
Graffin Spyre |

Here's my entry. Investigator, negotiator, skill monkey, and all around great guy who is also happy to smash people in the face with a sword cane when necessary.
Background:
Graffin has spent his life in the pursuit of hidden knowledge. In doing so he's discovered that persuasion can be just as important as deductive reasoning, so he has developed the ability to use flawless logical deductions to convince recalcitrant customs agents and government officials. Graffin has traveled to distant Tian Xia, explored the savage Mwangi Wastes, and studied at the Alabaster Academy, but something always pulls him back to Kintargo.
It's not just that Kintargo is his home, though that is part of it. Kintargo is also the location of several fascinating mysteries. Unfortunately such mysteries have proven as impossible for Graffin to crack as they have for everybody else.
For most of his life Graffin has done his best to stay out of politics. But when the oppression of the government threatens to interfere with his studies, he's not the sort who can just stand by. He won't give up his city without a fight.
Crunch:
Graffin Spyre
Human (Taldan) investigator (empiricist) 2
LN Medium humanoid (human)
Init +2; Senses Perception +11
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 16 (2d8+4)
Fort +1, Ref +5, Will +4
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Offense
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Speed 30 ft.
Melee mwk cold iron sword cane +4 (1d6+2)
Ranged composite shortbow +3 (1d6+2/×3)
Investigator (Empiricist) Extracts Prepared (CL 2nd; concentration +6)
. . 1st—adhesive spittle[ACG] (DC 15), cure light wounds, heightened awareness[ACG]
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Statistics
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Str 14, Dex 14, Con 12, Int 18, Wis 12, Cha 7
Base Atk +1; CMB +3; CMD 15
Feats Elongated Cranium[OA], Power Attack
Traits natural born leader, student of philosophy
Skills Acrobatics +4, Appraise +10, Bluff +4 (+13 to lie), Diplomacy +4 (+13 to gather information, +13 to persuade others), Disable Device +12, Disguise -3, Escape Artist +4, Heal +4, Intimidate -3, Knowledge (arcana) +10, Knowledge (local) +10, Knowledge (religion) +10, Perception +11, Sense Motive +11, Sleight of Hand +4, Spellcraft +10, Stealth +4, Survival +0; Racial Modifiers ceaseless observation
Languages Common, Elven, Kelish, Tien, Undercommon
SQ alchemy (alchemy crafting +2), inspiration (5/day), silver tongued, trapfinding +1
Combat Gear weapon blanch (adamantine)[APG], weapon blanch (cold iron)[APG], weapon blanch (silver)[APG]; Other Gear chain shirt, arrows (40), composite shortbow (+2 Str), mwk cold iron sword cane[APG], investigator starting formula book, masterwork backpack[APG], masterwork thieves' tools, 8 gp
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Special Abilities
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Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+6)
Inspiration (+1d6, 5/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Silver Tongued You can shift a creature's attitude by three steps with Diplomacy.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Human (Taldan) investigator (empiricist) 2
LN Medium humanoid (human)
Init +2; Senses Perception +11
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 16 (2d8+4)
Fort +1, Ref +5, Will +4
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Offense
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Speed 30 ft.
Melee mwk cold iron sword cane +4 (1d6+2)
Ranged composite shortbow +3 (1d6+2/×3)
Investigator (Empiricist) Extracts Prepared (CL 2nd; concentration +6)
. . 1st—adhesive spittle[ACG] (DC 15), cure light wounds, heightened awareness[ACG]
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Statistics
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Str 14, Dex 14, Con 12, Int 18, Wis 12, Cha 7
Base Atk +1; CMB +3; CMD 15
Feats Elongated Cranium[OA], Power Attack
Traits natural born leader, student of philosophy
Skills Acrobatics +4, Appraise +10, Bluff +4 (+13 to lie), Diplomacy +4 (+13 to gather information, +13 to persuade others), Disable Device +12, Disguise -3, Escape Artist +4, Heal +4, Intimidate -3, Knowledge (arcana) +10, Knowledge (local) +10, Knowledge (religion) +10, Perception +11, Sense Motive +11, Sleight of Hand +4, Spellcraft +10, Stealth +4, Survival +0; Racial Modifiers ceaseless observation
Languages Common, Elven, Kelish, Tien, Undercommon
SQ alchemy (alchemy crafting +2), inspiration (5/day), silver tongued, trapfinding +1
Combat Gear weapon blanch (adamantine)[APG], weapon blanch (cold iron)[APG], weapon blanch (silver)[APG]; Other Gear chain shirt, arrows (40), composite shortbow (+2 Str), mwk cold iron sword cane[APG], investigator starting formula book, masterwork backpack[APG], masterwork thieves' tools, 8 gp
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Special Abilities
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Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+6)
Inspiration (+1d6, 5/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Silver Tongued You can shift a creature's attitude by three steps with Diplomacy.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.