Properties  30 hp/inch, hardness 10
  
Hurlbat
HAND TYPE SIZE CRITICAL REACH
Equipped
PS
M
20/x3
5 ft.
1H-P 1H-O 2H 2W-P-(OH) 2W-P-(OL) 2W-OH
 Bonus +0
-4
+0
-4
-6
-8
 Dam 1d6
1d6
1d6
1d6
1d6
1d6
 Special Properties  A hurlbat is a throwing axe made from a single piece of flat metal. Every extremity of the hurlbat is sharpened, including the point of the handle. You can wield the hurlbat as a melee weapon, but it is not designed for such use - you take a -1 penalty on melee attack rolls with the weapon, and you must succeed at a DC 15 Reflex save when making melee attacks to avoid cutting yourself on an edge and taking 1 point of slashing damage. You don't need to attempt this save while wearing heavy armor.
  Range 10 ft.'
20 ft.'
30 ft.'
40 ft.'
50 ft.'
 Bonus +4
+2
+0
-2
-4
 Dam 1d6 1d6 1d6 1d6 1d6
 Ammunition Used
 Special Properties
 A hurlbat is a throwing axe made from a single piece of flat metal. Every extremity of the hurlbat is sharpened, including the point of the handle. You can wield the hurlbat as a melee weapon, but it is not designed for such use - you take a –1 penalty on melee attack rolls with the weapon, and you must succeed at a DC 15 Reflex save when making melee attacks to avoid cutting yourself on an edge and taking 1 point of slashing damage. You don’t need to attempt this save while wearing heavy armor.
  
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.
*Lamellar Cuirass
TYPEARMOR BONUSMAX DEX BONUS
Light
+2
+4
CHECK PENALTYSPELL FAILURESPECIAL PROPERTIES
+0
5

SKILLS MAX
RANKS
2/2
SKILL NAME ABILITY SKILL
MODIFIER
ABILITY
MODIFIER
RANKS MISC
MODIFIER
  Acrobatics DEX 7 = 3
+ 1
+ 3
  Appraise INT 8 = 4
+ 1
+ 3
  Bluff CHA 2 = -2
+ 1
+ 3
  Climb STR 0 = 0
+ 0
+ 0
  Craft (Untrained) INT 4 = 4
+ 0
+ 0
  Diplomacy CHA -2 = -2
+ 0
+ 0
  Disable Device DEX 8 = 3
+ 1
+ 4
  Disguise CHA 2 = -2
+ 1
+ 3
  Escape Artist DEX 7 = 3
+ 1
+ 3
  Fly DEX 3 = 3
+ 0
+ 0
  Heal WIS 5 = 1
+ 1
+ 3
  Intimidate CHA 2 = -2
+ 1
+ 3
  Knowledge (Arcana) INT 8 = 4
+ 1
+ 3
  Knowledge (Planes) INT 8 = 4
+ 1
+ 3
  Linguistics(Orc) INT 8 = 4
+ 1
+ 3
  Perception WIS 6 = 1
+ 2
+ 3
  Perception (Trapfinding) WIS 7 = 1
+ 2
+ 4
  Perform (Untrained) CHA -2 = -2
+ 0
+ 0
  Ride DEX 3 = 3
+ 0
+ 0
  Sense Motive WIS 5 = 1
+ 1
+ 3
  Sleight of Hand DEX 7 = 3
+ 1
+ 3
  Spellcraft INT 9 = 4
+ 2
+ 3
  Stealth DEX 7 = 3
+ 1
+ 3
  Survival WIS 1 = 1
+ 0
+ 0
  Swim STR 0 = 0
+ 0
+ 0
◆ = Useable Untrained
CONDITIONAL MODIFIERS:
EQUIPMENT
ITEM LOCATION QTY WT. COST
 Masterwork Rapier (Cold Iron)
       (30 hp/inch, hardness 10)
Equipped
1
2
340
 Lamellar Cuirass
Equipped
1
8
15
 Outfit (Pickpocket's)
Equipped
1
3
5
 Bel's Buckler
       Masterwork Alchemical Silver Throwing Buckler - 10 hp/inch, hardness 5. Can unclasp and throw as a free action as 1d6 bludgeoning damage; range 20 ft; trip. (-4 to hit without Exotic Weapon proficiency: Throwing Shield)
Equipped
1
5
275
 Arrow
Equipped
15
0.15
0.05
 Arrow, Blunt
Equipped
11
0.15
0.1
 Backpack, Masterwork

Acts like +1 point of Strength when computing carry capacity.

