Pathfinder Player Companion: Dirty Tactics Toolbox (PFRPG)

Andor Katsu's page

914 posts. Organized Play character for noral.


Full Name

Resources used:

Race

Normal: Panache 7/7 | Inspiration 10/10 | Extend Potion 6/6 | AC 28 (30 vs. Traps), T 18 FF 21| CMB +16 (with Rapier), CMD 22 (24 Disarm) | F: +10, R: +18 (+20 vs. traps), W: +12 (+14 vs. illusions)

Classes/Levels

| Boots of Speed 10/10 | Perc +24 (+28 vs. traps), Dipl +19 | Low-light vision | Speed 30 | Active cond.: none

Gender

Male CG Kitsune (in vulpine form) from the Forest of Spirits in Tian Xia | Swashbuckler 1 / Investigator 9 | Resistances: Elec. 3, Acid 3, Fire 2, Cold 2 | Init +8 | HP 94/94 | ‘Serang' Familiar HP 47/47 |

Size

Normal: Panache 7/7 | Inspiration 10/10 | Extend Potion 6/6 | AC 28 (30 vs. Traps), T 18 FF 21| CMB +16 (with Rapier), CMD 22 (24 Disarm) | F: +10, R: +18 (+20 vs. traps), W: +12 (+14 vs. illusions)

Age

| Boots of Speed 10/10 | Perc +24 (+28 vs. traps), Dipl +19 | Low-light vision | Speed 30 | Active cond.: none

Special Abilities

Male CG Kitsune (in vulpine form) from the Forest of Spirits in Tian Xia | Swashbuckler 1 / Investigator 9 | Resistances: Elec. 3, Acid 3, Fire 2, Cold 2 | Init +8 | HP 94/94 | ‘Serang' Familiar HP 47/47 |

Alignment

LT B: Panache 7/7 | Inspiration 10/10 | Extend Potion 6/6 | AC 35 (37 vs. Traps), T 20, FF 26 | CMB +20 (with Rapier), CMD 24 (26 Disarm, 29 grapple) | F: +15 (+2 vs. poison), R: +24 (+2 vs. traps), W: +15 (+2 vs. illusions, +2 vs. mind affect.)

Deity

| Boots of Speed 10/10 | DR5/Piercing | Perc +28 (+4 vs. traps), Dipl +21 | Darkvision | Speed 30 | Active cond: Mutagen, height. aw., barkskin, heroism, alch. grease, Orchid's drop, Infuse self, Res. skin, fly, see inv.

Location

Male CG Kitsune Kitsune (in vulpine form) from the Forest of Spirits in Tian Xia | Swashbuckler 1 / Investigator 9 | Resistances: Elec. 5, Acid 3, Fire 2, Cold 2 | Init +10 | HP 104/104 | Serang HP 52/52 |

Languages

LTST B: Panache 7/7 | Inspiration 10/10 | Extend Potion 6/6 | AC 39 (41 vs. Traps), T 22, FF 29 | CMB +20 (with Rapier), CMD 24 (26 Disarm, 29 grapple) | F: +15 (+2 vs. poison), R: +25 (+2 vs. traps), W: +15 (+2 vs. illusions, +2 vs. mind affect.)

Occupation

| Boots of Speed 10/10 | DR5/Piercing | Perc +28 (+4 vs. traps), Dipl +21 | Darkvision | Speed 30 | Active cond: Mutagen, height. aw., barkskin, heroism, alch. grease, Orchid's drop, Infuse self, Res. skin, fly, see inv., shield, red. pers.

Homepage URL

Male CG Kitsune Kitsune (in vulpine form) from the Forest of Spirits in Tian Xia | Swashbuckler 1 / Investigator 9 | Resistances: Elec. 5, Acid 3, Fire 2, Cold 2 | Init +11 | HP 104/104 | Serang HP 52/52 |

About Andor Katsu

--

Swashbuckler (Inspired Blade, Noble Fencer) 1 / Investigator (Empiricist) 9

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-- BACKGROUND --:

Being a quintuplet is not easy. Especially when your mother is a Kitsune that fled Cheliax years ago as a pregnant woman with five unborn babies in her belly. Well, her husband was willing to sacrifice her unborn children to close a deal with a devil. You know … it sounds better when I say „ her husband“ because I do not have to say … „my father“.
We grew up near Palin's Cove, an industrial town near Korvosa in southeast Varisia. Out of fear our mother gave us a herbal mixture sourced from a Varisian witch that hindered us to take our natural fox form but also made us physically weak. Even if a sudden transformation happened we were never allowed to look at our red fur in the mirror … let alone tell anybody what we were.
As a kid I was always a little too protective … and so full of guilt … and although I did not know why, I knew something was missing. Today I know that my dead mother only wanted to protect us. Maybe if we understood what a dangerous man our father was, we would have paid more attention to her teachings ... maybe then not only she but also our eldest sister would still be alive.
It took my uncle Xiao two weeks to find my two brothers, my sister and I in our vulpine forms somewhere in the woods north of the Falcon River. It was also surprising for us that we had a relative that was a Halfling – after all we did not even properly know what we were so accepting uncle Xiao was easy.
None of us remember much of the travel to Tian Xia except of the lonely hearts that longed for our mother and sister. Although uncle Xiao was always with us, we were all very frightened when we arrived in the village we later all called home … Leng Hao, a village full of Kitsune and Halflings in the Forest of Spirits east of Hongal. But please do not believe that we were welcomed with open arms. We were Kitsune that could not properly change into their natural form, looked like the barbaric human invaders from Avistan and did not even speak Tien … I do not need continue, do I? Religion never really meant much to our mother but Xiao waited some time but eventually taught us the lessons of Chaldira and our eyes opened to all the possibilities in the world … and we got along better with the halfling community that thought it was funny that we were followers of a Halfling goddess. Well, the rest is a story that I think one of my siblings has to tell … ;-)

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-- STATS --

Str: 5****, Dex: 24** (20*), Con: 14*****, Int: 22*** (18), Wis: 13, Cha: 7

* Stat increase level 4
** Belt of incredible dexterity +4
*** Headband of vast intelligence +4
**** Carrying capacity Str 14 with masterwork backpack and muleback cords
***** Scarab Sages Faction Card Season 8 – 4+ goals: Treat your Constitution score as 4 points higher for the purposes of determining when hit point damage kills you.

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-- SAVES --

- Fortitude: +10 (Con +2, Swashbuckler +0, Investigator +3, Familiar +2, Cloak of resistance +3)

- Reflex: +18 / +20 vs. traps (Dex +7, Swashbuckler +2, Investigator +6, Cloak of resistance +3) * +2 bonus on Reflex saving throws to avoid traps.

- Will: +12 / +14 vs. illusions (Wis +1, Swashbuckler +0, Investigator +6, Iron Will +2, Cloak of resistance +3) * +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.

LESSONS OF HISTORY (Scarab Sages Faction Card 2+ goals): You are adept at avoiding the mistakes of the past. Once per adventure when you attempt and fail an attack roll, skill check, or saving throw and then attempt that same check again, you can add an insight bonus to this second roll equal to 2 + half the number of goals you have completed (rounded down).

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-- COMBAT --

- Adamantine Keen +1 Rapier +16 (1d6+8; 15-20/×2) To hit: BAB +7, Weapon Focus +1, Finesse Dex +7, Enhancement +1 / Damage: Fencing grace Dex +7, Enhancement +1

- Bite natural attack +14 (1d4+7; 20/×2) To hit: BAB +7, Finesse Dex +7 / Damage: Agile Amulet of Mighty Fist Dex +7

- Light Crossbow +14 (1d8, 19-20/x2)

- AC 28 / 30 vs. traps, FF 21, Touch 18 (+8 Armor [lesser celestial dragonhide armor], +2 [Darkwood Buckler +1], Dex +7, +1 deflection [Ring of Protection] / ACP -2) * +2 dodge bonus to AC against attacks by traps.

- CMD 22 (10 + BAB +7, Dex +7, Str -3, Deflection +1)

- Initiative +8 = Dex +7 + 1 Dusty Rose Prism (Cracked) Ioun Stone

With Mutagen, barkskin, heightened awareness, alchemical grease, heroism, Orchid'S drop, Infuse self, Resinous skin :

Hit points: 104 = Normal 94 + 10 (Infuse self +2 size bonus Constitution)

DR 5 / PIERCING

- AC 35 / 37 vs. traps, FF 26, Touch 20 (Normal AC28/FF21/T18 + 2 Mutagen Dex, barkskin +3 natural enhancement, +2 mutagen natural armor / ACP -2) * +2 dodge bonus to AC against attacks by traps.

- CMD 24 / 29 vs. grapple from alchemical grease (Normal 22 + Mutagen Dex +2)

- Initiative +10 = Normal +8 +2 Mutagen Dex

* Fort +15 / +2 vs. poison from infuse self = Normal +10, + 2 morale bonus Heroism + 2 alchemical bonus Orchid'S drop + 1 Con Size bonus by 2 via infuse self
* Reflex +24 / +26 vs. traps = Normal +18, +2 Mutagen Dex + 2 morale bonus Heroism + 2 alchemical bonus Orchid'S drop /
- Will +15 / +2 vs. illusions, +2 vs. mind affecting from infuse self = Normal +12, -1 Mutagen Wis decrease by 2 + 2 morale bonus Heroism + 2 alchemical bonus Orchid'S drop

- To hit calculation Rapier: +20 (Normal +16, Mutagen Dex +2, Heroism +2)
- Damage calculation: 1d6+10; 15-20/×2 (Normal +8, Mutagen Dex +2)

- To hit calculation Bite: +18 (Normal +14, Mutagen Dex +2, Heroism +2)
- Damage calculation: 1d4+9; 20/×2 (Normal +7, Mutagen Dex +2)

Perception +28 = Normal +24, +2 Heightened awareness, + 2 morale bonus Heroism

With Mutagen, barkskin, heightened awareness, alchemical grease, heroism, Orchid'S drop, Infuse self, Resinous skin, reduce person, shield :

Hit points: 104 = Normal 94 + 10 (Infuse self +2 size bonus Constitution)

DR 5 / PIERCING

- AC 39 / 41 vs. traps, FF 29, Touch 22 (Normal & Long term buff AC 35 / 37 vs. traps, FF 26, Touch 20 , + 2 shield that stacks with buckler, +1 Dex Red. Person, +1 Size Red. Person/ ACP -2) * +2 dodge bonus to AC against attacks by traps.

- CMD 24 (29 vs. grapple) (Normal & Long term buff 24, +1 Dex Red. Person, -1 Size Red.)

- Initiative +11 = Normal & Long term buff +10, + 1 Dex Reduce Person

* Fort +15 / +2 vs. poison from infuse self = Normal & Long term buff +15
* Reflex +25 / +2 vs. traps = Normal & Long term buff +24, + 1 Reduce Person Dex
- Will +15 / +2 vs. illusions, +2 vs. mind affecting from infuse self = Normal & Long term buff +15

- To hit calculation Rapier: +22 (Normal & Long term buff +20, +1 Size, +1 from Dex increase by 2 Red. Person)
- Damage calculation: 1d4+11; 15-20/×2 (Normal & Long term buff +10, size small Rapier damage d4, + 1 from Dex increase by 2 Red. Person)

- To hit calculation Bite: +20 (Normal & Long term buff +18, +1 Size, +1 from Dex increase by 2 Red. Person)
- Damage calculation: 1d3+10; 20/×2 (Normal & Long term buff +9, size small bite damage d3, + 1 from Dex increase by 2 Red. Person)

Perception +28 = Normal & Long term buff +28

- CMB with Rapier is to hit: +20 = Normal & Long term buff +20, -1 Size, +1 from Dex increase by 2 Red. Person

