ValBaine

Tinnath Lyhorne's page

86 posts. Alias of Zorblag.


Race

Empiricist 9 /Weapon Master 9 // Champion 2 | AC 31, T 21, FF 21 | HP 104/104 | Fort +13, Ref +20, Will +9 | Init +11 | Perception +17 | Mythic Power 4/7 | Inspiration 5/7

Classes/Levels

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About Tinnath Lyhorne

Name: Tinnath Lyhorne
Race: Human
Class: Weapon Master 9 / Empiricist 9 / Champion 2
Sex: Female
Alignment: Neutral Good
Initiative + 9
Perception + 15

Background:
Tinnath is an Ulfen Human born in the Linnorm Kingdoms. When she was young she was captured by a Demon Cult and forced to take part in a demonic ritual. When the ritual failed and Tinnath escaped she was able to absorb the powers and channel them into a mutagenic alter-ego lurking below the surface. With this as a base she trained with dual falcatas to become a one Ulfen Demon-slaying force. Now she’s been drawn to the World Wound to test her mettle in a holy crusade.

Daily Powers:

Enhance Potion: 2/3
Inspiration: 5/7
Investigator Formulae Level 1: 4/6 unallocated, Long Arm, Reduce Person
Investigator Formulae Level 2: 2/5 unallocated, Alchemical Allocation, Alchemical Allocation, Alchemical Allocation
Investigator Formulae Level 3: 1/4 unallocated, Channel Vigor, Heroism, Heroism
Mutagen (Dex): 0/1
Mythic Power: 5/7
Reliable Strike: 1/1

Investigator Formulae:

Investigator Formulae Level 1: Cure Light Wounds, Heightened Awareness, Long Arm, Reduce Person, Shield, True Strike
Investigator Formulae Level 2: Alchemical Allocation, Invisibility, See Invisibility
Investigator Formulae Level 3: Channel Vigor, Heroism, Fly

Defense:

AC 10 + 7 Dex +3 Armor + 2 Deflection = 22
TAC 19
FF 15
HP 10 + 8x6 Levels + 9x3 Con + 9 FCB + 10 Mythic = 104
Fort +11 Ref +15 Will +8
Special Defenses: +4 insight bonus on all Will saving throws against illusion spells or spell-like abilities that allow a save to disbelieve their effects, +3 bonus on Reflex saving throws to avoid traps and a +3 dodge bonus to AC against attacks by traps, +2 insight bonus to AC when attacked by falcatas

Offense:

Melee
Attack Action:
+1 Cold Iron Falcata +20 (1d8 + 12/17-20 x4)
To Hit: +9 BAB, +1 WF, +2 WT, +7 DEX, +1 Ench
Damage: +2 WS, +2 WT, +7 DEX, +1 Ench
Full Attack Action
+1 Cold Iron Falcata +18 +13 (1d8 + 12/17-20 x4)
Offhand +1 Cold Iron Falcata +18 +13 (1d8 + 12/17-20 x4)
Common Modifiers
Spoiler:

Studied Combat: +4 to hit, +4 Damage (Precise)
Mutagen: +2 to hit, +2 to Damage
Reduce Person: +2 to hit, +1 Damage
Power Attack: -3 to hit, +6 damage (main hand) +3 damage (offhand)

Ranged
Longbow +16 +11 (1d8/x3, Range 100 ft.)

Statistics:

--------------------
STR 13 (+1)
DEX 24 (+7): 16 +2 R +1 L4 +1 L8 +2 M2 +2 Ench
CON 16 (+3)
INT 16 (+3): 14 +2 Ench
WIS 11 (+0)
CHA 7 (-2)
BAB +9 CMB +10 (+15 to Disarm, sunder or trip) CMD 26
Move 30 +30 Impossible Speed = 60 feet

Powers and Abilities:

Champion’s Strike: Mythic Power and a swift action to move and make a standard attack action
Enhance Potion: Treat potion as level 9
Inspiration: Spend 1 inspiration to add 1d6 to skill checks or ability checks, 2 inspiration to add 1d6 to attack rolls or saves
Reliable Strike: reroll an attack roll, critical hit confirmation roll, miss chance check, or damage roll as an immediate action.
Sickening Offensive: When a studied target is damaged they are sickened for one round
Studied Combat: Swift action to add +4 to hit and damage on a target for 3 rounds or until a studied strike is used
Studied Strike: End Studied combat to gain +3d6 precise damage on a hit
Trap Finding: Can use disable device on magical traps

Feats:

Exotic Weapon Proficiency: Falcata Human Bonus: Proficient with Falcatas
Weapon Finesse Level One: Dex bonus to hit instead of Str for finesse weapons
Two-Weapon Fighting Fighter Level One Bonus: Attack with offhand weapons in full attack
Weapon Focus: Falcata Fighter Level Two Bonus: +1 to hit with falcatas
Double Slice Level Three: Full Str to damage for offhand weapons
Advanced Weapon Training: Fighter’s Finesse Fighter Level Four Bonus: Falcatas count as finesse weapons
Weapon Specialization: Falcata Level Five: +2 Damage with Falcatas
Advanced Weapon Training: Effortless Dual Wielding Fighter Level Six Bonus: Falcatas treated as light weapons for dual wielding.
Improved Two Weapon Fighting Level Seven: Up to 2 offhand attacks in full attacks
Improved Critical: Falcata Fighter Level Eight Bonus: Double the critical range for Falcatas
Power Attack Level Nine: Penalty to hit for bonus to damage on melee attacks

Mythic Weapon Finesse Mythic Tier One: Dex to Damage instead of Str to damage with finesse weapons
Mythic Improved Critical (Falcata) Mythic Tier Two: Increase the critical multiplier of falcatas by 1.


Traits:

Stolen Fury Campaign: You were forced to take part in a demonic ritual as a youth after being captured by cultists. Whatever the ritual’s purpose might have been, it didn’t work out the way your captors envisioned— rather than losing your soul, you absorbed the ritual’s energy and made it your own before you escaped to safety.
Benefit: When you face demons in combat, those energies bolster your fury, granting you a +2 trait bonus on all combat maneuver checks against demons.

Student of Philosophy (Social): You were trained in a now-defunct philosophical tradition—such as that of the now-destroyed magic universities or astrologers—and learned to use logic and reason to persuade others.
Benefit: 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).


Skills:
9x9 = 81 ranks
*Acrobatics +7 Dex +3 Class +9 Ranks = +19 (9)
*Appraise +3 Int +3 Class + 1 Rank = +7 (1)
*Bluff -2 Cha + 3 Class +1 Rank = +2 (+7 to convince others a lie is true) (1)
*Climb +1 Str +3 Class + 1 Rank = +5 (1)
*Craft (Alchemy) +3 Int + 3 Class + 1 Rank = +7 (1)
*Diplomacy -2 Cha +3 Class + 6 Ranks = +7 (+12 to persuade others or gather information) (6)
*Disable Device +3 Int + 3 Class +1 Rank +4 Trapfinding = +11 (1)
*Disguise -2 Cha = -2
*Escape Artist +7 Dex +3 Class +1 Rank = +11 (1)
Fly +7 Dex = +7
*Handle Animal -2 Cha = -2
*Heal +0 Wis +3 Class +1 Rank = +4 (1)
*Intimidate -2 Cha = -2
*Knowledge (Arcana) +3 Int +3 Class + 1 Rank = +7 + 1d6 (1)
*Knowledge (Dungeoneering) +3 Int +3 Class + 1 Rank = +7 + 1d6 (1)
*Knowledge (Engineering) +3 Int +3 Class + 1 Rank = +7 + 1d6 (1)
*Knowledge (Geography) +3 Int +3 Class + 1 Rank = +7 + 1d6 (1)
*Knowledge (History) +3 Int +3 Class + 1 Rank = +7 + 1d6 (1)
*Knowledge (Local) +3 Int +3 Class + 1 Rank = +7 + 1d6 (1)
*Knowledge (Nature) +3 Int +3 Class + 1 Rank = +7 + 1d6 (1)
*Knowledge (Nobility) +3 Int +3 Class + 1 Rank = +7 + 1d6 (1)
*Knowledge (Planes) +3 Int +3 Class + 1 Rank = +7 + 1d6 (1)
*Knowledge (Religion) +3 Int +3 Class + 1 Rank = +7+ 1d6 (1)
*Linguistics +3 Int +3 Class + 1 Rank = +7 + 1d6 (1)
*Perception +3 Int +3 Class + 9 Rank = +15 (+19 to locate traps) (9)
*Perform -2 Cha = -2
*Profession NA
*Ride +7 Dex +3 Class +1 Rank = +11 (1)
*Sense Motive +3 Int +3 Class +9 Rank = +15 (9)
*Sleight of Hand +7 Dex +3 Class +1 Rank = +11 (1)
*Spellcraft +3 Int +3 Class + 9 Rank = +15 + 1d6 (9)
*Stealth +7 Dex +3 Class +9 Rank = +19 (9)
*Survival +0 Wis +3 Class + 1 Rank = +4 (1)
*Swim +1 Str + 3 Class + 1 Rank = +5 (1)
*Use Magic Device +3 Int + 3 Class + 9 Rank = +15 (9)

Languages:

Abyssal, Celestial, Common, Goblin

Racial Traits:

Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Weapon Master Fighter Class Features:

Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as Combat Feats, sometimes also called “fighter bonus feats.”

Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.

Weapon Guard (Ex): At 2nd level, a weapon master gains a +1 bonus to CMD against disarm and sunder attempts while wielding his chosen weapon. This bonus also applies on saves against any effect that targets his chosen weapon (for example, grease, heat metal, shatter, warp wood). The bonus increases by +1 for every four levels beyond 2nd.

This ability replaces bravery.

Weapon Training (Falcata) (Ex): At 3rd level, a weapon master gains a +1 bonus on attack and damage rolls with his chosen weapon. The bonus improves by +1 for every four levels beyond 3rd.

This ability replaces armor training 1, 2, 3 and 4.

Reliable Strike (Ex): At 5th level, a weapon master may reroll an attack roll, critical hit confirmation roll, miss chance check, or damage roll as an immediate action. He must accept the second roll even if it is worse. He can use this ability once per day at 5th level, plus one additional time per day for every five levels beyond 5th.

This ability replaces weapon training 1.

Mirror Move (Ex): At 9th level, a weapon master gains his Weapon Training bonus as an insight bonus to AC when attacked by his chosen weapon.

This ability replaces weapon training 2.


Empiricist Investigator Class Features:

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.

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.

Investigator Talent (Ex) or (Su): 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.

Investigator Talent Level Three: Mutagen (Su): This discovery gives the alchemist the mutagen class ability.

At 1st level, 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.

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).

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.

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.

Investigator Talent Level Five: Quick Study (Ex): An investigator can use his studied combat ability as swift action instead of a move action.

Investigator Talent Level Seven: Sickening Offensive* (Ex): When the investigator damages a studied target, that creature is also sickened for 1 round.

Investigator Talent Level Nine: Alchemist Discovery: Enhance Potion: A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks to function at a caster level equal to his class level.


Champion Mythic Path Features:

Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Hard to Kill (Ex): Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

Champion’s Strike: Fleet Charge Tier One. As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.

Impossible Speed: Tier One. Your base land speed increases by 30 feet. In addition, if you expend one use of mythic power, for 1 hour your base land speed increases by 10 feet per mythic tier.

Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.

Extra Mythic Feat: Improved Critical (Falcata): Tier Two. Your critical multiplier with your chosen weapon is increased by 1 (to a maximum of ×6).


Equipment:

Belt of Incredible Dexterity +2 (4000), Cloak of Resistance +2 (4000), Cold Iron Falcata +1 x2 (8672), +2 Haramaki (AC +3) (4153), Headband of Vast Intelligence +2 (4000), Longbow (75) w 40 arrows (2), Ring of Protection +2, Handy Haversack (2500)

Formulae Book

Potions: Barkskin CL 12 (1200), Bear’s Endurance CL 3 (300), Cat’s Grace CL 3 (300), Cure Moderate Wounds CL 3 (300), Delay Disease CL 3 (300), Delay Poison CL 3 (300), Lesser Restoration CL 3 (300), Neutralize Poison CL 5, Resist Energy CL 3 (300), Water Breathing CL 5 (750)

Investigator’s Kit: a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.

8 gp


Attack Sequences:

Full Attack Action
[dice=Primary Attack 1]1d20 + 18 +2 +2[/dice]
[dice=Damage (S)]1d8 + 12[/dice]

[dice=Offhand Attack 1]1d20 + 18 + 2 +2[/dice]
[dice=Damage (S)]1d8 + 12[/dice]

[dice=Primary Attack 2]1d20 + 13 +2 +2[/dice]
[dice=Damage (S)]1d8 + 12[/dice]

[dice=Offhand Attack 2]1d20 + 13 +2 +2[/dice]
[dice=Damage (S)]1d8 + 12[/dice]

Hasted, Power Attack Full Attack Action
[dice=Primary Attack 1]1d20 + 18 +2 +2 +1 -3[/dice]
[dice=Damage (S)]1d8 + 12 + 2 + 6[/dice]

[dice=Primary Attack Haste]1d20 + 18 +2 +2 +1 -3[/dice]
[dice=Damage (S)]1d8 + 12+ 2 + 6[/dice]

[dice=Offhand Attack 1]1d20 + 18 +2 +2 +1 -3[/dice]
[dice=Damage (S)]1d8 + 12+ 2 + 3[/dice]

[dice=Primary Attack 2]1d20 + 13 +2 +2 +1 -3[/dice]
[dice=Damage (S)]1d8 + 12 +2 +6 [/dice]

[dice=Offhand Attack 2]1d20 + 13 +2 +2 +1 -3[/dice]
[dice=Damage (S)]1d8 + 12 +2 +3[/dice]

Default Stat Header
Empiricist 9 /Weapon Master 9 // Champion 2 | AC 21, T18, FF 14 | HP 104/104 | Fort +11, Ref +15, Will +8| Init +9 | Perception +15 | Mythic Power 7/7