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About PoluxPolux
Polux level 3:
Polux Male garuda-blooded aasimar (plumekith) investigator (empiricist) 3 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Advanced Class Guide 30, 100, Pathfinder RPG Bestiary 7) CG Medium outsider (native) Init +3; Senses darkvision 60 ft.; Perception +10 -------------------- Defense -------------------- AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 33 (3d8+12) Fort +4 (+2 circumstance bonus vs. hot weather), Ref +6, Will +5 Defensive Abilities trap sense +1; Resist acid 5, cold 5, electricity 5 -------------------- Offense -------------------- Speed 30 ft. Melee gladius +6 (1d6+4/19-20) or . . cold iron longspear +6 (1d8+6/×3) or . . silver morningstar +6 (1d8+6) or . . unarmed strike +6 (1d3+4 nonlethal) Ranged sling +5 (1d4+4) Spell-Like Abilities (CL 3rd; concentration +2) . . 1/day—see invisibility Investigator (Empiricist) Extracts Prepared (CL 3rd; concentration +7) . . 1st—cure light wounds, endure elements, shield, shield -------------------- Statistics -------------------- Str 18, Dex 16, Con 16, Int 18, Wis 13, Cha 9 Base Atk +2; CMB +6; CMD 19 Feats Combat Reflexes, Power Attack Traits armor expert, blood of pharaohs, inspired, - custom trait - Skills Acrobatics +11, Appraise +8, Climb +8, Craft (alchemy) +8 (+11 to create alchemical items), Diplomacy +4 (+9 to gather information (You can use your Intelligence Modifier instead of Charisma)), Disable Device +13, Fly +5, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +5, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +8, Perception +10, Sense Motive +9, Stealth +9, Survival +2, Use Magic Device +10; Racial Modifiers +2 Acrobatics, +2 Fly, ceaseless observation Languages Ancient Osiriani, Auran, Celestial, Common, Draconic, Dwarven, Sylvan SQ alchemy (alchemy crafting +3), inspiration (5/day), investigator talent (mutagen[UM]), keen recollection, mutagen (+4/-2, +2 natural armor, 30 minutes), trapfinding +1 Combat Gear mutagen[APG], acid, alchemist's fire, caltrops; Other Gear studded leather, gladius[UC], longspear, morningstar, sling, sling bullets (20), backpack, bandolier[UE], bandolier[UE], bedroll, belt pouch, blotter (0.2 lb), chalk (10), crowbar, grappling hook, hemp rope (50 ft.), hot weather outfit[APG], ink, inkpen, knife for cutting quills into pens (0.5 lb), masterwork thieves' tools, parchment (5), pen nibs, pigment for making ink (0.2 lb), ruler, small (0.1 lb), trail rations (6), vial, 170 gp, 6 sp -------------------- Tracked Resources -------------------- Acid - 0/1 Alchemist's fire - 0/1 Inspiration (+1d6, 5/day) (Ex) - 0/5 Inspired (1/day) - 0/1 Mutagen: +4 STR, -2 INT, +2 Nat AC - 0/1 See Invisibility (1/day) - 0/1 Sling bullets - 0/20 Trail rations - 0/6 -------------------- Special Abilities -------------------- Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+5) Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. Darkvision (60 feet) You can see in the dark (black and white only). Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks. Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks. Inspiration (+1d6, 5/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save. Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained. 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 15) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 30 minutes. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps. Trapfinding +1 Gain a bonus to find or disable traps, including magical ones. Polux level 2:
Polux Garuda-blooded aasimar (plumekith) investigator (empiricist) 2 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Advanced Class Guide 30, 100, Pathfinder RPG Bestiary 7) CG Medium outsider (native) Init +3; Senses darkvision 60 ft.; Perception +9 -------------------- Defense -------------------- AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 21 (2d8+6) Fort +2 (+2 circumstance bonus vs. hot weather), Ref +6, Will +5 Resist acid 5, cold 5, electricity 5 -------------------- Offense -------------------- Speed 30 ft. Melee gladius +5 (1d6+4/19-20) or . . longspear +5 (1d8+6/×3) or . . morningstar +5 (1d8+4) or . . unarmed strike +5 (1d3+4 nonlethal) Ranged sling +4 (1d4+4) Spell-Like Abilities (CL 2nd; concentration +1) . . 1/day—see invisibility Investigator (Empiricist) Extracts Prepared (CL 2nd; concentration +6) . . 1st—cure light wounds, endure elements, shield -------------------- Statistics -------------------- Str 18, Dex 16, Con 14, Int 18, Wis 13, Cha 9 Base Atk +1; CMB +5; CMD 18 Feats Combat Reflexes Traits armor expert, blood of pharaohs, inspired, student of philosophy Skills Acrobatics +10, Appraise +8, Climb +8, Craft (alchemy) +8 (+10 to create alchemical items), Diplomacy +4 (+9 to gather information (You can use your Intelligence Modifier instead of Charisma)), Disable Device +12, Fly +5, Knowledge (dungeoneering) +8, Knowledge (local) +8, Perception +9, Sense Motive +9, Stealth +8, Survival +2, Use Magic Device +9; Racial Modifiers +2 Acrobatics, +2 Fly, ceaseless observation Languages Ancient Osiriani, Celestial, Common, Draconic, Dwarven, Sylvan SQ alchemy (alchemy crafting +2), inspiration (5/day), trapfinding +1 Combat Gear acid, alchemist's fire, caltrops; Other Gear studded leather, gladius[UC], longspear, morningstar, sling, sling bullets (20), backpack, bandolier[UE], bandolier[UE], bedroll, belt pouch, blotter (0.2 lb), chalk (10), crowbar, grappling hook, hemp rope (50 ft.), hot weather outfit[APG], ink, inkpen, knife for cutting quills into pens (0.5 lb), masterwork thieves' tools, parchment (5), pen nibs, pigment for making ink (0.2 lb), ruler, small (0.1 lb), trail rations (6), vial, 170 gp, 6 sp -------------------- Tracked Resources -------------------- Acid - 0/1 Alchemist's fire - 0/1 Inspiration (+1d6, 5/day) (Ex) - 0/5 Inspired (1/day) - 0/1 See Invisibility (1/day) - 0/1 Sling bullets - 0/20 Trail rations - 0/6 -------------------- Special Abilities -------------------- 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 (+5) Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. Darkvision (60 feet) You can see in the dark (black and white only). Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks. Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks. Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks. Inspiration (+1d6, 5/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save. Student of Philosophy You were trained in a now-defunct philosophical tradition—such as that of the now-destroyed magic universities or astrologers—and learned to use logic and reason to persuade others. 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). Trapfinding +1 Gain a bonus to find or disable traps, including magical ones. Odds, Ends and Samples:
- Sollifugid chelicera
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