Faxon

Justin Sterne's page

8 posts. Organized Play character for Gavmania.


Full Name

Justin Sterne

Race

Tiefling

Classes/Levels

Swashbuckler (Inspired Blade) 1//Investigator (Empiricist)6 HP53/53 AC20 (T14, FF17) F/R/W +5/+13/+8 Init+4

Gender

Male

Size

6'1"

Age

94

Alignment

Lawful Neutral

Languages

Celestial, Common, Draconic, Dwarven, Elven, Infernal, Orc

Strength 10
Dexterity 18
Constitution 13
Intelligence 19
Wisdom 12
Charisma 8

About Justin Sterne

Personality:
Justin Sterne is a thinker. His most common stance is with his fingers steepled against one another, lips pursed and frowning in concentration. His words are carefully chosen, and he is not given to emotional outbursts. His tendency to use long words does tend to put people off, however, but nevertheless he is undoubtedly a genius Engineer, with superb hand-eye coordination.
Although naturally cautious in nature, he does suffer from unquenchable curiosity and if an idea captures his imagination he has to pursue it to the end.

combat stats:
Init +4; Senses Darkvision (60 ft.), Perception +14,
AC 20, touch 14, flat-footed 17
hp 53 (7HD)
Fort +5, Ref +13, Will +8, +2 Reflex to avoid traps, +2 insight bonus on all Will saving throws against illusion spells or spell-like abilities that allow a save to disbelieve their effects. Can spend one point from his inspiration pool as an immediate action to use his Intelligence bonus instead of her Wisdom bonus on all such saves for one round.
Defensive Abilities Trap Sense +2,
Resistances Cold 5, Electricity 5, Fire 5,
Speed 30 ft. (6 squares)
Melee rapier +1 (inspired) +11 (1d6+5/18-20)
Face 5 ft. Reach 5 ft.
Base Atk +5; CMB +5; CMD 20

Spells and Spell-like abilities:

Innate Spell-Like Abilities
darkness ( 1/day)
Extracts known
1st: Anticipate peril, Comprehend Languages, Cure Light Wounds, Detect Secret Doors, Heightened Awareness, Monkey Fish, Shield, True strike
2nd: Alchemical Allocation, Barkskin, Invisibility
Extracts prepared
1st: Anticipate peril, Cure Light Wounds, Shield, Heightened Awareness, Empty
2nd: Alchemical Allocationx2, Barkskin

Special Qualities:
Alchemist Discovery, Alchemy, Ceaseless Observation, Deeds, Derring-Do, Dodging Panache, Opportune Parry and Riposte, Combat Reflexes, Darkvision, Enhance Potion, Fiendish Language, Fiendish Resistance, Fiendish Sorcery, Inspiration, Inspired Finesse, Inspired Panache, Keen Recollection, Quick Study, Skilled, Spell-Like Ability, Studied Combat, Studied Strike, Trapfinding, Unfailing Logic,

Feats and Traits:
Feats Combat Reflexes, Fencing Grace, Technologist, Weapon Finesse, Weapon Focus (Rapier)
Traits: Accelerated drinker, Armor Expert, (Diplomacy)

Skills:
Acrobatics +12 (Ranks 5, +4DEx, +3Class, Armor+0),
Appraise +8 (Ranks1, +4Int, +3Class),
Artistry +10 (Ranks3, +4Int, +3Class)
Bluff +5 (Ranks1, -1Cha, +3Class, +2Race),
Climb +4 (Ranks1, Str+0, +3Class, Armor+0),
Craft (Alchemy) +11 (Ranks4, +4Int, +3Class),
Craft (Blacksmithing) +10 (Ranks3, +4Int, +3Class),
Craft (Untrained) +4 (Int+4),
Diplomacy +3 (Ranks1, -1Cha, +3Class), (Gather Information +8),
Disable Device +14 (Ranks7, +4Int, +3Class),
Disguise +3 (Ranks1, -1Cha, +3Class),
Escape Artist +8 (Ranks1 +4Dex, +3Class, +0Armor),
Fly +4 (Ranks0, +4Dex, +0Armor),
Heal +9 (Ranks5, +1Wis, +3Class),
Intimidate -1 (Cha-1),
Knowledge (Arcana) +9 (Ranks2, +4Int, +3Class),
Knowledge (Dungeoneering) +8 (Ranks1, +4Int, +3Class),
Knowledge (Engineering) +9 (Ranks2, +4Int, +3Class),
Knowledge (Geography) +8 (Ranks1, +4Int, +3Class),
Knowledge (History) +8 (Ranks1, +4Int, +3Class),
Knowledge (Local) +8 (Ranks1, +4Int, +3Class),
Knowledge (Nature) +8 (Ranks1, +4Int, +3Class),
Knowledge (Planes) +8 (Ranks1, +4Int, +3Class),
Knowledge (Religion) +8 (Ranks1, +4Int, +3Class),
Linguistics(Celestial) +8(Ranks1, +4Int, +3Class),
Perception +14 (Ranks7, +4Int, +3Class), (Trapfinding +17),
Perform (Untrained) -1 (Cha-1),
Profession (Architect) +7 (Ranks3, +1Wis, +3Class),
Profession (Engineer) +9 (Ranks5, +1Wis, +3Class),
Ride +4 (Dex+4, Armor+0),
Sense Motive +8 (Ranks1, +4Int, +3Class),
Sleight of Hand +8 (Ranks1, +4Dex, +3Class, +0Armor),
Spellcraft +14 (Ranks7, +4Int, +3Class),
Stealth +16 (Ranks7, +4Dex, +3Class, +0Armor, +2Race),
Survival +5 (Ranks1, +1Wis, +3Class),
Swim +4 (Ranks1, +0Int, +3Class, +0Armor),
Use Magic Device +14 (Ranks7, +4Int, +3Class),