Equipped
1
4
50
 Candles (10)
       (Increases light level (5') for 1 hr.)
Backpack, Masterwork
2
0
0.1
 Chalk (1 Piece)
Backpack, Masterwork
2
0
0.01
 Formula Book
Backpack, Masterwork
1
3
15
 Wrist Sheath, Spring Loaded
       (Holds 1 forearm-length item or five arrows or bolts. Swift action to release 1 or more items (provokes as normal). +2 on Sleight of Hand to hide items in sheath. Can wear one wrist sheath per arm. Full-round action to insert item.)
Equipped
2
1
10
ITEM LOCATION QTY WT. COST
 Hurlbat
Wrist Sheath, Spring Loaded
1
2
8
 Poisoned Sand Tube<b Wrist Sheath, Spring Loaded
1
1
1
 Bandolier

Contains small loops or pouches for holding eight objects the size of a flask or small dagger. You can use the "retrieve a stored item" action to take an item from a bandolier.)

Equipped
1
0
0.5
 Acid (Flask)
       
Bandolier
1
1
10
 Alchemist's Fire (Flask)
       
Bandolier
1
1
20
 Flash Powder
       
Bandolier
1
0
50
 Thunderstone
       
Bandolier
1
1
30
 Tindertwig


The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel (or a magnifying glass) and tinder. Lighting a torch with a tindertwig is a standard action (rather than a full-round action), and lighting any other fire with one is at least a standard action.

       
Bandolier
1
0
1
 Longbow
Carried
1
3
75
 Chakram
Carried
1
1
1
 Wand (Cure Light Wounds/Cleric/1st)

7 Charges

Bandolier
1
0
105
TOTAL WEIGHT CARRIED/VALUE   37.9 lbs. 1013.57 gp (discounted cost due to kits 997.35gp)
WEIGHT ALLOWANCE
Light 38 Medium 76 Heavy 115


ILLUMINATION
Light Source Bright Shadowy Duration
Candles (10) 1 hr.


MONEY
Unspent Funds = 2.65
   




Poisoned Sand Tube
HAND TYPE SIZE CRITICAL
Equipped

M
none/x0
  Range 0 ft.'
0 ft.'
0 ft.'
0 ft.'
0 ft.'
 Bonus +4
+4
+4
+4
+4
 Dam d0 d0 d0 d0 d0
  Quantity
1 Charge, can be refilled with poison or sand
 Special Properties
 When loaded with 3 doses of these types of poison, the wielder blows into the tube, dispersing the poisoned sand into her enemies’ faces in a 15-foot cone. Each creature in the cone is affected as if afflicted with 1 dose of the poison. Even when loaded with unpoisoned sand, the tube lets loose a powerful irritant, and an opponent struck must succeed at a DC 12 Fortitude saving throw or be dazzled for 1 round. Once expended, the tube must be repacked before it can be used again. Repacking a tube requires a full-round action, or a standard action if the wielder has the Rapid Reload feat.
  
Acid (Flask)
HAND TYPE SIZE CRITICAL
Equipped
A
M
20/x2
  Range 10 ft.'
20 ft.'
30 ft.'
40 ft.'
50 ft.'
 Bonus +4
+2
+0
-2
-4
 Dam 1d6 1d6 1d6 1d6 1d6
 Quantity
1
 Special Properties
 Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.
  
Alchemist's Fire (Flask)
HAND TYPE SIZE CRITICAL
Equipped
F
M
20/x2
  Range 10 ft.'
20 ft.'
30 ft.'
40 ft.'
50 ft.'
 Bonus +4
+2
+0
-2
-4
 Dam 1d6 1d6 1d6 1d6 1d6
 Quantity
1
 Special Properties
 Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage.
  
Flash Powder
HAND TYPE SIZE CRITICAL
Equipped

M
none/x0
  Range 10 ft.'
20 ft.'
30 ft.'
40 ft.'
50 ft.'
 Bonus +4
+2
+0
-2
-4
 Dam
  Quantity
1
 Special Properties
 Creatures within a 10-foot-radius burst are blinded for 1 round (Fortitude DC 13 negates).
  
Thunderstone
HAND TYPE SIZE CRITICAL
Equipped
So
M
none/x0
  Range 20 ft.'
30 ft.'
40 ft.'
60 ft.'
80 ft.'
 Bonus +4
+2
+2
+0
-2
 Dam
Quantity
1
 Special Properties
 Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour.
  
Chakram
HAND TYPE SIZE CRITICAL
Carried
S
M
20/x2
  Range 30 ft.'
60 ft.'
90 ft.'
120 ft.'
150 ft.'
 Bonus +4
+2
+0
-2
-4
 Dam 1d8 1d8 1d8 1d8 1d8
 Ammunition Used
1
 Special Properties
 ou can wield the chakram as a melee weapon, but it is not designed for such use; you take a –1 penalty on your attack roll with the weapon and must make a DC 15 Reflex save or cut yourself on the blade (half damage, no Strength modifier). You do not need to make this save if wearing heavy armor.
  
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
Ubrekti, Dwarven, Sidhe, Fresian, Odessan, Orc, Hakni
PROFICIENCIES
all simple and martial weapons plus hand crossbow. Light armor and bucklers.
Archetypes
Empiricist

Champions of deductive reasoning and logical insight, empiricists put their faith in facts, data, confirmed observations, and consistently repeatable experiments- these things are their currency of truth.
Inspired Blade

An inspired blade is both a force of personality and a sage of swordplay dedicated to the perfection of combat with the rapier. They use the science and geometry with swordplay to beautiful and deadly effect.



SPECIAL QUALITIES

Alchemy

(Su)

[Paizo Inc. - Advanced Class Guide, p.31]
     Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts. When using Craft (alchemy) to create an alchemical item, you gain a competence bonus equal to 1 on the skill check. In addition, you can use Craft (alchemy) to identify potions as if using detect magic. You must hold the potion for 1 round to attempt such a check. Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator's level as the caster level. An investigator can create only a certain number of extracts of each level per day he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator's possession, reactivating as soon as it returns to his keeping-an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work. Creating extracts consumes raw material, but the cost of those materials is insignificant-comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement. An investigator uses the alchemist formula list (Pathfinder RPG Advanced Player's Guide 32) to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier. An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.

Deeds

[Paizo Inc. - Advanced Class Guide, p.56]
     Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

Derring-Do

(Ex)

[Paizo Inc. - Advanced Class Guide, p.56]
     At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to 3 times.

Dodging Panache

(Ex)

[Paizo Inc. - Advanced Class Guide, p.56]
     At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Opportune Parry and Riposte

(Ex)

[Paizo Inc. - Advanced Class Guide, p.56]
     At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a -2 penalty on this roll. If her result is greater than the attacking creature's result, the creature's attack automatically misses. The swashbuckler must declare the use of this ability after the creature's attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.

Elven Immunities

(Ex)

[Paizo Inc. - Core Rulebook, p.22]
     Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Envoy

(Ex)

[Paizo Inc. - Advanced Race Guide, p.22]
     Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf 's level.

Fleet-Footed

(Ex)

[Paizo Inc. - Advanced Race Guide, p.22]
     While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity.

Humanoid Traits

(Ex)

[Paizo Inc. - Core Rulebook, p.308]
     Humanoids breathe, eat, and sleep.

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 4. 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.

Inspired Finesse

(Ex)

[Paizo Inc. - Advanced Class Guide, p.125]
     At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat. This ability replaces swashbuckler finesse.

Inspired Panache

(Ex)

[Paizo Inc. - Advanced Class Guide, p.125]
     Each day gains 5 panache points. (equal to Charisma modifier (minimum 1) plus Intelligence modifier (minimum 1). Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier. This ability alters the panache Class Feature.Swashbuckler Class Feature.

Low-Light Vision

(Ex)

[Paizo Inc. - Bestiary]
     You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

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.

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.

Weapon and Armor Proficiency

[Paizo Inc. - Advanced Class Guide]
     Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.
EARNED FEATS
Run [Paizo Inc. - Core Rulebook, p.132]
    You are swift of foot.
    When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.
    
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.
Weapon Finesse (Rapier only) [Paizo Inc. - Core Rulebook, p.136]
    You are trained in using your agility in melee combat, as opposed to brute strength.
    With a rapier 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.
PURCHASED FEATS
Level 1:Fencing Grace (Rapier)
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. You do not gain this benefit while fighting with two weapons or using flurry of blows, or anytime another hand is otherwise occupied.

In addition, if you have the panache class feature, you gain a +2 bonus to your CMD against attempts to disarm you of your rapier while you have at least 1 panache point.





Innate Spell-like Abilities

Comprehend Languages

Save:
Time: 1 standard action,

1/Day


Duration: 20 minutes
Rng: Personal
Comp: V, S, M/DF
SR:
School: Divination
Effect:  You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page [250 words] per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic [such as the secret page and illusory script spells]. It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend languages can be made permanent with a permanency spell.
Source:  CR p.258
Target Area:   You
Caster Level:   2

Detect Magic

Save: None
Time: 1 standard action,

1/Day


Duration: Concentration, up to 2 minutes [D]
Rng: 60 ft.
Comp: V, S
SR: No
School: Divination
Effect:  

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge [arcana] skill checks to determine the school of magic involved in each. Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect. If the aura eminates from a magic item, you can attempt to identify its properties [see Spellcraft]. Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two. Lingering Aura: A magical aura lingers after its original source dissipates [in the case of a spell] or is destroyed [in the case of a magic item]. If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim [even weaker than a faint aura]. How long the aura lingers at this dim level depends on its original power:

Original Strength | Duration of Lingering Aura

Faint | 1d6 rounds

Moderate | 1d6 minutes

Strong | 1d6 x 10 minutes

Overwhelming | 1d6 days

Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect magic can be made permanent with a permanency spell.


Source:  CR p.267
Target Area:   Cone-shaped emanation
Caster Level:   2

Detect Poison

Save: None
Time: 1 standard action,

1/Day


Duration: Instantaneous
Rng: Close (30 ft.)
Comp: V, S
SR: No
School: Divination
Effect:  You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft [alchemy] skill may try a DC 20 Craft [alchemy] check if the Wisdom check fails, or may try the Craft [alchemy] check prior to the Wisdom check. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Source:  CR p.268
Target Area:   Or Area one creature, one object, or a 5-ft. cube
Caster Level:   2

Read Magic

Save:
Time: 1 standard action,

1/Day


Duration: 20 minutes
Rng: Personal
Comp: V, S, F
SR:
School: Divination
Effect:  You can decipher magical inscriptions on objects-books, scrolls, weapons, and the like-that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page [250 words] per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check [DC 10 + spell level]. Read magic can be made permanent with a permanency spell.
Source:  CR p.330
Target Area:   You
Caster Level:   2
Investigator Spells
LEVEL 1 2 3 4 5 6
CAST/PREPARE PER DAY 2* 0* 0* 0* 0 0
* = +1 spell from INT; ** = +2 spells from INT
DC 15 16 17 18 19 20
LEVEL 1

Blend

Save: None
Time: 1 standard action
Duration: 10 minutes
Rng: Personal
Comp: S
SR: No
School: Illusion
☐☐☐
Effect:  You draw upon your elven link to the wilderness to change the coloration of yourself and your equipment to match that of your surroundings. This grants you a +4 circumstance bonus on Stealth checks and allows you to make Stealth checks without cover or concealment, but only while you move no more than half your base speed or less. If you move more than half your base speed on your turn, you gain no benefit from this spell until the start of your next turn. If you make an attack, this spell ends [as invisibility].
Source:  ARG p.29
Target Area:   You
Caster Level:   1

Cure Light Wounds

DC: 15

Save: Will half (harmless); see text
Time: 1 standard action
Duration: Instantaneous
Rng: Touch
Comp: V, S
SR: Yes (harmless); see text
School: Conjuration
☐☐☐
Effect:  When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level [maximum +5]. Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
Source:  CR p.263
Target Area:   Creature touched
Caster Level:   1

Disguise Self

Save:
Time: 1 standard action
Duration: 10 minutes [D]
Rng: Personal
Comp: V, S
SR:
School: Illusion
☐☐☐
Effect:  You make yourself-including clothing, armor, weapons, and equipment-look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your creature type [although you can appear as another subtype]. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person or gender. The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile [touch] or audible [sound] properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion.
Source:  CR p.271
Target Area:   You
Caster Level:   1

Identify

Save: None
Time: 1 standard action
Duration: 3 rounds [D]
Rng: 60 ft.
Comp: V, S, M
SR: No
School: Divination
☐☐☐
Effect:  This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession. This spell does not allow you to identify artifacts.
Source:  CR p.299
Target Area:   Cone-shaped emanation
Caster Level:   1

Monkey Fish

Save:
Time: 1 standard action
Duration: 1 minutes [D]
Rng: Personal
Comp: V, S
SR:
School: Transmutation
☐☐☐
Effect:  Your hands and feet alter to make you better at climbing and swimming. You gain a 10 foot climb speed and swim speed. This spell has no effect if you are wearing medium or heavy armor or carrying a medium or heavy load.
Source:  ACG p.188
Target Area:   you
Caster Level:   1

Shield

Save:
Time: 1 standard action
Duration: 1 minutes [D]
Rng: Personal
Comp: V, S
SR:
School: Abjuration
☐☐☐
Effect:  Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance.
Source:  CR p.342
Target Area:   You
Caster Level:   1