Sebastian Thelonius Montavarious
  • Male human (kinasai) aristocrat 1/fighter (sensate) 4/investigator (sleuth) 2 (Pathfinder RPG Advanced Class Guide 30, 101, Pathfinder RPG Occult Adventures 118)
  • N Medium humanoid (human)
  • Hero Points 3
  • Init +3; Senses Perception +10


  • AC 19, touch 14, flat-footed 15 (+5 armor, +1 Dex, +3 dodge)
  • hp 39 (7 HD; 3d8+4d10+14)
  • Fort +7, Ref +5, Will +4; +1 to saves vs. sonic effects, figments, glamers, patterns, gaze attacks, and scent-based attacks, +2 bonus vs. poison
  • Defensive Abilities uncanny dodge; Resist poison resistance


  • Speed 30 ft. (20 ft. in armor)
  • Melee mwk falchion +8/+3 (2d4+1/18-20) or unarmed strike +7/+2 (1d3+1)


  • Str 13, Dex 12, Con 14, Int 17, Wis 10, Cha 14
  • Base Atk +6.25; CMB +7; CMD 18
  • Feats Alertness, Cleave, Cleaving Finish[UC], Extra Panache[ACG], Improved Unarmed Strike, Power Attack, Step Up, Vital Strike
  • Skills Acrobatics +7 (+3 to jump), Appraise +7, Bluff +8, Climb +6, Diplomacy +6, Disable Device +8, Disguise +7, Escape Artist +5, Heal +4, Intimidate +8, Investigation +10, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +9, Knowledge (nobility) +7, Linguistics +8, Perception +10, Profession (navigator) +8, Profession (sailor) +9, Ride +5, Sense Motive +10, Sleight of Hand +5, Stealth +10, Survival +4, Swim +7, Use Magic Device +6
  • Languages Basarji, Eastron, Ivanian, Kinasai, Low Realm, Midani
  • SQ deed: daring, deed: opportunist evasion, deed: sleuth's initiative, hero points, inspiration (4/day), manifestation points, ability scores, poison lore, sleuth's luck, trapfinding +1
  • Other Gear +1 armored coat[APG], mwk falchion, custom container, hireling, improvised weapon, hireling, dagger, javelin

Tracked Resources

  • Inspiration (+1d6, 4/day) (Ex) - 0/4
  • Luck Pool (4/day) - 0/4
  • Manifestation Points, Ability Scores ([none], 20/psychic duel) - 0/20
  • Manifestation Points, Other Sources - 0

Special Abilities

  • Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
  • Cleaving Finish Make additional attack if opponent is knocked out
  • Deed: Daring (Ex) Spend 1 luck to add 1d6 to Acrobatics, Climb, Escape Artist, Fly, Ride, Swim check.
  • Deed: Opportunist Evasion (Ex) Spend 1 luck to take no damage after successful Reflex save.
  • Deed: Sleuth's Initiative (Ex) While have luck, can use a free hand to draw ligt/1-hand melee weap as part of the initiative check.
  • Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
  • Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
  • Inspiration (+1d6, 4/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
  • Manifestation Points, Ability Scores ([none], 20/psychic duel) Every combatant begins a psychic duel with a pool of MP equal to the combatant’s HD + the average of her Intelligence, Wisdom, and Charisma scores. As a free action, a combatant can draw from this pool to generate MP. A combatant who draws any numb
  • Poison Lore (Ex) After 1 min can use Know to ID poisons, 1 min more to neutralize with Craft (alchemy).
  • Poison Resistance +2 (Ex) +2 to save vs. Poison.
  • Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
  • Sleuth's Luck At 1st level, a sleuth gains a fluctuating pool of luck, measuring her ability to get out of scrapes. At the start of each day, a sleuth has a number of luck points equal to her Charisma modifier (minimum 1). Her luck goes up or down throughout the d
  • Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
  • Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
  • Uncanny Dodge (Su) Retain Dex bonus to AC when flat-footed.
  • Vital Strike Standard action: x2 weapon damage dice.
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