Possessions:

Worn/carried
+1 Rapier (inspired)
Cloak of resistance +2; 
Chain shirt +1
Ring Protection +1
Amulet of Natural armor +1
outfit (artisan's)
Belt Pouch(contains 30gp, 17sp, 13cp)
Handy Haversack
In Haversack
Potions - Cure Light Woundsx3
Potion - Enlarge person
Potion - Aid
Potion - Cure mEdium Wounds
Potion - Lesser Restoration
Potion - Remove paralysis
Potion - Gaseous Form
Potion - Remove Blindness/Deafness
Potion - Water Breathing
Bedroll
Blanket
canteen
Canvas (sq. Yard)
Flint & Steel
Iron Spikex10
Masterwork thieves tools
Mirror
Oilx10
Sack
Bell
Sewing needle
Shaving Kit
Signal whistle
Silk Rope (100')
String/twine
Torchx4
Waterskin
Whetstone
Holy Waterx4
Trail rationsx14

ability descriptions:

Accelerated Drinker You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand.
Alchemist Discovery (Ex) You can select one alchemist discovery as an investigator talent. When selecting an alchemist discovery, you must be high enough level to qualify for that discovery, using your investigator level as your alchemist level to determine if you qualify. This talent can be selected multiple times; each time grants a new alchemist discovery.
Alchemy (Su) 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 6 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.
Ceaseless Observation (Ex) An empiricist's ability to notice the minutiae of almost everything that happens around him allows him to make shrewd and insightful calculations about people and even inanimate objects. 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.
Deeds 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) 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 4 times.
Dodging Panache (Ex) 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) 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.
Combat Reflexes When you miss with an attack of opportunity, you can spend 5 stamina points to make a second attack for the same provoking action. That second attack of opportunity takes a -5 penalty on the attack roll and costs one of your attacks of opportunity for the round.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Enhance Potion (Ex) 4 times per day, you can cause any potion you drink to function at a caster level equal to your Investigator level.
Fencing GraceYour 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. 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.
Fiendish Language (Ex) Tieflings speak either Abyssal or Infernal.
Fiendish Resistance (Ex) Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
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 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 7. 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) 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) Each day, an inspired blade gains a number of panache points equal to 5. 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.
Keen Recollection You can attempt all knowledge checks untrained
Quick Study (Ex) An investigator can use his studied combat ability as swift action instead of a move action.
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.
Skilled (Ex) Tieflings have a +2 racial bonus on Bluff and Stealth checks.
Spell-Like Ability (Sp) Tieflings can use darkness 1/day as a spell-like ability.
Studied Combat (Ex) With a keen eye and calculating mind, you can assess the mettle of your opponent to take advantage of gaps in talent and training. You can use a move action to study a single enemy that you can see. Upon doing so, you add 3 as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for 4 rounds or until you deal 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) You can choose to make a studied strike against the target of your studied combat as a free action, upon successfully hitting your studied target with a melee attack, to deal additional damage. The damage of studied strike is 2d6 precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike. If you used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), you may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If you 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. You 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.
Technologist You are familiar with the basic mechanics of technology. You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist.
Trapfinding An investigator adds 3 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) You gain a +2 bonus on Reflex saves made to avoid traps, and a +2 dodge bonus to AC against attacks made by traps.
Unfailing Logic (Ex) An empiricist's grasp of facts and data teaches him to anchor himself in reality, granting resistance to even the most potent illusions. 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 her 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.
Weapon and Armor Proficiency 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 Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.
Weapon Finesse 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 Weapon chosen: Rapier.
You gain a +1 bonus on all attack rolls you make using the selected weapon