Nameless Assassin

Polux's page

996 posts. Alias of Edeldhur.


Full Name

Polux Troy

Race

HP: 48/48 || AC 21, touch 13, flat-footed 14 (+3 armor, +3 Dex) || Inspiration (+1d6, 6/day) || Init +3

Classes/Levels

Current Status:
HP: 45/48 // AC: 23 = 17[Regular] + 2 [Natural AC from Mutagen] + 4 [Shield Extract] or 25 (assuming Prot Evil) // Effects: // Inspiration left: 5/6

About Polux

Polux
Male garuda-blooded aasimar (plumekith) investigator (empiricist) 4 (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 +11
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Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 48 (4d8+20)
Fort +5 (+2 circumstance bonus vs. hot weather), Ref +7, Will +6 (+2 save vs. illusion and disbelievable effects)
Defensive Abilities trap sense +1; Resist acid 5, cold 5, electricity 5, unfailing logic
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Offense
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Speed 30 ft.
Melee cold iron longspear +6 (1d8+9/×3) or
. . gladius +6 (1d6+6/19-20) or
. . silver morningstar +6 (1d8+6) or
. . unarmed strike +6 (1d3+6 nonlethal)
Ranged sling +6 (1d4+4)
Space 5 ft.; Reach 5 ft. (10 ft. with cold iron longspear)
Special Attacks studied combat (+2, 4 rounds), studied strike +1d6
Spell-Like Abilities (CL 4th; concentration +3)
. . 1/day—see invisibility
Investigator (Empiricist) Extracts Prepared (CL 4th; concentration +8)
. . 2nd—alchemical allocation[APG], alter self
. . 1st—cure light wounds, endure elements, shield, shield
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Statistics
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Str 18, Dex 16, Con 18, Int 18, Wis 13, Cha 9
Base Atk +3; CMB +6; CMD 20
Feats Combat Reflexes, Power Attack
Traits armor expert, blood of pharaohs, inspired, - custom trait -
Skills Acrobatics +12, Appraise +8, Climb +8, Craft (alchemy) +9 (+13 to create alchemical items), Diplomacy +4 (+9 to gather information (You can use your Intelligence Modifier instead of Charisma)), Disable Device +15, Fly +5, Intimidate +3, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (local) +9, Knowledge (nature) +8, Knowledge (nobility) +5, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +8, Perception +11, Sense Motive +10, Spellcraft +8, Stealth +10, Survival +2, Use Magic Device +11; Racial Modifiers +2 Acrobatics, +2 Fly
Languages Ancient Osiriani, Auran, Celestial, Common, Draconic, Dwarven, Sylvan
SQ alchemy (alchemy crafting +4), ceaseless observation, inspiration (6/day), investigator talent (mutagen[UM]), keen recollection, mutagen (+4/-2, +2 natural armor, 40 minutes), trapfinding +2
Combat Gear mutagen[APG], acid, alchemist's fire, caltrops; Other Gear mithral shirt, cold iron longspear, gladius[UC], silver 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, 50 gp, 6 sp
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Tracked Resources
--------------------
Acid - 0/1
Alchemist's fire - 0/1
Inspiration (+1d6, 6/day) (Ex) - 0/6
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
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Special Abilities
--------------------
Alchemy +4 (Su) +4 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, 6/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 16) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 40 minutes.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Studied Combat (+2, 4 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +1d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Unfailing Logic +2 (Ex) +2 save vs. illusion and disbelievable effects

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
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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
- Gigantic centipede poisonous saliva/mucous secretion
- Sample of sand from Heshsharu the Sandman
- Ariseti, haunt ring owner (House of Pentheru)
- Mummy Wrap (Amadjawet?)

Image references: