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About AndronikosTRAITS
CHAR CREATION MATH
FEATS
Feat Tax
FEATURES
Shifter:
SWARMSHIFTER ASPECT
Spoiler:
As a swift action, a swarm shifter can transform into a swarm of vermin. While in her vermin form, she gains a +2 bonus to natural armor. Her size increases by one size category (as enlarge person, except her reach does not increase to 10 feet), but she can occupy the same space as a creature of any size. She must still attack a target as normal, even if occupying the same space as her target. She can maintain this form for a number of minutes per day equal to 3 + her shifter level. The duration does not need to be consecutive, but it must be spent in 1-minute increments.
At 5th level, a swarm shifter becomes immune to bull rush, grapple, and trip combat maneuvers while in vermin form. At 10th level, the swarm shifter’s bonus to natural armor increases to +4 while in vermin form. At 15th level, a swarm shifter gains the distraction universal monster ability while in vermin form. At 20th level, the swarm shifter becomes immune to critical hits and flanking while in vermin form, but unlike a normal swarm, doesn’t become immune to normal weapon damage. This replaces wild shape, shifter aspect, and all improvements to shifter aspect. Spoiler:
Starting at 4th level, while a swarm shifter is in her natural form, she can transform her hands into living vermin as a swift action at will. This grants her a touch attack that deals 1d6 points of piercing damage and counts as an area attack for the purpose of overcoming the damage reduction of swarms. She doesn’t add her Strength modifier as a bonus on damage rolls for this attack. This damage increases by 1d6 at 7th level and every 4 levels thereafter (maximum 6d6 points of damage at 20th level). A swarm shifter can’t use her normal shifter claws while her hands are transformed in this way.
At 10th level, a swarm shifter can use this ability to automatically deal her touch attack damage to foes that she is grappling. At 15th level, a swarm shifter can use this ability while in her vermin form to automatically deal her touch attack damage to foes within her squares. Spoiler:
At will, a shifter in her natural form can extend her claws as a swift action to use as a weapon. This magical transformation is fueled as much by the shifter’s faith in the natural world as it is by inborn talent. The claws on each hand can be used as a primary natural attack, dealing 1d4 points of piercing and slashing damage (1d3 if she is Small). If she uses one of her claw attacks in concert with a weapon held in the other hand, the claw acts as a secondary natural attack instead.
As the shifter gains levels, the power of her claws increases. At 3rd level, her claws count as magic weaponsSOURCE, ignore DR/cold iron and DR/silver. At 7th level, her claw damage increases to 1d6 (1d4 if Small). At 11th level, her claw damage increases to 1d8 (1d6 if Small). At 13th level, her claw damage increases to 1d10 (1d8 if Small). At 17th level, the damage die does not increase, but the critical multiplier becomes ×3. Lastly, at 19th level, the claws ignore DR/adamantine and DR/—. While a shifter uses wild shape to assume her aspect‘s major form, her natural attacks gain the same benefits granted by her shifter claws ability. If the form she takes has claw attacks, she can use either the base damage of her shifter claws or the damage of the form’s claws, whichever is greater. If the form does not have claw attacks, she can choose up to two natural attacks that would deal less damage than her shifter claw damage and have those attacks instead deal the same damage as her shifter claws.
A shifter can draw on her chosen animal aspect to transform her hands into deadly weapons, as represented by the shifter’s claws class feature, but not every animal has prominent claws. The following list provides alternate natural attacks for the shifter claws class feature. Each time the shifter activates her shifter’s claws ability in her natural form, she can manifest one of the alternate natural attacks listed below for any of her chosen aspects, or those that relate to her archetype. Each alternate natural attack replaces one of the shifter’s claw attacks. The shifter can gain up to two different alternate natural attacks with this method. These alternate natural attacks modify only the damage type of the shifter’s natural attacks and otherwise function exactly as the shifter claws class feature. Swarm (Swarm Shifter Archetype): Bite (B, P, S), pincers (B), sting (P). Source PPC:WO Spoiler:
A shifter can improve the attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The shifter rolls 1d20 and adds her shifter level and Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the shifter and the animal must be within 30 feet of one another and under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. The shifter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check. Spoiler:
At 2nd level, when unarmored, not using a shield, unencumbered, and conscious, the shifter adds her Wisdom bonus (if any) to her AC and CMD. If she is wearing nonmetal armor or using a nonmetal shield, she instead adds half her Wisdom bonus to her AC (minimum 0). In addition, the shifter gains a +1 bonus to her AC and CMD at 4th level. This bonus increases by 1 for every 4 shifter levels thereafter (up to a maximum of +5 at 20th level).
These bonuses to AC apply even against touch attacks and when the shifter is flat-footed. She loses these bonuses when she is immobilized or helpless. These bonuses do not stack with the monk AC bonus class feature. Spoiler:
At 2nd level, a shifter adds half her level as a bonus on Survival checks to follow tracks. Spoiler:
At 3rd level, a shifter can move through any sort of undergrowth (such as briars, natural thorns, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Briars, thorns, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the shifter. Spoiler: At 5th level, a shifter leaves no trail in natural surroundings and cannot be tracked. She can choose to leave a trail if she so desires. Investigator:
ALCHEMY
Spoiler:
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. Spoiler:
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. Spoiler:
At 1st level, an infiltrator can use disguise with great results. When disguising himself as a different gender, race, age category, or size category, an infiltrator reduces the penalties for each by –2. For example, if the infiltrator disguises himself as a female two age categories older than himself, he would take a –2 to the check instead of a –6. Also, an infiltrator can disguise himself with 1d3 minutes of work (instead of the normal 1d3 ? 10 minutes of work).
This ability replaces trapfinding. Spoiler:
At 2nd level, an infiltrator learns to mimic voices and sounds around him. Using this ability requires a special Disguise check, and creatures hearing the voice can make a Perception check to discover the ruse. An infiltrator can attempt to emulate any creature or other sound he’s heard clearly for at least 1 minute. The bonuses or penalties to this special Disguise check are modified in the following ways, all of which are cumulative.
Disguised Voice Check Modifier Voice is not your own, but not that of a distinct individual +5 Voice is that of a different gender –2 Voice is that of a different race –2 Voice is that of a different age category –2 Voice is that of a different size category –5 Also, the creature making the Perception check gains a bonus based on its familiarity with specific voices, just as if it were confronted with a normal disguise. This ability is a language-dependent effect, meaning that if a creature cannot hear or understand what the infiltrator is saying, the ruse fails. Magic items, feats, and traits that affect typical disguises do not affect this disguise check. At 8th level, the infiltrator gains the effects of its master of disguise class feature on this special use of the Disguise skill (no penalty for a voice of a different gender, race, or age category, and only a –3 penalty for a different size category). This ability replaces poison lore. Spoiler:
At 2nd level, when an infiltrator uses disguise self or any polymorph extracts on himself, he is treated as 2 investigator levels higher for the purpose of determining the duration of that extract’s effect. He can use these extracts to take the appearance of specific individuals of the type of form he chooses, gaining a +10 to Disguise checks even if that extract does not typically grant such a bonus. Furthermore, these extracts grant the infiltrator a +10 bonus to Disguise checks made as part of his voice mimicry ability.
This ability replaces poison resistance. Spoiler:
At 3rd level, an investigator can attempt all Knowledge skill checks untrained. Spoiler:
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). Spoiler: http://www.d20pfsrd.com/classes/hybrid-classes/investigator/investigator-ta lents/paizo-investigator-talents/underworld-inspiration UnRogue:
FINESSE TRAINING
Spoiler:
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
SPECIAL Gain Deft Maneuvers instead Spoiler:
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit. With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment. Spoiler:
A master of disguise adds half her rogue level (minimum 1) on all Disguise checks and on Bluff checks to stay in character while using Disguise.
At 2nd level, she gains the quick disguise rogue talent, and she can create a disguise twice as quickly as normal even for that rogue talent (she can create a disguise that encompasses only minor details as a standard action). This ability replaces trapfinding and the rogue talent gained at 2nd level. Spoiler:
At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. Spoiler: Benefit: A rogue with this talent can use the items at hand and seemingly innocuous material hidden on her person to create startlingly effective disguises, reducing the amount of time it takes to create a disguise using the Disguise skill. The time needed for the rogue to alter her appearance in this manner is based on the complexity of the disguise, as noted on the following table. The times are cumulative, so if a female rogue wants to disguise herself as a male of a different race, that takes 2 minutes.
Table: Disguise Functions & Time Disguise Time Minor details only full-round action Disguise as a different gender 1 minute Disguise as a different race 1 minute Disguise as a different age category 1 minute Disguise as a different size category 1 minute SPECIAL These times are halved. SKILLS Appraise (5r+3c+1t+4i) 13, Bluff (5r+3c+1t+2d+1c) 12, Dip (4r+3c+1c) 8, DD (3r+3c+3d) 9, Disguise (5r+3c+2d+3sf+4i) 17+5ff, Intimidate (5r+3c+1c) 9, K Dungeon (3r+3c+4i) 10, K Local (3r+3c+4i) 10, K Nature (3r+3c+4i) 10, Perception (4r+3c+3w) 10, SM (3r+3c+3w) 9, Stealth (5r+3c+3d) 11, Survival (3r+3c+3w) 9 51 points, lending 13 to background skills BG SKILLS Artistry Composition (1r+3c+4i) 8, Craft Alchemy (3r+3c+4i) 10, Craft Brew (3r+3c+4i) 10, K Engi (3r+3c+4i) 10, Linguistics (4r+3c+4i) 11, Perform Keys (3r+3c+1c) 7, Perform Sing (3r+3c+1c) 7, Prof Owner (3r+3c+3w) 9, SoH (5r+3c+3d) 11 28 points Tiefling Alternate SLA Choices:
In order of most desired to least desired
31 You can burrow through dirt, sand, and loose gravel at a rate of 5 feet per round.
Penalty 32 Hands: extra thumbs
Backstory:
Andronikos was no stranger to Isarn. He had been here long ago. 52 years ago he fled the city as revolution erupted around him, only narrowly escaping capture and Final Death. There was no sympathy for the rich, nor Chelish collaborators such as himself.
He was born Avner Darkbrew to a happy pair of dwarven alchemists in the outskirts of Druma. His mother died in childbirth, leaving his father alone with his grief and a fiendish monster of a child that he did not and could not love. The child was completely hairless, with curious anatomy and a cruel, intense stare. It was no dwarf, and no son of the Darkbrews. His father taught him to be ashamed of his hairlessness and his sickly and otherworldly appearance, told him he was at best a mockery of a dwarf, but he must learn how to be one all the same. Together, they disguised him daily as a dwarf, hiding his flaws and imperfections in makeup and an imitation of a young boy's scruff and fuzz. One day, as the pair headed in to market, a most beautiful and strange sight caught young Avner’s attention. A human man, draped in buckets of gold and jewels and wearing a white robe. Despite the dirt and smoke in the air, his robe and elbow-length white gloves dazzled as if newly cleaned and fresh pressed. "Don’t ever talk to one of those men, except to do business," warned his father. "And even then, be wary. The Prophets exploit those they deal with." He didn't listen. Every time a Prophet- a Kalistocrat -came to town, he would follow them, watch them. He was obsessed with their flagrant displays of wealth and grandeur. Once, a Prophet came to market to give a sermon, and Avner made sure to be in attendance. Everything he said made sense. The gods did not care about their average worshippers. No, he had never seen Torag bow down to assist anyone outside of his clergy. Yet this Prophet claimed that their Prophecies, the Prophecies of Kalistrade, continued to be proven true, even now, some forty years into the Age of Lost Omens. He convinced the Prophet to take him wherever he was headed next, to teach him the ways of the Prophecies. The Prophet took him in as his own son, raising Avner in the Prophecies and teaching him the skills and virtues of trade. The Kalistocrat was the first to call him by what he was: a tiefling, a son of fiends. This was good, he said. Meant he would make good sales in Cheliax and their colonies. He taught him to be fair and impartial in his dealings, but also firm and insistent. He was taught to lie and cheat, told not to rely on on these tools and to use them when only necessary. But the trick was, it was always necessary. Life as a Kalistocrat also meant following a fairly strict moral code. Never trust that which is free: it is always better to pay for what you need. Never eat meat if the animal was worth more alive: no hens for their eggs, no sheep for their wool, no cows for their milk. Wear gold and jewels in celebration and worship of your own wealth and status. Wear a white robe and gloves so as to not dirty yourself when dealing with lesser beings. Likewise, do not sully your insides with food that has touched the ground: no roots or gourds, only fruit from bushes and trees. His training complete, they sent him to the Chelish colony of Galt. And no more hiding as a dwarf, no. He would go as himself, a tiefling and proud Kalistocrat out on his own, seeking profit and trade. In the years that followed, he built a sizable business in Isarn, doing imports and exports. He'd buy just about anything from anyone and manage to turn a profit. And it didn't matter what it was, if you needed something bought or sold, you went to him, and he would sell it for you. Not everything he bought and sold was strictly legal, mind, and this did not go unnoticed by the governor. The two struck a deal: Avner could operate how he wished, but acted as an agent of Cheliax. Anything a government agent requested of him had to be done. An easy decision. It just meant he got richer. Twelve years in Isarn. The rumblings and grumblings and anti-Chelish sentiment grew louder and more violent by the day. Then they started murdering people. Not just people, but the wealthy and Chelaxian sympatizers. He had to leave. He did not fancy a trip to the Final Blades, no thank you! In the middle of night, he gathered all his wealth in a wagon and made to leave town. But he was too late. A mob had gathered outside his business; he had been implicated, his name