Mathezic

Leeoli Maleye's page

973 posts. Alias of SubiculumHammer.


Race

Human

Classes/Levels

Inspired Blade 1 Empiricist 4 (Current HP:42/36; Current AC:23 T:15; FF:18 ) | ; Remaining Panache: 5/5; Inspiration: 5/5; Init:+7)

About Leeoli Maleye

Leeoli MalEye (Human, Dual Talented)
Level 1 Inspired Blade(Swashbuckler)
Level 4 Empiricist Investigator (Favored Class)
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STR 10(+0) DEX 20(+5) CON 12(+1) INT 18(+4) WIS 12(+1) CHA 9(-1)
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%MAX HP: 46 (HP Rolls plus const bonuses history: 10+1,8+1+1, 5+1+1, 6+1+1,8+1+1); #

AC with Mage Armor: 20
Max Panache: 5 (int +4 char +1)
Max Inspiration: 6 (4+2 =[4*1/2 Investigator Level])

Extracts per Day:
Prepared Extracts:
Lvl 1
1. 1 heightened awareness
2. 1 shield
3. 1 Alchemical Spittle
4. 1 Levitation
5. 1 Long Arm
6. 1 Shield
7. 0 Long Arm

Lvl 2
1. O False Life
2. Alchemical Allocation
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%Saving Throws: Fortitude:+4 Reflex:+12 Will:+6
*+1 bonus on Reflex saving throws to avoid traps
and a +1 dodge bonus to AC against attacks by traps
+2 Will against illusion spells or spell-like abilities that allow a save to disbelieve their effects.
In addition he can spend one inspiration point as an immediate action to use his Intelligence bonus instead of her Wisdom bonus on all such saves for one round.

Initiative: +7

%BAB: +4

%CMB: +4
%CMD: 19 (+2 to CMD vs. disarm rapier if at least 1 panache point)
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Attack (Rapier): +10 [+4 (BAB) +5(DEX|Weapon-Finesse) +1(Weapon Focus) +1 Masterwork]
Damage (Rapier): 5-10 [1d6 +5 (DEX|Fencing-Grace); Crit: 18–20/×2]
[dice=Attack]1d20+11[/dice]
[dice=Damage]1d6+5[/dice]

Studied Combat
Attack (Rapier):[+2 Studied +4 (BAB) +5(DEX|Weapon-Finesse) +1(Weapon Focus) +1 Masterwork]
Damage (Rapier):[+2 Studied +5 (DEX|Fencing-Grace); Crit: 18–20/×2]
[dice=Attack]1d20+13[/dice]
[dice=Damage]1d6+7[/dice]
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Skills:

##### at lvl 4 Added 14 skill pointbe cause 6+4 curr levelup plus retroactively add + 3 skills for levels 1-3 for gain in Int, + 1 for human
,
(Key: +x+x ranks, @ = class skill, -- Not Trained) 1 1
++++@ Acrobatics.............. +12
+@ Appraise.................+8
@ Bluff................... -1
+@ Climb................... +4
+@ Craft (Alchemy).........+11(+13 with alchemy lab) : Empiricist Alchemy bonus +1/clsslvl (added), can be used to identify potons as detect magic.
++@ Diplomacy..(CH/INT)..... +3 (+8 when gathering information)
++@ Disable Dev (INT)...... +9
@Disguise................ -1
++@ Escape Artist........... +10
...Fly..................... +4
...Handle Animal........... --
@Heal.................... +1
@ Intimidate.............. -1
++@ Knowledge Arcana........ +9 +1d6
++@ Knowledge Dungeoning.... +9 +1d6
++@ Knowledge Engineering... +9 +1d6
++@ Knowledge Geography:.... +9 +1d6
++@ Knowledge History....... +9 +1d6
++@ Knowledge Local......... +9 +1d6
++@ Knowledge Nature........ +9 +1d6
+@ Knowledge Nobility...... +8 +1d6
+@ Knowledge Planes........ +8 +1d6
++@ Knowledge Religion...... +9 +1d6
+@ Linguistics............. +8 +1d6
+++++@ Perception (INT)...... +12 ::Trapfinding +14 (+1/2 per investigator level for trap finding)
@ Perform ............ -1
Perform (Other).........
@ Profession.............. --
+@ Ride.................... +9
+@ Sense Motive............ +7
+@ Sleight of Hand......... +9
++@ Spellcraft.............. +9 +1d6
++@ Stealth................. +10
... Survival................ +1
@ Swim.................... +0
+++++@ Use Magical Device (INT). +12
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Languages: Common, Skald, Varisian, Necril
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Weapon Proficiencies: All Martial, plus hand crossbow, and sword cane
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Feats:
1 HD: Weapon Finesse: Use DEX instead of STR for attack rolls while wielding rapier, light weapon, elven curve blade, whip, or spiked chain. (Class Feat)
1 HD: Weapon Focus (Rapier) +1 on attack rolls with rapier (Class Feat)
1 HD: Fencing Grace (Rapier) Use DEX instead of STR for weapon damage. (Level 1 FEAT)
3 HD: Combat Reflexes (+4 AOO)
5 HD: Quick Study
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Buffs and Abilities:

Inspired Panache (Ex):
Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), instead of just her Charisma modifier. Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier.This ability alters the panache class feature.

Deeds:
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 her previous 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 perform this deed only while wearing light armor 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.

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.

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.

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).

Mutagen Alchemical Discovery create a mutagen that he can imbibe in order to heighten his physical prowess

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.

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.

Formulae Book (7)

Leeoli's Formulae Book
Lvl 1
1. Long Arm
2. Heightened Awareness
3. Shield
4. Reduce Person
5. Detect Undead
6. True Strike
7. Alchemical Spittle
8. Blurred Movement
9. Comprehend Languages
10. cure light wounds
11. enlarge person
12. expeditious retreat
13. identify

2nd Level (available)
1. Levitate
2. False Life
3. Bull's strength
4. Alchemical Allocation

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Traits:
1. Chance Savior: +2 to Initiative
2. Life of Toil: +1 to Fortitude
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Alternate Human Racial Trait:

Dual Talented: Replace bonus Feat and skilled for +2 on an ability score:
Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

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Alignment:
Chaotic-Good

background:

Leeoli Maleye is the second eldest son of the Maleye family, an old Varisian family of caravanning wanderers. For as long as anyone can remember, and with origins mysterious as they are ancient, there has existed a feud between the Maleye family name and the undead. Wherever the Maleye's abide, the undead eventually seek them out.

No prayer from a Maleye was heard, and the faithful were ever the first to fall...and it became clear that the Maleye family had no godly allies..although there was no evidence that the gods were their enemies either. It was not only the faithful that fell to the undead, however. The casualties were always grim: Death to an unwary child, undeath to a foolish man. It was not entirely unheard of for a Maleye child to be born bearing the mark of a Dhampir. Indeed Leeoli's own cousin, Darin Maleye, bore that undead blood; however even for Darin, the wrath of the undead was not spared, dying in a skeletal attack last Solstice.

Over time the undead feud shaped the generations of Maleye's. While many Maleye's died, the quick and brightest survived...until Leeoli's great grandmother, Eliweih Maleye, a prodigy in her time, established what is now called the 'Maleye Curriculum'.

The Maleye Curriculum had one core tenet: The Empirical Mind.
Man, animal, rivers, trees, the wind, martial techniques, alchemical reactions, magic, the gods themselves, and critically, the undead, are held to be natural processes, subject to empirical investigation, obeying natural laws which may be understood and modeled.

Eliweih Maleye arranged to capture the undead in cages, and subjected them to experiments to ascertain the natural law processes of their undead properties, their mindless animations, and malevolent nature.
No Necromancy was entertained, as that is an illusion of understanding and power.

Empirically driven fighting style with smart, quick tactics.

It was on that solstice that Leeoli first met Prof. H. The undead were in hunt and Leeoli and his cousin Darin had been laying in ambush for a group of three zombies at the side of a moonlit clearing, when the Professor appeared striding down the path through the clearing. This had been most unexpected, and we were forced to spring our trap early else let this man stumble right into the shambling undead. Darin was always quicker than I, and flew in wielding a dagger in his right hand and a short blade in his left. The professor had looked up then, just realizing he wasn't alone...but it wasn't Darin he had sensed. Two animated corpses had exited the wood a few strides ahead. As the man stopped, frozen, I gave a yell to attract their attention, and darted in. Darin sliced the first, and stabbed the second in two lightning strikes, and as these fell, followed with application of vials of alchemical fire. Darin allowed himself a grunt of satisfaction, but he had forgotten: We had seen three undead. Darin's head burst.
Out of the shadows drew a hulking form of putrid mess. This one was not like the other two. Screaming mouths and tongues decorated rotten appendages. My rapier bit into its flesh, but it reached out and snapped my blade and threw it into the woods. The man was finally reacting and started backing up into the clearing. Motioning to the man to come with me, I ran back to the ground near our hiding spot. As the monstrosity came at us, I dodged down, pulled a hidden rope, and the thing fell into a pit Darin and I had dug. The thing started impossibly clambering up the wall of the pit...I felt a fear I had rarely encountered and shook. "Horses?" The professor's nuanced voice broke into my conscious. "Yes. This way" I said. I cast a last look at my slain cousin,and we ran.

future plans:
1 HD: Inspired Finesse- Weapon Finesse and Weapon Focus- Rapier, Fencing Grace
3 HD: FEAT-Combat Reflexes
4 HD: Talent- Mutagen
5 HD: FEAT-Extra talent: Quick Study
6 HD: Talent- Extend Potion
7 HD: FEAT-Extra talent: Infusion
8 HD: Talent- Sickening Offensive
9 HD: FEAT-Extra talent: Combine Extract
10 HD: Talent- Combat Inspiration
11 HD: Improved Critical- Rapier (cause I'm tired of using Keen Edge)