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-- SKILLS --

Acrobatics +19 (Rank +10, Class +3, Dex +7, Cracked Deep Red Sphere Ioun Stone +1, ACP -2)
Appraise +10 (Rank +1, Class +3, Int +6)
Bluff – Deceive or Lie +10 (Rank +1, Class +3, Int +6 'Student of philosophy' trait) OR Bluff - Feint +2 (Rank +1, Class +3, Cha -2)
Climb -1 (Rank +1, Class +3, Str -3, ACP -2)
Craft: Alchemy +10 (Rank +1, Class +3, Int +6)
Diplomacy +19 (Rank +10, Class +3, Int +6 'Student of philosophy' trait and ‚Ceaseless Observation Empiricist‘ archetype)
Disable Device +25 / +29 vs. traps (Rank +10, Class +3, Dex +7, Mwk Tools +2, +4 trapfinding, +5 Googles of Minute Seeing, ACP -2)
Disguise +2 (Rank +1, Class +3, Cha -2)
Escape Artist +18 ([Rank 0 but +10 via Headband of vast intelligence], Class +3, Dex +7, ACP -2)
Fly +18 ([Rank 0 but +10 via Headband of vast intelligence], Class +3, Dex +7, ACP -2)
Knowledge: Arcana +19 (Rank +10, Class +3, Int +6)
Knowledge: Dungeoneering +10 (Rank +1, Class +3, Int +6)
Knowledge: Engineering +10 (Rank +1, Class +3, Int +6)
Knowledge: Geography +10 (Rank +1, Class +3, Int +6)
Knowledge: History +11 (Rank 0, Special) *Scarab Sages Faction Card Season 8: 2+ goals allows to make trained checks and use 3+Faction goal (8 currently) as modifier.
Knowledge: Local +10 (Rank +1, Class +3, Int +6)
Knowledge: Nature +10 (Rank +1, Class +3, Int +6)
Knowledge: Nobility +10 (Rank +1, Class +3, Int +6)
Knowledge: Planes +21 (Rank +10, Class +3, Int +6, Faction Card* +2) *+2 through Scarab Sages Faction Card Season 8 as kn(planes) is a class skill: 2+ goals
Knowledge: Religion +10 (Rank +1, Class +3, Int +6)
Linguistics +19 (Rank +10, Class +3, Int +6)
Perception +24 / +28 vs. traps (Rank +10, Class +3, Int +6 ‘Ceaseless Observation‘ Empiricist archetype, +4 trapfinding, Eyes of the Eagle +5)
Ride +9 (Rank +1, Class +3, Dex +7, ACP -2)
Sense Motive +19 (Rank +10, Class +3, Int +6 ‘Ceaseless Observation‘ Empiricist archetype)
Sleight of Hand +9 (Rank +1, Class +3, Dex +7, ACP -2)
Spellcraft +10 (Rank +1, Class +3, Int +6)
Swim -1 (Rank +1, Class +3, Str -3, ACP -2)
Stealth +9 (Rank +1, Class +3, Dex +7, ACP -2)
Use Magic Device +19 (Rank +10, Class +3, Int +6 ‘Ceaseless Observation‘ Empiricist archetype)

Lvl 1 - 9 Skill Points: 4 Swashbuckler + 4 Int + 1 Skilled Kitsune
Lvl 2 to 10 - 11 Skill Points: 6 Investigator + 4 Int + 1 Skilled Kitsune

TOTAL - 108 Skill Points

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-- LANGUAGES --

Racial: Common, Sylvan, Tien
Int: Celestial, Aklo, Halfling, Kelish
Linguistics: Lip reading, Auran, Ancient Osiriani, Ignan, Abyssal, Draconic, Ancient Azlanti, Infernal, Ignan, Orcish
Headband: Undercommon, Polyglot

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-- TEMPORARY GEAR --

-

-- GEAR --
Cold weather outfit, 2 lbs
Adamantine Keen Rapier +1 (weapon cord attached), 2 lbs.
Headband of vast intelligence +4
Belt of incredible dexterity +4
Lesser celestial dragonhide armor, 20 lbs (unique item, 9-17 Salvation of the Sages item: functions as celestial armor made of gold dragonhide, has only a +2 enhancement bonus, cannot cast fly on command)
CLW wand 22 charges
Darkwood Buckler +1, 2.5 lbs
Mulecord Cords of Resistance +3, 1/2 lbs. (unique item, 9-10 Signs of Senghor item)
3 x Oil of grease, 0 lb
Swordmaster’s Flair (Blue Scarf), 0 lbs.
Minor bag of holding, 3 lbs.
Goggles of Minute Seeing, 0 lbs
Amulet of Mighty Fists (Agile), 0 lbs
5 x Alchemical Grease
Eyes of the Eagle, 0 lbs
Light Crossbow (16 bolts), 4 lbs. (in bag of holding)
Ring of Protection +1
3 x Acid flask, 1 lbs. (in bag of holding)
2 x Alchemist fire, 1 lbs. (in bag of holding)
Concealable Thieves’ Tools, 1/2 lbs. (in bag of holding)
Potion of fly, 0 lbs.
Potion of mirror image, 0 lbs.
Elixir of Tumbling, 0 lb.
Elixir of Swimming, 0 lb
Elixir of Hiding, 0lbs
Potion of heroism, 0 lbs.
Potion of displacement, 0 lbs.
Implanted in right arm: Cracked Deep Red Sphere (Ioun Stone), 0 lbs. (+1 Acrobatics), Dusty Rose Prism (Cracked) Ioun Stone, 0l bs. (+1 Initiative), ‘Ocher Rhomboid Ion Stone’ (additional feat,evil item radiates an evil aura. Item gives a bonus feat: Improved Familiar Bond. This item is cursed and can’t be removed by its owner or anyone else without a remove curse or similar spell - Implanting Ion Stone legal in PFS. )
Alchemist lab
Backpack, Masterwork, 4 lbs.
Weapon cord, 0 lbs.
Air bladder, 0 lbs.
Snorkel masterwork, 0 lbs.
Animal glue, 0 lbs.
Earplugs, 0 lbs.
Bell string, 0 lbs.
Whistle signal, 0 lbs.
Smelling Salts, 0 lbs.
3 x Vermin repellent, 0 lbs.
2 x Potion of 'Touch of Sea', 0 lbs.
2 x Bladeguard, 0 lbs.
3 x Oil of Grease
Potion of Invigorate, 0 lbs.
Antiplague, 0 lbs
Ion stone with continual flame, 0 lbs.
10 x Pathfinder Chronicle with all 10 knowledges, 10 lbs

