Str 18 +4 (with Belt+2)
Dex 12 +1
Con 12 +1
Int 23 +6 (with Headband+2) +1 to int at level 8
Wis 10 0 (with necklace+2)
Cha 10 0
Skills
6+6Int/ Level + 2 Background Skills (7 new skills after headband)
Drawback -2 for not trained skills
11*
(Key: ++ ranks, @ = class skill, -- Not Trained)
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Languages: Common, + Pick a bunch
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Equipment
2340 gpBladed Scarf +1 (from Player Guide):
1d6 17–20/×2 adjacent,reach,trip(with improved critical)
A bladed scarf is a reach weapon, so you
can strike opponents 10 feet away with it. It can also be
used against an adjacent foe. You can make trip attacks
with a bladed scarf. If you are prof icient with a bladed
scarf, you deal 1d4 points of slashing damage to any
creature who makes a successful grapple check against
you.)
Traits
Bruising Intellect (Social) Int to intimidate
Varisian Tattoo (Geographic) Proficiency Bladed Scarves +1 bonus to saves against charm and compulsion
Blade of Mercy (Religious) Non-lethal damage using slashing weapons
Drawback
Meticulous -2 for untrained skills
Racial Trait: Silver Tongued
Replaces Skilled. Human are often adept at subtle manipulation and putting even sworn foes at ease.
Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks.
Diplomacy can shift a creature's attitude up to three steps rather than just two.
Lamplighter (Su) A lamplighter can take a move action to create a small flame that immediately ignites a lamp, torch, or similar flammable item he's holding.
Alchemical Illumination (Sp)
At 2nd level, as a standard action, a lamplighter can cast certain light spells by burning a magic extract, infusion, or potion of a spell of the same or greater level than the light spell in a lit lantern or torch. If the spell has a range of touch, the lantern or torch counts as the object touched. The spell’s DC, if any, equals 10 + spell level + the lamplighter’s Intelligence modifier.
At 2nd level, the lamplighter can cast light and continual flame (24 hour duration).
At 5th level, the lamplighter can cast daylight and discovery torch.
At 8th level, the lamplighter can cast searing light.
At 11th level, the lamplighter can cast judgment light. The lamplighter need not have an active judgment to cast this spell, can choose what color of judgment light is created, can use his alignment for golden light, and can select any element for copper light.
Ready for the Revelation (Ex)
At 3rd level, a lamplighter can use inspiration on initiative checks without spending a use of inspiration. He can use his Intelligence modifier in place of his Dexterity modifier on initiative checks.
At 6th level, if the lamplighter has Quick Draw, he can draw a weapon as part of his initiative check.
At 9th level, the lamplighter isn’t flat-footed before he acts in the first round of combat.
At 12th level, the lamplighter adds his Intelligence bonus as well as his Dexterity bonus to initiative checks.
At 15th level, the lamplighter can act last during the surprise round even if he is otherwise unaware combat has started.
At 18th level, the lamplighter is not limited to just a move or standard action during the surprise round—he can act normally.
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, you gain a competence bonus equal to 6 on the skill check. In addition, you can use Craft (alchemy) to identify potions as if using detect magic. You 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 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 (Pathfinder RPG Advanced Player's Guide 32) 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 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 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 of 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 8. 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.
Mutagen (Su) You know how to create a mutagen that you can imbibe in order to heighten your physical prowess at the cost of your personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time - if you brews a second dose, any existing mutagen becomes inert. A mutagen that is not in your possession becomes inert until an alchemist picks it up again. When you brew a mutagen, you select one physical ability score - either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 60 minutes. In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 18 Fortitude save 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.
Quick Study (Ex) An investigator can use his studied combat ability as swift action instead of a move action.
Swift Alchemy (Ex) You can create alchemical items with astounding speed. It takes you half the normal amount of time to create alchemical items. You can also apply poison to a weapon as a move action instead of a standard action.
Trapfinding An investigator adds 3 to Perception skill checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.
Hurtful When you successfully demoralize an opponent within your melee reach with an Intimidate check, you can make a single melee attack against that creature as a swift action. If your attack fails to damage the target, its shaken condition from being demoralized immediately ends.
Sickening Offensive When the investigator damages a studied target, that creature is also sickened for 1 round.
Unbalancing Trick Unbalancing Trick (Ex) (Elemental Master's Handbook pg. 9): The investigator gains Improved Trip as a bonus feat, even if she does not meet the prerequisites. At 6th level, she is treated as if she meets all the prerequisites of Greater Trip (although she must take the feat as normal to gain its benefits).
Improved Trip You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.
reference:
Disheartening Display (Combat)
Prerequisite(s): Dazzling Display, Weapon Focus, base attack bonus +6, proficiency with chosen weapon.
Benefit: When you successfully use Dazzling Display against any shaken, frightened, or panicked opponents, their fear increases by one step. An already panicked creature demoralized by this feat cowers. Once affected by this feat, a creature cannot be affected by it again (by you or anyone else) for 24 hours.
Shatter Defenses (Combat)
Prerequisites: Weapon Focus, Dazzling Display, base attack bonus +6, proficiency with weapon.
Benefit: Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of your next turn. This includes any additional attacks you make this round.
Dazzling Display (Combat)
Prerequisite: Weapon Focus, proficiency with the selected weapon.
Benefit: While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.
Intimidating Prowess (Combat) (INTIMIDATE)
Your physical might is intimidating to others.
Benefit: Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.
Persuasive (DIPLOMACY+INTIMIDATE)
Benefit: You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Enforcer (INTIMIDATE)
Prerequisite: Intimidate 1 rank.
Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.
Ironclad Logic (DIPLOMACY FEAT)
Prerequisite(s): Int 19, Diplomacy 3 ranks.
Benefit(s): You gain a +4 bonus on Diplomacy checks whenever you add your Charisma modifier on those checks.
If you have at least 10 ranks in Diplomacy and an Intelligence score of 27 or more, this bonus increases to +8.
This bonus doesn’t stack with the bonus from Skill Focus (Diplomacy), but this feat counts as Skill Focus (Diplomacy)
for the purpose of feats and other elements with Skill Focus (Diplomacy) as a prerequisite. In verbal duels, when using
tactics to which you assigned an Intelligence-based skill, you can add your Intelligence modifier instead of your
Charisma modifier to the associated skill check.
Signature Skill (General) Can gain benefit
Prerequisite(s): 5 ranks in the chosen skill.
Benefit(s): Choose one skill. You gain the ability listed in that skill’s 5 Ranks entry. As you gain more ranks in the chosen skill, you gain additional abilities. If you have 10 or more ranks in the chosen skill, you gain the appropriate abilities immediately. If your chosen skill is Craft, Knowledge, Perform, or Profession, you gain the listed powers only for one category of that skill, such as Craft (bows). This feat can be taken only once, but it stacks with the rogue’s edge ability and the cutting edge rogue talent.
Sickening Offensive* (Ex) TALENT
Prerequisite(s): Investigator 7th level
Benefit: When the investigator damages a studied target, that creature is also sickened for 1 round.
Underworld Inspiration (Ex) TALENT (INTIMIDATE INSPIRATION)
Benefit: An investigator can use his inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending uses of inspiration, provided he’s trained in the skill.
Student of Philosophy
Benefit(s): 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).
Bruising Intellect
Benefits: Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.