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About Matthew HazemanMatthew Hazeman
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Traits
Headstrong:
You feel compelled to correct every action and argument that contradicts your worldview. Whenever you witness an action or hear an argument that contradicts your alignment, you must attempt to stop or correct that action or argument. If you either don’t try to stop it or fail in your attempt to stop it (as adjudicated by the GM), you are shaken for 1 hour. Student of Philosophy:
You were trained in a now defunct philosophical tradition and learned to use logic and reason to persuade others. You can 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. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat.) Speaker of the Cant:
You have...relations...with the thieves of the nation. You know there secret tongue and signs, and have picked up certain skills. You understand the secret language Thieve’s Cant, and gain a +1 bonus to Sleight of Hand, Stealth and Disable Device Enduring Mutagen:
Because of special training, your unique body chemistry, or the uncovering of an alchemical secret, your mutagens last longer. The bonuses and penalties granted by your mutagens last for 1 additional minute per alchemist level. ================Equipment=======================
================Class Abilities======================= Familiar (Ex):
At 1st level, an eldritch guardian gains a familiar, treating his fighter level as his effective wizard level for the purpose of this ability. Share Training (Ex):
At 2nd level, when the familiar can see and hear its master, it can use any combat feat possessed by the eldritch guardian. The familiar doesn’t have to meet the feat’s prerequisites, but at the GM’s discretion may be precluded from using certain combat feats due to its physical form. For example, an eldritch guardian’s pig familiar with access to Exotic Weapon Proficiency (spiked chain) would not gain the ability to use spiked chains, since it doesn’t have any limbs capable of properly handling them. Steel Will (Ex):
At 2nd level, the eldritch guardian gains a +1 bonus on Will saves against fear and mind-affecting effects. This bonus increases by 1 for every 4 levels beyond 2nd. Mutagen (Su):
At 3rd level, a mutation warrior discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. This ability functions as the alchemist’s mutagen ability (Advanced Player’s Guide 28), using his fighter level as his alchemist level. Weapon Training - Light Blades (Ex):
Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups. A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
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 f lashes 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. 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. 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. Underworld Inspiration (Ex):
An investigator can use his inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending uses of inspiration, provided he’s trained in the skill. 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 Ref lex 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 (Ex):
With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. 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):
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):
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. Expanded Inspiration (Ex):
An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he’s trained in the skill. Extracts Known:
1st level Extracts: Cure Light Wounds, Disguise Self, Enlarge Person, Shield, Ant Haul, True Strike, Vocal Alteration
2nd level Extracts: Cure Moderate Wounds, Perceive Cues Hoggle, Decoy Cat Familiar:
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +5 Defense AC 17, touch 14, flat-footed 15 (+2 Dex, +2 size, +3 natural) hp 24 (1d8–1) Fort +3, Ref +6, Will +5 Offense Speed 30 ft. Melee 2 claws +9 (1d2–4), bite +9 (1d3–4) Space 2-1/2 ft., Reach 0 ft. Statistics Str 3, Dex 15, Con 8, Int 8, Wis 12, Cha 7 Base Atk +5; CMB +5; CMD 11 (15 vs. trip) Feats Weapon Finesse, Decietful Skills Climb +6, Perception +5, Stealth +14; Racial Modifiers +4 Climb, +4 Stealth Mockingbird (Ex): At 5th level, a decoy can speak any of its master’s languages. Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does. Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Background:
Matthew Hazeman, Besmaran Breaker
Cardinal Rules of this Job: No Break Is Worth Dying For; Incapacitate By Design, Kill By Necessity; No Breaker Shall Slay Another Breaker; No Breaker Shall Refuse Aid to Another Breaker; No Breaker Shall Interfere With Another's Break; and In the Break One Incapacitates or Kills, Never Both; These Are More Guidelines Than Anything Else Intelligence is a trait greatly admired in Golarion. After all, a brilliant mind can help one gain powers one could call godlike, and can ensure quite a profitable living at the very least. However, for all the good intelligence does, it can lead to one thing that most consider intolerable: Sheer, utter boredom. This has been a defining factor for most of Matthew Hazeman's life. Unfortunately for him, his family was rather comfortably high-middle class thanks to their work at the Bank of Abadar, leading to a rather dull regimented life in Northern Ambervale for the boy. That is, until Matthew hit his teenage years. Then he had the most welcome distraction of being taken hostage by a band of criminal known as the Besmara Breakers during a heist at the Bank of Abadar. The Breakers were a local group of Besmara worshippers who specialized in breaking into (and out of) any and all secure locations. Much to the group's surprise, Matt proved quite capable of escaping the cell they were keeping him in, a fact they only discovered when they found him making himself a meal when he was supposed to be safe inside his cell. But rather than grow angry with the boy, the leader of the Breakers merely laughed, and immediately set out to develop Matthew's natural talents. Finally, Matt had found something that interested him more than simple number-crunching. He took to it like a fish took to water, and quickly began to learn his new trade. For years, Matt has worked with the Besmara Breakers, earning a steady profit and enormous amounts of entertainment at the same time. From cons to infiltrations to prison breaks to heists, Matt has worked with the Breakers on a great many jobs, and has proven his worth time and again. Now, however, a promotion is on the line for him, requiring that he prove himself to be one of the best Breakers out there. Thankfully, a job that should certainly prove this has recently arisen. After all, what better way to prove his skills than to break a princess out of bondage? |