Azmur Kell

James Quintik's page

497 posts. Alias of PJP.


Full Name

James Quintik

Race

Human

Classes/Levels

Steel Hound (Investigator) 7 / Gunslinger 1 | HP: 63/63 | AC: 18 (14 tch, 14 ff) | F +5 R +11 W +7 | Init: +4 Perc: +13/+16 traps | Active Conditions: none

Gender

Male

Size

Medium

Age

24

Alignment

Chaotic-Neutral

Languages

Common, Hallit, Androffan, Draconic,Orc

Occupation

Tinker

Strength 10
Dexterity 18
Constitution 13
Intelligence 15
Wisdom 14
Charisma 10

About James Quintik

James Quintik
CN Human Steel Hound (Investigator) 7 / Gunslinger 1
Languages: Common, Hallit, Androffan(trait), Draconic, Orc

Notes:

Found: six nets, 20 silver bolts, 40 cold iron bolts, five screaming bolts, and 10 +2 human-bane bolts.

The structure they are in is some sort of machine that Hellion hopes to bring back to a function state, this will take time and stopping the power form Torch was a huge setback.

Hellions goal is to strike at something called Unity in the Silver Mount.

Hellion is not the first “Iron God” spawned by Unity. It created a ‘sister’ first called Casandalle, The Prophet of Unity.

Casandalee fled and took many of Unity's secrets an a device called a neurocam.

Hellion belives the neurocam still exists and Casandalle has been dead for many centuries.

Before Hellion fled the Silver Mount he learned that Casandalee was last in southern Numeria, in an area now settled by worshipers of Erastil, the town of Iadenveigh.

Timeworn Glitches

Arc Pistol – 1d8 Electrical Damage x2 Crit – Range 50ft – vs Touch - +2 vs creates made of metal or wearing metal armor – 5 Shots per battery – On any natural one to hit the gun breaks dealing 1d8 electrical damage to those within 10ft. The gun can be repaired but will require a couple of hours of work and a DC23 Gunsmithing/Craft Mechanical

Timeworn Stung Gun - Currently 4 Charges 1d8 x2 - Non-lethal / 20ft Range / Capicity 10 / Touch / Semi-Automatic
This weapon uses a sonic amplifier to produce powerful low-frequency blasts of energy that pummel targets. The weapon has a relatively short range, but the fact that it deals nonlethal damage at range and can knock targets prone makes it a favorite for those seeking to capture their foes alive. A hit by a stun gun deals nonlethal damage—on a critical hit, the gun can attempt a free trip combat maneuver check against the target (CMB = user’s base attack bonus + 10); this attempt doesn’t provoke attacks of opportunity.

+1 Inferno Pistol | 1d6 Fire Damage x2 Crit | Range: 30 | Capacity: 1 Nanite Canister | Usage: 1 Charge

Neoplast Armor - Uses batteries for power to change color. +2AC / Max Dex +8 One battery gives it 24 color changes. When a charge is used the wearer gains +3 competence bonus to stealth checks.

"You should also probably know about the Ratfolk. They are a good sort, been pushed to the edges lately but they can be dealt with and once it gets out that you killed Birdfoot they will respect you. {area J) There is still the priest you mentioned, she is around in her temple. (area F)."

Init +4
HP 63 (10 +1 Con / +6 +1 Con +1 FC / +6 +1 Con +1 FC / +6 +1 Con +1 FC / +6 +1 Con +1 FC / +6 +1 Con / +6 +1 Con / +6 +1 Con )
Inspiration 5 of 5 remaining (½=3.5 + 2 Int)
Grit 4 of 4 remaining (+2 Wis +2 Extra Grit)

DEFENSE
AC 18 (+4 Dex +4 armor), touch 14, flat-footed 14
CMD 20 (10 +6 BAB +0 Str +4 Dex )
Fort +5 (+2 gunslinger +2 investigator +1 Con)
Ref +11 (+2 gunslinger +5 investigator +4 Dex)
Will +7 (+0 gunslinger +5 investigator +2 Wis)

Defensive Abilities +4 bonus on all saving throws against poison
+1 Reflex and AC vs traps (trap sense)

OFFENSE
Speed 30 ft
Base Attack +6/+1; Melee Touch +6; Ranged Touch +10 (+1 gunslinger, +5 investigator)
CMB +6 (+5 BAB +0 Str)

Melee:
Rapier Att: +6/+1 Dmg: 1d6+0 P; 18–20/×2 (+6/+1 BAB +0 Str)
Hammer, light Att: +6/+1 Dmg: 1d4+0 B; ×2 (+6/+1 BAB +0 Str)
MW Short Sword Att: +7/+2 Dmg: 1d6+0 P; 19–20/×2 (+6/+1 BAB +0 Str +1 MW)
+2/+2 if spend a move action to study the target (lasts 2 rounds or until studied stike hits)
+2d6 damage as free action if hit

Ranged:
MW Pistol Att: +12/+7 ; Dmg: 1d8+0 B&P; ×4; 20' range (+6/+1 BAB +4 Dex +1 WF +1 MW) Misfire: 1 (5 ft.)
+1 Inferno Pistol: +11 ; 1d6 Fire Damage x2 Crit | Range: 30 | Capacity: 1 Nanite Canister | Usage: 1 Charge
Hammer, light Att: +9 Dmg: 1d4+0 B; ×2; 20' range (+6/+1 BAB +4 Dex)
+1 att/dmg if Point Blank Range
+3 att/dmg if spend a swift action to study the target (lasts 2 rounds or until studied strike hits, dmg is precision damage)
+2d6 damage as free action if hit
Blind shot: 1 grit to ignore miss chances due to concealment w/firearms

Extracts 1: 4+1 per day / 3+1 / 1+1
1st: Cure Light wounds
1st: Expeditious Retreat
1st: Cure Light wounds
1st: open
1st: open
2nd: Darkvision
2nd: See Invisibility
2nd: Levitate
2nd: open
3rd: Fly
3rd: Fly

Known extracts:

1st: Blend, Body Capacitance, Cure Light Wounds, Detect Secret Doors, Endure Elements, Enlarge Person(1), Expeditious Retreat, True Strike
2nd: Darkvision, Levitate(1), See Invisibility
3rd: Fly
1. Added from Vedia's Spellbook

Options to consider:
Cure Moderate Wounds - Cures 2d8 damage +1/level (max. +10).
Invisibility
Restoration, Lesser
Spider Climb

STATISTICS

20 pt build :

(Human +2 any, +1 skill, extra feat)
S 0 10 (+0)
D 7 +2 17 (+3)
C 3 13 (+1)
I 5 14 (+2) Studied combat, extracts
Ch 10 (+0) UMD, socialW 5 14 (+2) Grit, perception

+1 Dex 4th level, +1 Int 8th Level


Abilities Str 10 (+0), Dex 18 (+4), Con 13 (+1), Int 15 (+2), Wis 14 (+2), Cha 10 (+0)

SKILLS 73 ranks (4+2 Int+1 Human/6+2+1/6+2+1/6+2+1/6+2+1/6+2+1+1FC/6+2+1+1FC/6+2+1+1FC)

Acrobatics* +10 (3 rank +4 Dex +3 class)
Appraise$ +8 (3 rank +2 Int +3 class)
Bluff* +4+1d6 (1 rank +0 Chr +3 class)
Climb* +4 (1 rank +0 Str +3 class)
Craft (mechanical)* +13 (8 rank +2 Int +3 class)
Craft (alchemy)$ +12 / +20 (7 rank +2 Int +3 class / +1 level to create item)
Diplomacy$ +4 (1 rank +0 Chr +3 class)
Disable Device$ +20+1d6 (8 rank +4 Dex +3 class +2 MW tools +3 trapfinding)
Disguise$ +1+1d6 (1 rank +0 Chr)
Escape Artist$ +7 (1 rank +3 Dex +3 class)
Fly +3 (+3 Dex)
Heal* +6 (1 rank +2 Wis +3 class)
Intimidate* +4+1d6 (1 rank +0 Chr +3 class)

All Knowledge can be used untrained +2 (+2 Int)
Knowledge (arcana)* +6+1d6 (1 rank +2 Int +3 class)
Knowledge (dungeoneering)* +6+1d6 (1 rank +2 Int +3 class)
Knowledge (engineering)* +12+1d6 (3 rank +2 Int +3 class +1 trait +3 feat)
Knowledge (local)* +7+1d6 (2 rank +2 Int +3 class)
Knowledge (nature)* +6+1d6 (1 rank +2 Int +3 class)
Knowledge (planes)* +6+1d6 (1 rank +2 Int +3 class)
Knowledge (history)* +6+1d6 (1 rank +2 Int +3 class)
Knowledge (religion)* +6+1d6 (1 rank +2 Int +3 class)

Linguistics +7+1d6 (2 rank +2 Int +3 class)
Perception* +13 / +16 Trap (8 rank +2 Wis +3 class / +3 trapfinding)
Ride* +8 (1 rank +4 Dex +3 class)
Sense Motive$ +6 (1 rank +2 Wis +3 class)
Sleight of Hand* +10+1d6 (3 rank +4 Dex +3 class)
Stealth$ +15 (8 rank +4 Dex +3 class)
Survival* +6 (1 rank +2 Wis +3 class)
Swim* +4 (1 rank +0 Str +3 class)
Use Magic Device +4 (1 rank +0 Chr +3 class)

* The gunslinger's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Survival (Wis), and Swim (Str).
$ The investigator's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

EQUIPMENT
+1 Studded leather armor (+4 AC, -1 Skill, +5 max dex)
Neoplast Armor (carried unless someone wants it)

Light hammer
Rapier x 2
masterwork sap
Masterwork short sword (picture)

Masterwork Pistol (gunslinger Battered)
Masterwork Pistol (steel hound 2 Battered)
Arc Pistol
Stun Gun, green (Pistol)
EMP Pistol
+1 Inferno Pistol

Bandolier
- 40 adamantine cartridges (for stopping power!)
- 20 paper cartridges (faster reload)
- 20 adamantine bullets
- 20 bullets
- 2 acid vials
- 4 pints oil
- 2 Bang Grenades
- 3 Nanite Canisters (10 charges each)

Powder horn
- 19 uses black powder
Powder horn
- 20 uses black powder

2 wrist sheaths
- 2 daggers

Masterwork Backpack
- Formula book
- Bullseye Lantern
- bedroll
- iron pot
- mess kit
- rope
- torches (10)
- trail rations (5 days)
- Gunsmith kit
- Iron spike(2)
+1 Epick (black)

Waterskin

Belt pouch
- 10 pieces of chalk
- flint and steel
- masterwork thieves’ tools
- antitoxin
- Flashlight
- 3x Batteries

COINS
PP – 0
GP – 121
SP – 3
CP – 0

FEATS & TALENTS
Point Blank Range (Human)
Gunsmithing (gunslinger 1)
Technologist (1st Level)
Extra Grit Amateur Gunslinger and Gunsmithing (Steel Hountd 2)
Weapon Focus: Pistols (3rd)
Rapid Reload (Investigator Talent 3rd/Steel Blood)
Ranged Study (5th) Use Studied Strike with pistol if within 30'
Quick study (Investigator Talent 5th)
Rapid Shot (Level 7)
Underworld Inspiration (Investigator Talent 7th)

Technologist (1st Level)
You are familiar with the basic mechanics of technology. Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist. Normal: You treat all skill checks made against technology as if they were untrained skill checks. This may mean that you cannot attempt certain skill checks, even if you possess ranks in the skill in question.

Ranged Study (5th level)
You can use a limited form of studied combat and studied strike with a weapon of your choice.
Prerequisite(s): Weapon Focus with the chosen weapon, studied combat class feature.
Benefit: Choose one kind of ranged weapon. You gain the bonuses for studied combat with your chosen weapon and can use studied strike with your chosen weapon as long as the target of your studied strike is within 30 feet of you.
Normal: You gain the bonuses for studied combat and can use studied strike only with melee weapons.

Underworld Inspiration (Ex): An investigator can use inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending a use of inspiration, provided he's trained in the skill.

TRAITS
Numerian Archaeologist: Numeria is a land ripe for archaeological exploration, since so many of the strange technological dungeons have been either avoided by the superstitious barbarian tribes or have been locked down by the Technic League, leaving many of them untouched and ripe for exploration. You’ve studied the strange language associated with these eerie technological ruins, and are eager to start exploring them—you suspect that Torch’s namesake is in fact part of a larger buried ruin, and you hope to enter these ruins and learn their original purpose by exploring the caves below town. You gain Androffan as an additional language. In addition, you possess a knack for technological items; when you use a timeworn technological item, roll twice when determining any glitches the item might cause and choose which result to use as your actual result. Talk to your GM for more information about resolving glitches.

