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About Professor Baldeck KaldosianMale human swashbuckler (inspired blade) 1 / investigator (empiricist) 13 / barbarian (drunken brute) 1
Init +5 (+2 Mut, +2 BBP, +4 HA) ; Senses Perception +22 DEFENSE AC 39, touch 16, flat-footed 24 (+9 armor, +1 deflection, +6 Dex, +1 insight, +4 shield) Mut(2 dex, 2 nat), reduce (+1) Barksin (+5) hp 113
+2 Reflex to avoid traps, +4 insight bonus on all Will saving throws against illusion spells or spell-like abilities that allow a save to disbelieve their effects. 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.
OFFENSE
Melee buckler +2 (mithral/shield spikes) +14/+9 (1d4) Melee rapier +1 (adamantine/furious/keen) +20/+14 (1d6+6/15-20)
Melee rapier +1 (adamantine/furious/keen) +34/+30 (1d4+16/15-20)
Magic Item Spell-Like Abilities: fly (1/Day)
STATISTICS
Feats: Additional Traits, Extra Investigator Talent, Extra Rage, Fencing Grace (Rapier), Weapon Finesse, Weapon Focus (Rapier), Weapon Versatility (Combat), Combat Inspiration, Trap Spotter, Power Attack,(-3/+6), Amazing Inspiration, Numerical Alchemy (Su). Skills Acrobatics +11 , Bluff +12, Climb -2, Craft (Alchemy) +14 , , Diplomacy +22, Disable Device +29, Escape Artist +3 , Fly +11 , Knowledge (Arcana) +19 , Knowledge (Dungeoneering) +18 , Knowledge (Engineering) +12 , Knowledge (Geography) +12, Knowledge (History) +12 , Knowledge (Local) +19 , Knowledge (Nature) +19 , Knowledge (Nobility) +12 , Knowledge (Planes) +19 , Knowledge (Religion) +19 , Linguistics(Ancient Osiriani, Azlanti, Shoanti) +11 , Perception +23 (ioun) , Perception (Trapfinding) +28 , Ride +3 , Sense Motive +17, Spellcraft +17 , Stealth +10 , Swim -2 , Use Magic Device +19 Traits auspicious tattoo (shoanti), berserker of the society, resilient (boon), lessons of chaldira (chaldira zuzaristan), student of philosophy Languages: Ancient Osiriani, Azlanti, Chelaxian, Common, Infernal, Kelish, Read Lips, Thassilonian, Shoanti, Varisian SQ alchemist discovery, alchemy, ceaseless observation, deeds, derring-do, dodging panache, opportune parry and riposte, dual talent, expanded inspiration (T), inspiration, inspired finesse, inspired panache, keen recollection, mutagen (T), quick study (T), rage, raging drunk, studied combat, studied strike, sickening offence (T), trapfinding, trap sense, unfailing logic, weapon and armor proficiency, weapon and armor proficiency, +1 bonus feat (2x), Agile furious amulet. Combat Gear acid (flask) (5), alchemist's fire (flask) (5), allnight (2), antiplague (vial), antitoxin (vial), candles (10), clear ear (8), impact foam, smelling salts, smokestick, stillgut, wismuth salix, potion of heroism, unwelcome halo, baijiu (bottle) (2), oldlaw whiskey (bottle), antiplague, antitoxin, tracking powder, twitch tonic, rations (12), Waterskins (4), Barrel of water, alkali (flask) (3), potion of reduce person (7 one in hand), oil of bless weapon, oil of daylight, potion of tongues; Other Gear celestial armor, buffering cap, buckler +3 (mithral/shield spikes), bane badric, boots of speed, acid (flask) (5), alchemist's fire (flask) (5), liquid ice (6), longbow, alkali (flask) (3), rapier +1 (adamantine/furious/keen), headband of vast intelligence +2, Admixture Vial, dusty red Ioun stone, Pale green ioun stone saves/attack, Magenta Prism, Ioun stone strength, ring of protection +1, gloves of marking, cloak of resistance +4, belt of incredible dexterity +4, ring of feather fall, daredevil softpaws, Griffin Mane, wand (infernal healing/sorcerer/1st), wand (heightened awareness/wizard/1st), wand of long strider, wand of faire fire, handy haversack, ioun torch, wayfinder (decerning), traveler's any-tool, Lepidstadt Investigator's Hat, alchemist's kit, chalk (1 piece), Ear trumpet, flint and steel, formula book (alchemist's/blank), inkpen, potion sponge, specialty smoke pellet, smog (6), traveling formula book (blank), arrow (5), arrow (alchemical silver) (5), arrow (blunt) (5), arrow (cold iron) (5), arrow (smoke), arrow (grappling), folding pole, hip flask (2), rope (silk/50 ft.) (5), mirror (small/steel), pathfinder chronicle (10), weapon cord, bandolier, alchemist's lab Spring loaded wrist sheaths: Elixir of Spirit Sight, Wand of blade lash.