found in some of the governor's papers. Of course, they said, no tiefling could resist working with those devil worshippers. He slipped away, stripping himself of his gold and jewelry. He had to hide, had to leave, something, anything! Avner found a portal to the sewers and catacombs and climbed in. He would find his way home. He would escape. He lived in those catacombs for 26 years. None of the Prophecies could help him down here, none of that nonsense about cleanliness or profit. Here, he fed off of rats and insects and worms and unlucky souls who did not even know he was there. Wandering those crumbling and forgotten halls, he grew accustomed to life in the darkness. The rats he didn't eat taught him their language, and how to navigate their little tunnels. Over time he found his alien anatomy well suited to change and transformation; speaking the rats' tongue or that of the insects' tricked his body into collapsing into hundreds of the things. But turning into termites and ants ruined his face and body, masking him and giving him a set of sharp, clapping mouthparts and a strange sting. One day, chasing some meat, he found it. A path out of the city. It had taken nearly half a century, but here he was, standing before the night sky as a free man. Memories flooded back. He had a life before this. He had been a person, once, not some cruel and inhuman thing, nothing more than a Creature in the Dark. He would reform, and all the things he had treasured so dearly would be his again. But no one would do business with this monstrous thing he had become. He spoke all the tongues of rat and insect he knew, but could not dispel the changes. His blunt insectoid mouthparts and inhuman lower body served him in the tunnels but were a liability here. Here in Galt, he would inevitably be viewed as an enemy. The answer came in old memories, memories that were forgotten before even his exile in the catacombs. His apprenticeship to his father in alchemy, skills he never excelled at or truly utilized, but now his life depended on them. Through this alchemy, he learned how to reverse the transformation, how to suppress the effects, channel and control them. As his Darkbrew father had taught him, he disguised himself as a dwarf, and called himself Andronikos after his adoptive father, the Kalistocrat. For over 10 years, Andronikos worked odd jobs, making a name for himself as a reliable sort, until he saved up enough to buy a vineyard outside town, and a slophouse in the middle of it. He converted the slophouse into a bar and casino, and tried his hardest to be kind and congenial with the working man, always willing to lend money to those in need or cover the cost of something necessary- but he always collected his debts. He also knew the right people. Anything you needed, you could ask Andronikos, and he would point you in the right direction, get you in touch with a little, necessary evil. It just so happened that a lot of times, he was pointing at himself. Through the catacombs and from Andronikos' vineyard outside town, the hideous and reclusive Creature-in-the-Dark- Andronikos' now natural form, complete with pincers and stinger -secreted in small favors for the middle class man with expensive taste. Anyone in the know believed at most that the dwarf was simply on the take; it would be a hard sell for anyone to think that such a kind and welcoming host could be that same cruel and inhuman thing. Appearance:
Andronikos disguises himself as a plain dwarf, hardy and bushy browed, with a thick red beard and a shaved head. He typically wears a white shirt tucked into work pants and black gloves, left partly open to display his plentiful chest hair and a single gold chain. That he wears makeup is a well known fact; he's aging and embarrassed, he says, but he's also a little effete. Occasionally he'll spice things up with glossier lips or a smokey eye, but he mostly keeps it simple.
But as the Creature-in-the-Dark, in his natural and undisguised state, he is a terrifying sight. His body bends and twists in unexpected ways, and instead of lips or a chin, he has clapping and clacking mouth parts, that drip and drool when they open. His backend bears a chitinous, segmented stinger, and the chitin wraps around to his stomach and legs, keeping his front parts hidden behind that same chitinous carapace. Naked and completely hairless with wet black eyes, he looks very much the part of something from your nightmares. To further the distance between his two identities, he will often drink gravelly tonic before performing as the Creature. Personality:
Genuinely affable and enjoyable, Andronikos is the perfect host. He is loud, boisterous, and talented at plying his wares and convincing people to press their luck gambling. He seems to genuinely care about his patrons and their troubles, offering help where it benefits him. He only takes off his gloves to play the beautiful piano he keeps in the corner of the room, leading choruses of his own design to keep people happy and drinking.
It is largely, however, an act. Andronikos is entirely selfish and motivated by that purest of Kalistradean ideals: money. He longs to return to the splendor he once had and a life he can barely remember, and after twenty years of investment, he is in too deep to call Galt a lost cause. So he plays nice for people he despises and does his best to accumulate wealth quietly, privately, without attracting the attention of someone especially important, lusting after the idea of a Galt free from tyranny, a Galt he can exploit. |