Faxon

Dezső's page

1,271 posts. Alias of Voomer.


Full Name

Dezső

Race

Tiefling investigator (empiricist) 7/swashbuckler (inspired blade) 1 | HP 49/49 | AC 25 | CURRENT AC 25 | F+5, R+15, W+7 (W+6 w/ mutagen) | Per +16 (+18 traps), stealth +16, Init +6 | Inspiration 8/8 | panache 6/6

Alignment

NG

Languages

Common, Hallit, Infernal, Orc, Skald, Varisian, Giant (Jotun)

Strength 8
Dexterity 22
Constitution 13
Intelligence 20
Wisdom 10
Charisma 8

About Dezső

Init +6
Senses darkvision 60 ft.
Perception +16 (plus trapsense +2)

Defense
AC 25, touch 17, flat-footed 19 (+6 Dex; +5 armor (incl. +1 attunement); +2 shield (incl. +1 attunement); +1 natural; +1 deflection). 27 AC with shield extract (increases shield bonus to +4) and 26 AC with mutagen (increases natural armor to +2). +1 to AC and reflex VS traps.

hp 49 (7d8x=35 + 1d10=6 +8)

Fort +5 (1+2+2), Ref +15 (6+7+2), Will +7 (5+2); +1 trait bonus vs. the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters.

Resist cold 5

Offense
Speed 30 ft.
Rapier (FLAMING): +14 (1d6+7+1d6 FIRE/18-20) (+6 BAB, +1 weapon focus, +6 DEX to hit; +6 damage from DEX; +1 to hit and damage with attunement; with mutagen: +16/1d6+9+1d6
Rapier (KEEN bladed belt): +14 (1d6+7/16-20) (+6 BAB, +1 weapon focus, +6 DEX to hit and damage from DEX; +1 to hit and damage with attunement); with mutagen: +16/1d6+9
Ranged light crossbow +10 (1d8/19-20)
Ranged longbow +10 (1d8-1)
Spell-Like Abilities (CL 1st; concentration +0)
1/day—darkness
BAB +6/+1; CMB +3; CMD 18

Feats and talents: Inspired finesse (Weapon Finesse and Weapon Focus with rapier); Fencing Grace (Dex bonus to damage); effortless grace (aid another in combat as move); Mutagen (+4 to DEX; +2 to natural armor; -2 WIS for 50 min); Piranha Strike; vital strike (roll weapon damage twice); studied strike +2d6; trap sense +2

Piranha Strike:
Benefit: When wielding a light weapon, you can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and for every 4 points thereafter, the penalty increases by -1 and the bonus on damage rolls increases by +2. You must choose to use this feat before the attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. This feat cannot be used in conjunction with the Power Attack feat.

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 +2d6 (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.

Sapping offensive:
When the investigator damages a studied target, that creature cannot make attacks of opportunity for 1 round.

Swift alchemy:
At 4th level, an investigator can create alchemical items with astounding speed. It takes an investigator half the normal amount of time to create alchemical items. He can also apply poison to a weapon as a move action instead of a standard action.

panache 6 per day:
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. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma 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 the following ways.

Inspired Panache (Ex): Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) plus her Intelligence modifier (minimum 1), instead of just her Charisma modifier.

Unlike other swashbucklers, an inspired blade regains no panache from scoring a killing blow. She regains panache only from scoring a critical hit with a rapier.

This ability alters the panache class feature.

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.

Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler 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).

Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

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.

Ceaseless Observation:
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.

Traits: warded against witchery; student of philosophy

student of philosophy details:
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.

Skillsadd 1 skill points (w/o -2 encumberance because he usually drops his pack in battle): Acrobatics +14 (5+3+6); Appraise +9 (5+3+1); Bluff +10 (+2+3+5) (but not to feint); climb +4 (2+3-1); Craft (alchemy) +9 (5+3+1); Diplomacy +15 (+7+3+5) (empiricist and student of philosophy combined allow INT for all diplo); Disable Device +17 (7+3+5+2) (+19 vs traps); Disguise + 3 (-1+3+1); escape artist +9 (+5+3+1); Handle Animal +0 (-1+0+1); Heal + 4 (0+3+1); intimidate +4 (-1+3+2); Knowledge (arcana) +11 (+7+3+1); Knowledge (dungeoneering) +10 (+6+3+1); Knowledge (engineering) +9 (+5+3+1); Knowledge (geogrsphy) +9 (+5+3+1); Knowledge (history) +9 (+5+3+1); Knowledge (local) +10 (+6+3+1); Knowledge (nature) +11 (+7+3+1); Knowledge (nobles) +9 (+5+3+1); Knowledge (planes) +9 (+5+3+1); Knowledge (religion) +11 (+7+3+1); Linguistics +10 (+6+3+1); Perception +17 (+8+3+6) (+19 vs. traps); ride +9 (+5+3+1); sense motive +13 (+6+3+4); sleight of hand +9 (+5+3+1); Spellcraft +11 (+6+3+2) (+11 to identify spells cast by evil arcane spellcasters.); Stealth +17 (8+3+6); survival +1 (0+0+1); swim +3 (-1+3+1); Use Magic Device +9 (5+3+1)

Extracts (with INT bonus extracts):
1st (6/day): Long Arm x 2; Shield x2; monkey fish; adhesive spittle (DC 16)
2nd (5/day): Cat's grace x2; alchemical allocation x 2; barkskin

Formula Book:
1st (8 total): Long Arm; Shield; Adhesive Spittle; CLW; comprehend languages; disguise self; monkey fish; Polypurpose Panacea
2nd: Cat's grace; resist energy; alchemical allocation;barkskin

Inspiration: 7/day

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.

SQ: fiendish sprinter, prehensile tail, scaled skin (only DR cold; +1 natural armor)

Combat gear: Keen Bladed belt; Flaming rapier; mithral shirt under long coat; masterwork buckler; masterwork rapier; longbow; arrows; light crossbow; bolts; masterwork cold iron long sword

Consumables: alchemist fire (6); tanglefoot bag; tangleburn bag; potion CLW; potions CMW (5); arrows (20); blunt arrows (20); bolts (20); trail rations (5); potions for use with alchemical allocation: invisibility, fly, heroism, barkskin, and spider climb

Other gear: Handy Haversack; Trapspringer gloves; MW thieves' tools; Traveler’s Any-Tool; sack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), pot, soap, waterskin, a kaleidoscope (from centaur village)

Wealth: 378 gp, 9 sp

Automatic bonus progression: Resistance +1; Armor attunement +1; weapon attunement +1; Deflection +1; Dex +2

Special Abilities:
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Fiendish Sprinter 10-ft speed bonus when using charge, run or withdraw.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Warded Against Witchery +1 to spellcraft to ID spells of evil arcane spellcasters, +1 to save vs thier spells and abilities.

INSPIRATION:
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.

Loot purchases and plans: Need to mark total GP left after sales and purchases of mithral shirt (1,100 gp) and potions of heroism, barkskin, and spider climb (1350 gp). Want other potions or items (such as level 2 boro beads), based on how much GP is available.[Consider combat inspiration (level nine), improved critical (not until level 11). Add inspired to bladed belt (6000 gp); AC bonuses. Save bonuses. Boro beads. Cleats, earplugs. Magic vestment potion. To Consider regarding alchemical allocation: https://www.reddit.com/r/Pathfinder_RPG/comments/1d98zv/best_uses_of_alchemical_allocation/]. Want to trade out effortless aid. Want slippers of spider climb. I need to factor in the bonuses from the +2 to dex (what max from armor?); calculate the pirhana strike attack with vital attack; bonus to initiative?; new skills (11 ranks); HP; want combine extracts feat at 8th or beyond; cunning observer; expanded inspiration

Appearance:
Dezső is a young tiefling, tall (over 6 feet) and thin. He wears an armored coat that makes his build look more impressive than it really is. He has rust-colored skin, black hair, and a jutting crown of ridge-like horns. He has a tail that appears to move with great flexibility and cloven feet. A sharp observer knowledgeable about devils might speculate the seed of his infernal origin is from a contract devil.

Backstory (rough sketch):
Dezső comes from Lepidstadt, in Ustalav. He was abandoned at the doorstep of the Antiquities Department at Lepidstadt University and loosely raised by Dr. Montagnie Crowl, an eccentric but likeable Professor of Antiquities and caretaker of the department’s collection. The tiefling spent his time divided between the university’s libraries and acting as a waterboy-type at the university’s famed school of dueling.

So, Dezső got book learning and dueling, but spent relatively little time on the streets. He’s unskilled in social interactions but ferrets out information through his focus on facts and close observation of facts. Towards the end of his time in Lepidstadt, he made the acquaintance of Count Alpon Caromarc, the aged and reclusive former ruler of Vieland (the province where Lepidstadt is), and an alchemical genius. Caromac encouraged the tiefling to dabble in alchemy to supplement his abilities.

Relatively recently, Professor Crowl was murdered. Dezső tried to investigate the murder, which turned out to be politically motivated. He blundered into conflict with powers in Lepidstadt and was chased out of town by an Inquisitor working for the powers behind the murder. Dezső still is in possession of evidence implicating someone high placed in Lepidstadt. The tiefling got refuge with Count Caromac, and then fled Vieland with a traveling “freak” show called The Crooked Kin.

Most recently, he traveled to Taldor to perform a task for the Kin (the financiers for the Kin have roots in Taldor). Dezső has a long-term desire to bring the killers of Professor Crowl to justice, but he knows he presently lacks the ability to do so. More immediately, having finished his task for the Crooked Kin, Dezső is considering a journey to the North -- he has always been comfortable in the cold, and from his childhood he has had dreams featuring snowy landscapes, tinged with recognition and fear.

At present, Dezső has not yet put together all of the pieces for his skills as an investigator to prove effective in the real world. His head is full of learning, but it is as yet so unorganized as to be of no practical use. Thus, he currently presents as an unusually thin-muscled fighter. But the effective investigator looms within him, waiting only the spark of real-life experience to manifest itself.