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Dieter Stolzdorf's page

350 posts. Alias of Tanner Nielsen.

Full Name

Dieter Stolzdorf




Investigator (Empiricist) 7 -- HP ?? : AC 18 CMD 22 TAC 13 FAC 15 : longspear+10; 1d8+12 : chakram+8; 1d8+4 : F+5 R+9 W+8 : INIT+3 Perc+16 CMB+9








Lawful Evil




Common, Goblin, Infernal, Abyssal, Celestial, Giant, Undercommon

Strength 18
Dexterity 16
Constitution 14
Intelligence 22
Wisdom 15
Charisma 8

About Dieter Stolzdorf


Hair: Black
Eyes: Blue
Height: 6'0"
Weight: 150lb

You see a clean-shaven man with coal-black hair cropped short and slicked down with fragrant oils. His eyes are the color of the sky, with small flecks of silver near the iris. His skin is very pale and tight against his skin, with years of scholarly pursuit evident in his angular features. He is dressed in a tight-fitting courtier's outfit - a black and white-trimmed three-quarter length coat, with breeches, vest, and gloves. He is tall and lanky, with a wiry frame and straight posture.


No one would ever call Dieter a friendly person. Or nice, or caring, or warm, or anything of that sort. He has a tendency of scaring children who cross his path and a disconcerting disregard for people around him. Professional? Of course. Competent? Very much. Meticulous? Sometimes tediously so. But never friendly. It is difficult to know whether or not Dieter cares for or approves any person or thing in particular - most of the time he is quick to recognize faults, especially his own, and is terse with praise. He is the sort of person you want tackling a tough project, but would never invite to a dinner party. Not that it would have bothered him, of course.


Dieter comes from a house of minor nobility - filled with honorable generals and governors, talented musicians and painters, and pious clerics and saints. But he's never met any of them. Dieter was born of a dalliance between a daughter of the family and a merchant prince visiting from a distant land to broker a trade agreement. The merchant seduced the young woman, and nine months later it was discovered that he was not what he seemed. Dieter was born with blue eyes, black hair, and pale white skin - in stark contrast to the honey blonde hair and green eyes of the family. He was a bastard, and the house patriarchs may have been willing to accept an illegitimate child from a third daughter as kin and a trusted retainer, but his mother was betrothed to the scion of another noble house. Needless to say, he did not resemble the fiance. The pregnancy was hushed, the mother was whisked away on 'vacation', and Dieter was taken to a remote village on the frontier.

Unwilling to simply abandon the child, the family placed Dieter with a local widow looking for a boy to help her on her farm. She gave him his name, and swore to never reveal his true heritage. Dieter grew strong and hale, working the land and helping the woman tend to her stocks. She was the only mother he knew, and they grew to love each other.

But the lad knew no love or friendship from the other villagers. They scorned him, shaming him for his mysterious parentage. The old woman nurtured his inquisitive nature, and allowed him free access to her library. He poured himself into the study of natural philosophy, history, religion, politics, and every aspect of human behavior he could find. From time to time he questioned why an old crone in wilderlands would have such a trove of knowledge, but he chose to ignore the obvious signs. The villagers did not, and became fearful for the strange lights and sounds that emanated from their home at night. Over the years the criticism grew, until several villagers accused the old woman of witchcraft. In a fervor of righteous piety, she was dragged before a court and summarily found guilty of congress with Asmodeus. She was burned at the stake by a mob in the village square, while Dieter watched from the nearby forest. He was too quick for them to catch, but not too quick to save her from their wrath. His anger and rage boiled over, and that night he crept into the home of the village mayor and strangled him in his sleep. He made the old man stare him in the eyes as he died, to see his rage and to know the depths of his hatred. Next was the sheriff, whose fat wife joined him when his gurgling woke her. Last was the priest of Mitra, who stood silent and did not lift a finger to stop the mob - his thin, old neck snapped like a reed before he could fall asleep forever.

He fled, eventually making his way to the capital and falling into the criminal underworld. His prodigious strength, intelligence, and ruthlessness earned him a reputation as a leader of men. Establishing a front as a successful businessman, he dabbles in a variety of illicit dealings including smuggling, drug manufacturing, and extortion. Recently, an associate introduced him to the worship of Asmodeus. The theology of rulership and strength appealed to the young man, who adopted its teachings with fervent stride.

Racial Abilities:

Bonus feat
Bonus skill point

Equipment and Money:

+1 inspired longspear (8,305gp, 9lb), chakram (5) (5gp, 5lb), +1 mithral shirt (2,100gp, 10lb), (headband of vast intelligence [4,000gp, 1lb], cloak of resistance +1 (1,000gp, 1lb), belt pouch (1gp, 0.5lb), (chalk (white, red, green, blue) (1sp, --lb*), twine (50ft) (1cp, --lb*), whetstone (2cp, --lb*), signal whistle (8sp, --lb*), masterwork thieve's tools (100gp, 2lb)

mule (8gp, --lb), riding saddle (10gp, 25lb), portable alchemy lab (75gp, 20lb), formula book with lariat (15.3gp, 3.5lb)

-300gp for transcribing formulae


Weight: 26.5lb
Load: Light

Combat Statistics:

Spd 30ft
Initiative +3
CMB +9 (+5 BAB, +4 Str)
Base Attack +5

+1 inspired longspear +10, 1d8+6/20x3

Power Attack
+1 inspired longspear +10, 1d8+12/20x3

chakram +8, 1d8+4/x2 (30')

AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex) (+2 vs traps)
CMD 22 (10 base, +5 BAB, +4 Str, +3 Dex, +0 Size)
Fortitude +5 (+2 base, +2 Con, +1 item)
Reflex +9 (+5 base, +3 Dex, +1 item) (+2 vs traps)
Will +8 (+5 base, +2 Wis, +1 item)


[6 class, 6 Int, 1 race]

Acrobatics +13 (7 ranks, 3 class, 3 Dex)
Bluff (lying) +16 (7 ranks, 3 class, 6 Int)
Craft (alchemy) +23 (7 ranks, 10 class, 6 Int, 2 item)
Diplomacy +16 (7 ranks, 3 class, 6 Int)
Disable Device +18 (7 ranks, 3 class, 6 Int, 2 item) (+3 spotting traps)
Intimidate +16 (7 ranks, 3 class, 6 Int)
Knowledge (arcana) +14 (5 ranks, 3 class, 6 Int)
Knowledge (dungeoneering) +10 (1 ranks, 3 class, 6 Int)
Knowledge (engineering) +10 (1 ranks, 3 class, 6 Int)
Knowledge (geography) +10 (1 ranks, 3 class, 6 Int)
Knowledge (history) +10 (1 ranks, 3 class, 6 Int)
Knowledge (local) +13 (4 ranks, 3 class, 6 Int)
Knowledge (nature) +13 (4 ranks, 3 class, 6 Int)
Knowledge (nobility) +10 (1 ranks, 3 class, 6 Int)
Knowledge (planes) +10 (1 ranks, 3 class, 6 Int)
Knowledge (religion) +10 (1 ranks, 3 class, 6 Int)
Linguistics +10 (1 ranks, 3 class, 6 Int)
Perception +16 (7 ranks, 3 class, 6 Int)
Sense Motive +16 (7 ranks, 3 class, 6 Int)
Stealth +13 (7 ranks, 3 class, 3 Dex)
Use Magic Device +16 (7 ranks, 3 class, 6 Int)

Class Abilities:

Alchemy (Su) - When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.

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 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. 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 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.

Inspiration (Ex) [12 points] - 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.

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.

Ceaseless Observation (Ex) - At 2nd level, an empiricist uses his Intelligence modifier instead of the skill's typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information. This ability replaces poison lore and poison resistance.

Keen Recollection - At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

Trap Sense (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).

Studied Combat [+3 attack, +3 damage, 6 rounds] (Ex) - At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.

An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator's studied combat, he cannot become the target of the same investigator's studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.

Studied Strike (Ex) [2d6] - At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.

If the investigator's attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage. The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.

Unfailing Logic (Ex) - At 4th level, an empiricist gains a +2 insight bonus on all Will saving throws against illusion spells or spell-like abilities that allow a save to disbelieve their effects. In addition he can spend one point from his inspiration pool as an immediate action to use his Intelligence bonus instead of his Wisdom bonus on all such saves for one round. At 8th level, the empiricist's insight bonus increases to +4. At 16th level, he gains immunity to all illusion spells and spell-like abilities that allow a save to disbelieve the effects. This ability replaces swift alchemy.

3 - Alchemist Discovery (Extend Potion)
5 - Quick Study
7 - Sickening Offensive


Student of Philosophy - Use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true.

Bruising Intellect - Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.


Extracts per Day: 6 / 5 / 2

Extracts Prepared:
1st (DC 17) - [/i]
2nd (DC 18) - [i]

3rd (DC 19) - [/i]

Extracts Known:
1st - [i]comprehend languages, cure light wounds, disguise self, enlarge person, expeditious retreat, identify, jump, shield, true strike

2nd - alter self, bull's strength, darkvision, investigative mind, invisibility, spider climb
3rd - cure serious wounds, fly, haste


Race - Extra Inspiration
1 - Combat Reflexes
3 - Power Attack
5 - Furious Focus
7 - Brew Potion


+1 inspired longspear [dice]1d20+10; 1d8+6[/dice]

Power Attack
+1 inspired longspear [dice]1d20+10; 1d8+12[/dice]

chakram [dice]1d20+8; 1d8+4[/dice]

Fortitude [dice]1d20+5[/dice]
Reflex [dice]1d20+9[/dice]
Will [dice]1d20+8[/dice]

Initiative [dice]1d20+3[/dice]

Acrobatics [dice]1d20+13[/dice]
Bluff (lying) [dice]1d20+16[/dice]
Craft (alchemy) [dice]1d20+23[/dice]
Diplomacy [dice]1d20+16[/dice]
Disable Device [dice]1d20+18[/dice] (+3 spotting traps)
Intimidate [dice]1d20+16[/dice]
Knowledge (arcana) [dice]1d20+14[/dice]
Knowledge (dungeoneering) [dice]1d20+10[/dice]
Knowledge (engineering) [dice]1d20+10[/dice]
Knowledge (geography) [dice]1d20+10[/dice]
Knowledge (history) [dice]1d20+10[/dice]
Knowledge (local) [dice]1d20+13[/dice]
Knowledge (nature) [dice]1d20+13[/dice]
Knowledge (nobility) [dice]1d20+10[/dice]
Knowledge (planes) [dice]1d20+10[/dice]
Knowledge (religion) [dice]1d20+10[/dice]
Linguistics [dice]1d20+10[/dice]
Perception [dice]1d20+16[/dice]
Sense Motive [dice]1d20+16[/dice]
Stealth [dice]1d20+13[/dice]
Use Magic Device [dice]1d20+16[/dice]

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