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–– POOLS ––

• Inspiration 10 = Int +6 + Investigator 4 (1/2 Investigator level)
• Panache 7 = Int +6 + Cha 1 (Minimum 1 Charisma even if negative)

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–– XP / PRESTIGE POINTS / FAME ––

TOTAL OVERVIEW:
* Currently: 28XP / 22 PP / 52 Fame
* Spent PP: 30 PP

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[spoiler–– RETRAINING ––]

• On 2nd Level: Retrained 3 Hit Points each costing 3 days / 3 PP / 60 gp (=3 days * 2 Lvl * 10gp) -> Total cost for retraining 3 Hit Points: 9 PP and 180 gp.
• On 3rd Level: Retrained 1 Hit Point costing 3 days / 3 PP / 90 gp (=3 days * 3 Lvl * 10gp) -> Total cost for retraining 1 Hit Points: 3 PP and 90 gp.
• On 4th Level: Retrained 2 Hit Point costing 3 days / 3 PP / 120 gp (=3 days * 4 Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 240 gp.
• On 5th Level: Retrained 2 Hit Point costing 3 days / 3 PP / 150 gp (=3 days * 5 Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 300 gp.
• On 6th Level: Retrained 2 Hit Point costing 3 days / 3 PP / 180 gp (=3 days * 6 Lvl * 10gp) -> Total cost for retraining 2 Hit Points: 6 PP and 360 gp.
[/spoiler]
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–– GOLD ––

TOTAL OVERVIEW:
* Currently: 4029gp

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–– HIT POINTS ––:

Lvl 1: 12 Hit Points: 10 Swashbuckler + 2 Con
Lvl 2: 11 Hit Points: 5 Investigator + 2 Con + 1 Favored Class + 3 Retraining
Lvl 3: 9 Hit Points: 5 Investigator + 2 Con + 1 Favored Class + 1 Retraining
Lvl 4 to 6: 10 Hit Points: 5 Investigator + 2 Con + 1 Favored Class + 2 Retraining
Lvl 7 to 10: 8 Hit Points: 5 Investigator + 2 Con + 1 Favored Class


TOTAL – 94 Hit Points

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–– INVESTIGATOR FORMULA BOOK ––

• 1st level: Adhesive Spittle, Ant Haul, Crafter's Fortune, Comprehend Languages, Cure Light Wounds, Detect Secret Doors, Disguise Self, Endure Elements, Expeditious Retreat, Firebelly, Heightened Awareness, Identify, Longarm, Monkey Fish, Reduce Person, See Alignment, Shield, Touch of Sea, True Strike, Vocal Alteration,
• 2n level: Alchemical Allocation, Ablative Barrier, Barkskin, bear’s endurance, Cat’s Grace, Darkvision, Delay Disease, Delay Poison, Detect Thoughts, False Life, Investigative Mind, Resist Energy, Lesser restoration, See Invisibility, Invisibility, Alter Self
• 3rd level: amplify elixir, Arcane Sight, Claim Identity, channel vigor, clay skin, displacement, fly, heroism, infuse self, thorn body, Orchid's Drop, Protection from Energy, Resinous Skin, Gaseous Form, Tongues, Water Breathing

–– EXTRACTS PER DAY ––

• 1st level: 5 + 2 Int = 7:heightened awareness, shield, Adhesive Spittle, reduce person, tbd, tbd
• 2nd level: 4 + 1 Int = 5: 3 x alchemical allocation, See Invisibility, Barkskin
• 3rd level: 3 + 1 Int = 4:Resinous Skin, Orchid's Drop, Infuse self, Protection from Energy

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-- FEATS --

• Free: ARMOR PROFICIENCY (LIGHT)
• Free: WEAPON FOCUS (Rapier)
• 1st level: FENCING GRACE: 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.
• 3rd level: WEAPON FINESSE
• 5th level: EXTRA INVESTIGATOR TALENT: Quick Study (Ex): An investigator can use his studied combat ability as swift action instead of a move action.
• 7th level: IRON WILL: You get a +2 bonus on all Will saving throws.
• 9th level: FAMILIAR BOND: Prerequisite(s): Iron Will. Benefit(s): You gain a familiar, as the wizard arcane bond class feature. You do not gain the special ability the familiar normally grants its master, and the familiar does not gain the deliver touch spells, scry on familiar, share spells, speak with animals of its kind, or spell resistance special abilities. Otherwise, your total Hit Dice are used as your wizard level for determining the familiar’s abilities.
• 9th level (Ocher Rhomboid Ion Stone): IMPROVED FAMILIAR BOND: Prerequisites(s): Familiar Bond, Iron Will. Benefit(s): Your familiar gains all the normal abilities available to a familiar of a wizard with a level equal to your total Hit Dice. You also gain the special ability normally gained by a master of your type of familiar.

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-- TRAITS --

• LESSONS OF CHALDIRA (Religion: Chaldira Zuzaristan): Your studies of Chaldira Zuzaristan's exploits have given you a knack for avoiding trouble. Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse. (PFCo: FoP 20)
• STUDENT OF PHILOSOPHY (Social): 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). (PFCo: QuCa)

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-- CLASS ABILITIES --

* CLASS ABILITIES - Swashbuckler (Inspired Blade, Noble Fencer) 1 *

• SWASHBUCKLER WEAPON AND ARMOR PROFICIENCY: Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers. (ACG).

• INSPIRED FINESSE: At 1st level, a Swashbuckler (inspired blade archetype) 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. (ACG).

• INSPIRED PANACHE: More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. Your panache total is 5 points. Inspired Panache (Ex): At the start of each day, a swashbuckler (Inspired Magus archetype) gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in specific ways (see below). Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache. (ACG).

• DEEDS: Swashbucklers spend panache points to accomplish deeds. Most deeds grant swashbucklers 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 a number of times equal to her Dexterity modifier (minimum 1).
- Social Panache (Ex): At 1st level, a noble fencer can spend 1 panache point when he attempts a Bluff, Diplomacy, Intimidate, or Sense Motive check to roll 1d6 and add the result to the check. He can do this after he rolls the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Charisma modifier (minimum 1). Just before a verbal duel, a noble fencer can spend up to 4 panache points. For each point he spends, he selects a tactic for which he has chosen Bluff, Diplomacy, Intimidate, or Sense Motive as an associated skill and gains an edge he can only use with that tactic. This deed replaces the dodging panache deed.
- 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. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs. (ACG).

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* CLASS ABILITIES - Investigator (Empiricist) 9*

• 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 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 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.

• Alchemy (Su): Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts. 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. 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. His base daily allotment of extracts per day is given on Table: Investigator. In addition, 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 formulae list to determine the extracts he can know. An investigator can prepare an extract of any formulae 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.

• 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): 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.

• 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.

• Investigator Talent: At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once.
------ 3rd level Inv. Talent: ALCHEMIST DISCOVERY: MUTAGEN (Su): An alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again. When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma. A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
------ via Extra Investigator Talent feat: QUICK STUDY (Ex): An investigator can use his studied combat ability as swift action instead of a move action.
------ 5th level Inv. Talent: Extend potion: A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks that does not have an instantaneous duration to function at twice its normal duration. This does not apply to extracts.
------ 7th level Inv. Talent: SICKENING OFFENSIVE* (Ex): When the investigator damages a studied target, that creature is also sickened for 1 round. An investigator must be at least 7th level to select this talent.
------ 9th level Inv. Talent: COMBAT INSPIRATION (Ex): Prerequisite(s): Investigator 9th level Benefit: When an investigator uses inspiration on an attack roll or saving throw, he expends one use of inspiration instead of two.
• 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.

• 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.

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–– FAMILIAR ––

'Serang', the Flying Fox Familiar (Protector Archetype), N Tiny animal;
Init +1; Senses low-light vision, scent; Perception +6

-

Protector Archetype: Protector familiars are so devoted that they would give their lives for their masters. A tumor familiar can’t be a protector.

- Loyal Bodyguard (Ex): A protector gains Bodyguard and Combat Reflexes as bonus feats. If the familiar is sharing its master’s square, it can use Bodyguard to aid another to improve its master’s AC even if it doesn’t threaten the attacking foe, though it still needs line of effect to its master and the attacker. This replaces alertness and improved evasion.
- 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.
- 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).
- Shield Master (Su): At 5th level, whenever a protector or its master takes hit point damage, as long as the protector and its master are touching, its master can split the damage evenly between them as if under the effects of shield other. This replaces deliver touch spells and speak with animals of its kind.
- Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

--Further Familiar Stats --:

- Able Defender (Ex): At 11th level, a protector gains In Harm’s Way as a bonus feat. In addition, the familiar’s hit points are now equal to its master’s total hit points (not including temporary hit points), regardless of its actual Hit Dice. This replaces spell resistance.

-

Defense
AC 14, touch 13, flat-footed 13 (+1 Dex, +2 size, Familiar natural armor +1)
hp Half of Andor’s HP
Fort +3: (Andor’s base +2, Con +1)
Ref +9: (Andor’s base +8 , Dex +1)
Will +8: : (Andor’s base +6, Will +2)

Offense
Speed 10 ft., fly 60 ft. (average)
Melee bite +2 (1d3–1)
Space 2–1/2 ft., Reach 0 ft.
Statistics
Str 9, Dex 13, Con 12, Int 6, Wis 14, Cha 5
Base Atk 0+Andoro BAB; CMB -1+Andoro BAB; CMD 8+Andoro BAB
Feats: Extra Item Slot (Neck)
Skills Fly +5, Perception +6, Andoro skills

Ecology
Environment warm forests
Organization solitary, pair, or colony (10–100)
Treasure: none

Description: These large bats are herbivorous and lack the echolocation abilities of their smaller kin, but are resistant to disease.

Item: Bloodstone Collar

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-- KITSUNE RACIAL TRAITS --

• Str: -2, Dex: +2, Int: +2
• TYPE: Humanoid (Kitsune/Shapechanger)
• SIZE: Medium
• CHANGE SHAPE: A kitsune can assume the appearance of a single human form of the same sex—this form is static, and cannot be changed each time the kitsune assumes this form. A kitsune in human form cannot make its bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing from human to kitsune shape is a standard action. This ability otherwise functions as alter self, save that the kitsune does not adjust its ability scores.
• NATURAL WEAPON: A kitsune has a toothy bite attack in its natural form. This bite, [Bite, Toothy], does a base of 1d4 points of damage on a hit. This is a primary attack, or a secondary attack if the kitsune wields a manufactured weapon.
• LOW-LIGHT VISION
• KEEN KITSUNE: Although amiable, kitsune are notoriously clever and cunning, often far more than they seem. Such characters gain a +2 bonus to Dexterity and Intelligence instead of Dexterity and Charisma. This racial trait alters the kitsune’s ability score modifiers.
• SKILLED: Some kitsune focus on diversifying their skill set in order to better blend in with their human peers. They gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level. This racial trait replaces agile and kitsune magic.
• Automatic Languages: Common, Tien, Sylvan

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-- BOONS --

• Pathfinder Society Scenario #7-99: Through Maelstrom Rift: Electricity resistances (see tag line)

------------

Andor prepares:

Long term buffs:
- Orchid'S drop extract (9 hours): +2 alchemical bonus on all saving throws.
- alchemical grease (4 hours): +5 alchemical bonus on Escape Artist checks, on combat maneuver checks made to escape a grapple, and to CMD to avoid being grappled

