Mayor

Benedict Ignatius Stark's page

179 posts. Organized Play character for Daxter.


Full Name

Benedict

Race

Human

Classes/Levels

Empiricist 5 HP: 39/39 AC:16 FF:15 T:11 F:+3, R:+6, W:+4 Init:+1 Perception +14(+16 vs traps) (Effects:None)

Strength 14
Dexterity 12
Constitution 12
Intelligence 23
Wisdom 8
Charisma 7

About Benedict Ignatius Stark

Benedict Ignatius Stark
Human Investigator(Empiricist) 5
Favored Class Bonus: HP and SP
Senses: Perception +14
DEFENSES
HP: 39/39
AC: 16 (5 armor +1 Dex)
Flat: 15
Touch: 11
Fort: +3 Reflex: +6 Will: +4 (+2 vs illusions spells or spell-like abilities that allow a save to disbelieve their effects.)
BAB: +3 CMB: +5 CMD 15
MELEE
Adamantine Longspear +6 (1d8+3/20/x3)
Brass Knuckles +5 (1d3+2/20/x2)
RANGED
Light Crossbow +4 (1d8/19-20/x2)
Investigator Formulae Prepared
2nd (4/day) Barkskin, Barkskin, Cure Moderate Wounds, Investigative Mind
1st (6/day) Comprehend Languages, Cure Light Wounds, Cure Light Wounds, Heightened Awareness, Shield, Shield
STR: 14 DEX: 12 CON: 12 INT: 23 WIS: 8 CHA: 7
Skills: Acrobatics +5, Appraise +10, Bluff +2, Climb +6, Craft(Alchemy) +13, Diplomacy +7(+15 gather info), Disable Device +14, Disguise +2, Escape Artist +5, Fly +5, Handle Animal +2, Heal +3, Intimidate +10, Knowledge(all) +14, Linguistics +12, Perception +14, Perform(all) +2, Profession(all) +3, Ride +5, Sense Motive +12, Sleight of Hand +5, Spellcraft +12, Stealth +5, Survival +3, Swim +6, Use Magic Device +14
Languages: Common, Abyssal, Aklo, Celestial, Ignan, Infernal, Osiriani, Kelesh, Hallit, Terran
Traits: Bruising Intellect, Tongue of Many Towns, Dirty Fighter
Feats: Fast Learner, Improvisation, Improved Improvisation, Cunning(+5)
Equipment: Cloak of Resistance +1, Investigator’s Kit, Masterwork Thieve’s Tools, Masterwork Artisan’s Tools, Brass Knuckles, Adamantine Longspear, Light Crossbow, +1 Mithral Shirt, Headband of Intellect +2(Diplomacy)
Special:
Alchemy +5: Benedict is highly trained in the creation of mundane alchemical substances and magical potion-like extracts.
Inspiration +1d6 8/day: Benedict 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.
Trapfinding +2: Benedict 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: Benedict'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.
Keen Recollection: Benedict can make all knowledge checks untrained.
Trap Sense +1: Benedict 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(Infusion): When Benedict creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.
Studied Combat +2: Benedict 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 +1d6: Benedict 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: Benedict 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.
Investigator Talent(Expanded Inspiration): Benedict can use inspiration on trained Diplomacy, Heal, Perception, Profession, and Sense Motive without expending inspiration.

Boons:Pathfinder Apprentice(Dirty Fighter), Psychic Dilletante(Perception), Emotional Aura, Chase Specialist, Research Specialist

Occult Skill Unlock for Perception:

Read Aura (Perception)
Your psychic sensitivity allows you to read the psychic and magical auras of creatures and objects.

Check: Once per day, you can examine the natural aura of a creature or object to discern the subject’s alignment, emotions, health, or magic. This requires 10 minutes of concentration, after which you attempt a Perception check. Each time, you must pick one of four auras to read: alignment, emotion, health, or magic. The result of the check applies only to the selected aura. You must be within 30 feet of the subject at all times during the reading.

Objects typically have only magic auras, though some also have alignment auras (and intelligent items have emotion auras). You can still attempt to detect a type of aura an object doesn’t have, but you get no results. The DC varies depending on the aura, as shown on the table.

Read Alignment Aura: You attempt to read the alignment aura, learning the alignment and its strength. An alignment aura’s strength depends on the creature’s Hit Dice or item’s caster level, as noted in the description of the detect evil spell.

Read Emotion Aura: The colors within the target’s aura reveal its emotional state. If successful, you learn the target’s disposition and its attitude toward any creatures within 30 feet of it. For a number of rounds equal to the amount by which you exceeded the skill check’s DC, You gain a +2 circumstance bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks against the target.

Read Health Aura: Viewing the flow of vital force, you assess a creature’s physical condition. You learn if the creature is unharmed or wounded, if it is poisoned or diseased, and whether it is affected by any of the following conditions: confused, disabled, dying, nauseated, panicked, staggered, stunned, and unconscious. You also learn the total number of points available in its ki pool, grit pool, or similar resource.

Read Magic Aura: You attempt to determine the number and power of all magical auras on a target creature or object (see detect magic to determine a magic aura’s power). If the check is successful, you can attempt Knowledge (arcana) or Spellcraft checks to determine the school or identify properties of a magic item, as normal. If the item is affected by magic aura or a similar spell, you can realize this and determine the actual properties of the item if your check result exceeds the DC by 5 or more. If the spell is of a higher level (such as aura alteration), increase this threshold DC by 2 for every spell level beyond 1st.

Task DC
Read alignment aura 15 + creature’s HD or item’s caster level
Read emotion aura 20 + creature’s HD or item’s caster level*
Read health aura 15 + creature’s HD
Read magic aura 20 + creature’s HD or item’s caster level
* Intelligent items only.
Action: Reading an aura requires 10 minutes of study.
Try Again: Yes. You can read a creature or object’s aura more than once, whether you read the same aura or a different one. You can still attempt only one skill check to read an aura per day.

Formulae Book:

2nd: Barkskin, Cure Moderate Wounds, Investigative Mind, Lesser Restoration, Perceive Cues
1st: Comprehend Languages, Crafter's Fortune, Cure Light Wounds, Endure Elements, Keen Senses, Shield