Local Ties: You have ties to a prominent local in the town of Torch—the missing wizard Khonnir Baine. If you’re a wizard, alchemist, or other scholarly type, he may have been your tutor or teacher. If you’re of a more martial bent, Khonnir could instead have been a friend or business associate of your mother, father, or patron. He may even have been your adoptive father, in which case you likely have a bond of friendship or rivalry with his adopted daughter Val (your GM has more information on her in this case if you wish to know more for your character’s background). Your association with Khonnir has given you insight into how technology works. Choose Disable Device or Knowledge (engineering). You gain a +1 trait bonus on checks with this skill, and it is a class skill for you. In addition, you are treated as if you possessed the Technologist feat for the purposes of resolving checks associated with that skill. If you gain the Technologist feat, your trait bonus for the selected skill increases to +3.

SPECIAL ABILITIES

Human Racial Traits:

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

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.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Class Features:

Weapon and Armor Proficiency: Gunslingers are proficient with all simple and martial weapons, and with all firearms. They are proficient with all light armor.

Gunsmith: At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it's worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.

Grit (Ex): A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger's ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.

Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger's character level does not restore grit.

Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger's character level to 0 or fewer hit points does not restore any grit.

Deeds: Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.

Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

Gunslinger's Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Blind Shot (Su): A steel hound can spend 1 grit point to ignore all miss chances due to concealment when making firearm attacks. This effect lasts until the end of his turn. This ability allows the steel hound to ignore concealment, but does not reveal the enemy or allow him to see the enemy. This ability replaces swift alchemy.

The following are the class features of the investigator.

Weapon and Armor Proficiency: Steel hounds are proficient with simple weapons, plus the rapier, the sap, and one type of firearm selected at 1st level. They are proficient in light armor, but not shields. This replaces the investigator’s weapon and armor proficiencies.

Alchemy (Su): Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts.

When using Craft (alchemy) to create an alchemical item, an investigator gains a competence 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 the table above. 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, then reactivates 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 prepare his extracts anew 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 that he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have an Intelligence score equal to at least 10 + the extract's level. The saving throw DC of an investigator's extract is equal to 10 + the extract's level + the investigator's 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 of any level that he can create. An investigator can also add formulae to his book just as 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 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 his 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 (his inspiration die) to the result of that check, including any on which he takes 10 or takes 20. This choice is made after the check is rolled and before the result is revealed. An investigator can use inspiration once only per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft 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 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 (minimum 1) to Perception checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.

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 gains immunity to poison.

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 be selected only 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. The steel hound can select the Extra Grit or Rapid Reload feats in place of an investigator talent.

Keen Recollection: At 3rd level, an investigator can attempt all Knowledge 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 a 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 have only 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, upon successfully hitting his studied target with a melee attack, an investigator can make a studied strike as a free action against that target to deal additional damage. The additional 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 (such as a sap, a 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 have 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.

BACKGROUND
Quintock is a grizzly bear of a man, although quicker on his feet than he would appear (and not as strong as one might expect). At a young age, he had a fancy for anything mechanical, having first seen (and disassembled) his grandfather's clock - a rarity to be sure, and an action that got him into a lot of hot water. Still, he just loved watching the gears turn, and would often study with engineers and tinkerers whenever he got a chance. His father, being friends with an alchemist in town, also would bring home bombs and primitive gunpowder weapons. James was always watching and trying to help with these as well, and for the most part, his father obliged him.

These days, James Quintock travels the globe, looking to expand his knowledge and just see (or acquire) cool stuff. As treasure hunter/artifact seeker, he seeks out areas of interest that have reports of mechanical constructs, clockworks, etc., rather than magic or religious artifacts, which he tends to simply sell to fund his endeavors.

Rumors of odd 'technology' brought him to Torch, where he met a man named Khonnir at a local tavern. They got to talking, and found they had shared interests. They often shared stories and drinks, and became friends over the past 4 months. He wanted to join Khonnir's recent expeditions, but had to take care of a few outstanding debts before he could really settle in, and so they decided he could join 'the next one'. And now, that day may never come...

Planning:

Precise Shot @ 7th feat
Use alchemical allocation once you have 3rd level potions