- Barkskin extract (90 minutes): +3 enhancement bonus to the creature's existing natural armor
- Resinous skin (90 minutes): DR 5/piercing. Any weapon, that strikes you becomes stuck unless its wielder succeeds at a Reflex saving throw (DC 19). Such a weapon can be pulled free of you only with a successful Strength check (DC 19).
- See invisibility (90 minutes): See invisible and ethereal
- heightened awareness (90 minutes): +2 competence bonus on Perception checks and on all Knowledge checks
- Infuse self extract (90 minutes): Choosing aphorite, gaining electricity resistance 5, +2 bonus on saves versus poison and mind-affecting effects, darkvision 60 ft and +2 size bonus to Constitution

- Mutagen Dexterity (90 minutes): +2 natural armor bonus and a +4 alchemical bonus to Dexterity. -2 penalty to his Wisdom.

- heroism potion via alchemical allocation extract (100 minutes with Extend Potion talent/discovery 1/6 used): +2 morale bonus on attack rolls, saves, and skill checks.

--

Short term buffs:

Andor drinks his extract of
- fly potion via alchemical allocation extract (10 minutes duration with Extend Potion talent/discovery 2/6 used): 60 ft fly speed


- extracts of shield (9 minutes duration), and
- reduce person (9 minutes duration).

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BOT ME IN COMBAT with long term buffs (but no short term buffs):

Andor studies the mount and charges forward to the large beast and attacks while activating his boots of speed!

Swift action Studied Combat with quick study: 1/2 investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature.

If any attack hits the target of Studied Combat, the target is subject to the investigator talent SICKENING OFFENSIVE* (Ex)] When the investigator damages a studied target, that creature is also sickened for 1 round.

[dice=Primary attack Adamantine Keen +1 Rapier, +4 studied target, +1 haste] d20+22+4+1 [/dice]
[dice=Damage magic/piercing, 15-20/×2, +4 studied target)]d6+10+4[/dice]

[dice=Crit confirm?]d20+22+4+1[/dice]
[dice=Crit damage?]d6+10+4[/dice]

~
[dice=Haste attack Adamantine Keen +1 Rapier, +4 studied target, +1 haste] d20+22+4+1 [/dice]
[dice=Damage magic/piercing, 15-20/×2, +4 studied target)]d6+10+4[/dice]

[dice=Crit confirm?]d20+22+4+1[/dice]
[dice=Crit damage?]d6+10+4[/dice]

~
[dice=Iterative attack Adamantine Keen +1 Rapier, +4 studied target, +1 haste] -5+ d20+22+4+1 [/dice]
[dice=Damage magic/piercing, 15-20/×2, +4 studied target)]d6+10+4[/dice]

[dice=Crit confirm?]-5+d20+22+4+1[/dice]
[dice=Crit damage?]d6+10+4[/dice]

~
[dice=Secondary Bite attack] d20+20+4+1 [/dice]
[dice=Damage not magic/piercing/slashing/bludg., 20/×2, +4 studied target, half Dex damage as secondary)]d4+4+4[/dice]

[dice=Crit confirm?]d20+20+4+1[/dice]
[dice=Crit damage?]d4+4+4[/dice]

* * *

Andor's flying fox is sitting on his shoulder and also tries to defend his master with his bodyguard ability and combat reflexes for the next two attacks!

[dice=Aid DC 10 for +2 AC, BAB +7, Str -1]d20+7-1 [/dice]
[dice=Aid DC 10 for +2 AC, BAB +7, Str -1]d20+7-1 [/dice]

*

*

In case Andor is attacked then he will parry and riposte.

[dice=Parry, 1 AoO spent and 1 panache, size -2]d20+22+4+1-2[/dice]

[dice=Riposte to hit, immediate action]d20+22+4+1[/dice]
[dice=Riposte damage]d6+10+4[/dice]

[dice=Crit confirm?]d20+22+4+1[/dice]
[dice=Crit damage?]d6+10+4[/dice]

*

GM, Andor has a protector familiar and the following ability that leads to 50% of damage being shared with his familiar. Shield Master (Su): At 5th level, whenever a protector or its master takes hit point damage, as long as the protector and its master are touching, its master can split the damage evenly between them as if under the effects of shield other. This replaces deliver touch spells and speak with animals of its kind.

*

GM, Andor's tag line is updated due to the buffs. And also important: Andor also has DR5/Adam due to clay skin - once the spell has prevented a total of 5 points of damage per caster level (45 points for Andor), it is discharged and the spell ends..