Dellisar Mastizaro-Rae's page

No posts. Organized Play character for Keslix.


Full Name

Dellisar Mastizaro-Rae (Thrune)

Race

Tiefling

Classes/Levels

Gunslinger (pistoleero) 2 Investigator

Gender

Male

Size

medium

Age

24

Special Abilities

prehensial tail, hidieous laughter 1/day, darkvision 60ft., fiendish resistance,

Alignment

chaotic nuetral

Deity

Aboddon

Languages

common, abyssal, Infernal,

Strength 10
Dexterity 18
Constitution 12
Intelligence 14
Wisdom 16
Charisma 12

About Dellisar Mastizaro-Rae

Feats:
Exotic Weapon Proficiency
Gunsmith
Light Armor Proficiency
Simple Weapon Proficiency
Martial Weapon Proficiency
Alertness
Two Weapon Fighting
Piont-Blank Shot

Special Abilities:

Weapon Proficiency
Instead of proficiency with all firearms, a pistoleero only gains proficiency with one-handed firearms. She must take Exotic Weapon Proficiency (firearm) to gain proficiency with two-handed firearms and firearm siege engines.

Gunsmith
A pistolero must take a pistol when she chooses a battered firearm at 1st level.

Deeds
A pistolero swaps a trio of deeds for the following.

Up Close and Deadly (Ex)
At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attackand other forms of precision damage.

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 acompetence 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 formula list to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for an investigator's extract is equal to 10 + the extract's level + the investigators 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.

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 Spellcraftskill checks without expending a use of inspiration, provided he's trained in the skill.

Inspiration can also be used on attack rollsand 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
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.

Poison Lore (Ex)
An investigator has a deep understanding and appreciation for poisons. At 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator spends 1 minute physically examining the poison, he can attempt a knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison's saving throw DC). Lastly, once a poison is identified, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison's saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.

Poison Resistance (Ex)
At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the investigator becomes completely immune to poison.

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.

Investigator talents marked with an asterisk (*) add effects to an investigator's studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt.

Perceptive Tracking (Ex): The investigator. can use Perception instead of Survival to both find and follow tracks, using the same DCs listed under the Survival skill. An investigator must be trained in Perception to select this talent.
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 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).

Dual Identity (Ex):

Social Grace (Ex):

Vigilante Specialization (Ex):

Hidden Strike Ex):
Skills: