Mayor

Nikomedes Diogenes's page

429 posts. Alias of Hawkwen Agricola.


Full Name

Nikomedes Diogenes

Race

Human

Classes/Levels

Professional Detective 8

Gender

AC21/T14/F18/CMD23||HP77[67]|F:+8 R:+12(+2 vs traps) W:+6(+2 vs illusion)|Init.+3|Percept. +15(+18 trapspotter)

About Nikomedes Diogenes

Nikomedes Diogenes
Male human (Chelaxian) brawler 1/gunslinger (pistolero) 1/investigator (empiricist) 6
N Medium humanoid (human)
Init +3; Senses Perception +13
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Defense
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AC 21, touch 14, flat-footed 18 (+6 armor, +1 deflection, +3 Dex, +1 natural)
hp 67 (8 HD; 6d8+2d10+22)
Fort +8, Ref +12, Will +6 (+2 save vs. illusion and disbelievable effects)
Defensive Abilities trap sense +2; Resist unfailing logic
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Offense
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Speed 30 ft.
Melee mwk cold iron rapier +10/+5 (1d6+3/18-20) or
. . mwk hanbo +10/+5 (1d6+3) or
. . unarmed strike +9/+4 (1d6+3)
Ranged mwk pistol +10 (1d8/×4)
Special Attacks deeds (gunslinger's dodge, quick clear, up close and deadly +1d6), grit (1), martial flexibility 4/day, studied combat (+3, 4 rounds), studied strike +2d6
Investigator (Empiricist) Extracts Prepared (CL 6th; concentration +10)
. . 2nd—blur, false life
. . 1st—comprehend languages, identify, shield, true strike
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Statistics
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Str 16, Dex 16, Con 14, Int 18, Wis 12, Cha 12
Base Atk +6; CMB +9; CMD 23
Feats Extra Investigator Talent, Fast Learner, Gunsmithing, Improved Unarmed Strike, Point-Blank Shot, Power Attack, Skill Focus (Disable Device)
Traits accelerated drinker, Magical Talent (Detect Magic)
Skills Acrobatics +10, Appraise +8, Bluff +8, Climb +7, Craft (alchemy) +11 (+17 to create alchemical items), Diplomacy +10 (+13 to gather information (You can use your Intelligence Modifier instead of Charisma)), Disable Device +20, Disguise +7, Escape Artist +7, Heal +5, Intimidate +12, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +8, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +15, Perception +15, Sense Motive +10, Sleight of Hand +7, Spellcraft +10, Stealth +9, Survival +5 (+7 to avoid becoming lost), Use Magic Device +10; Racial Modifiers ceaseless observation
Languages Azlanti, Common, Draconic, Elven, Hallit, Kelish, Osiriani, Osiriani, Ancient, Skald, Sylvan, Thassilonian, Tien, Varisian
SQ alchemy (alchemy crafting +6), brawler's cunning, gunsmith, inspiration (7/day), investigator talents (effortless aid[ACG], mutagen[UM], trap spotter), keen recollection, martial training, mutagen (+4/-2, +2 natural armor, 60 minutes), trapfinding +3
Combat Gear boro bead (1st level)[UE], cold iron firearm bullet[UC] (15), potion of cure light wounds (2), potion of invisibility, potion of shield of faith +3, scroll of lesser restoration, lesser restoration, wand of cure light wounds, acid (3), air crystal, alchemist's fire (3), alkali flask[APG] (2), antiplague[APG], antitoxin; Other Gear +2 mithral chain shirt, alchemical cartridge (paper)[UC] (5), black powder[UC] (15), mwk cold iron rapier, mwk hanbo, mwk pistol[UC], amulet of natural armor +1, belt of physical might +2 (Str, Dex), headband of vast intelligence +2, hybridization funnel[UE], ioun torch ioun stone[APG], ring of protection +1, traveler's any-tool[UE], wayfinder[ISWG], alchemy crafting kit[APG], bandolier[UE], formula book[UE], gunsmith's kit[UC], masterwork backpack[APG], masterwork thieves' tools, powder horn[UC], traveler's outfit, wrist sheath, spring loaded, 803 pp, 2 gp, 8 sp
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Special Abilities
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Accelerated Drinker You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.
Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Boro bead (1st level, 1/day) Recharge a consumed extract of the chosen level.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+3)
Effortless Aid (Ex) Can use aid another as a move action, or use 1 inspiration for swift action.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Hybridization funnel DC 25 Craft (alchemy) to combine two alchemical splash weapons into one.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Inspiration (+1d6, 7/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Magical Talent (Detect Magic, 1/day) (Sp) Choose one 0-level spell - it becomes a 1/day spell-like ability for you.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 17) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 60 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Studied Combat (+3, 4 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +2d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Unfailing Logic +2 (Ex) +2 save vs. illusion and disbelievable effects
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Formula Book:

Level 1: Ant Haul, Comprehend Languages, Detect Secret Doors, Disguise Self, Expeditious Retreat, Identify, See Alignment, Shield, Touch of the Sea, True Strike
Level 2: Alchemical Allocation, Barkskin, Blur, Bull's Strength, Cat's Grace, Cure Moderate Wounds, Darkvision, False Life, Fire Breath, Investigative Mind, Invisibility, Lesser Restoration, See Invisibility