SPECIAL ABILITIES
Spoiler:
Alchemist Discovery (Ex) You can select one alchemist discovery as an investigator talent. When selecting an alchemist discovery, you must be high enough level to qualify for that discovery, using your investigator level as your alchemist level to determine if you qualify. This talent can be selected multiple times; each time grants a new alchemist discovery.
Alchemy (Su) Investigators are highly trained in the creation of mundane alchemical substances and magical potion like extracts. When using Craft (alchemy) to create an alchemical item, you gain a competence bonus equal to 8 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. Auspicious Tattoo You bear a tattoo depicting one of the totems listed for your quah (see page 16) that favors you with good fortune. You gain a +1 trait bonus on Will saving throws.
Ceaseless Observation (Ex) An empiricist's ability to notice the minutiae of almost everything that happens around him allows him to make shrewd and insightful calculations about people and even inanimate objects. At 2nd level, an empiricist uses his Intelligence modifier instead of the skill's typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information. This ability replaces poison lore and poison resistance. Deeds Swashbucklers spend panache points (6) to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed. 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 5 times. 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 the original 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 only perform this deed while wearing light or no armor, and while carrying no heavier than a light load. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs. 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. Drug Addict You were once addicted to shiver, a drug distilled from the venom of dream spiders. The drug induces sleep filled with vivid dreams, during which the user's body often shakes and shivers, giving the substance its street name. Shiver is particularly dangerous for the desperate, for its promises of dreams and oblivion are often viewed as the only alternative apart from suicide for escaping a dreary life. You've always thought of shiver as a problem of the lower class, but then you a crimelord named Gaedren got you addicted, and you overdosed on the stuff. You blame Gaedren for your brush with death and hate how his drugs are causing similar problems among other youths. Unfortunately, the guards seem to be more focused on the bigger dealers. They don't have time to devote many resources to what they've called, "a bit player in a beggar's problem." It would seem that if his operation is to be stopped, it falls to you. Fortunately, your body recovers quickly from toxins, and you have a +1 trait bonus on Fortitude saving throws. Dual Talent 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. Expanded Inspiration (Ex) An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he's trained in the skill. Headband of Intellect Skill Selection (Diplomacy) Inspiration (Ex) 9/9: 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 9. 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. Inspired Finesse (Ex) An inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat. Inspired Panache (Ex) 6/6 Each day, an inspired blade gains 6 panache points. 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.
Lessons of Chaldira (Chaldira Zuzaristan) Your studies of Chaldira Zuzaristan's exploits have given you a knack for avoiding trouble. Once per day before the result of a saving throw is known, you can reroll that saving throw. You must take the second result even if it is worse. Mutagen (Ex) You gain the mutagen class ability, as described in the Advanced Player's Guide. Quick Study (Ex) An investigator can use his studied combat ability as swift action instead of a move action. Unchained Rage 16/16 You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 16 rounds per day. You can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive. While in a rage, you gain a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, you take a -2 penalty to Armor Class. You also gain 20 temporary hit points. These temporary hit points are lost first when you take damage, disappear when the rage ends, and are not replenished if you enter a rage again within 1 minute of your previous rage. While in a rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting). You can end your rage as a free action, and are fatigued for 1 minute after a rage ends. You can't enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If you fall unconscious, your rage immediately ends. Raging Drunk (Ex) While raging, the drunken brute can drink a potion, or a tankard of ale or similar quantity of alcohol, as a move action that does not provoke attacks of opportunity. A potion has its normal effect, while an alcoholic drink allows the barbarian to maintain her rage that round without expending a round of rage for the day (instead of the alcohol's normal effects). For each alcoholic drink consumed while raging, the barbarian is nauseated for 1 round when her rage expires, in addition the normal fatigue that follows a rage. Tireless rage does not negate this nauseated condition but the internal fortitude rage power does. This ability replaces fast movement. Sickening Offensive (Ex) When the investigator damages a studied target, that creature is also sickened for 1 round. * Only one of these talents can be applied to an individual attack. Student of Philosophy You were trained in a now? defnct philosophical tradition-such as that of the now? destroyed Gaitan universities or Lirgeni astrologers-and learned to use logic and reason to persuade others. You can use your Intelligence modifer in place of your Charisma modifer on Diplomacy checks to persuade others and on Bluf checks to convince others that a lie is true. (This trait does not afect Diplomacy checks to gather infrmation or Bluf checks to fe int in combat.) Studied Combat (Ex) +4/+4 With a keen eye and calculating mind, you can assess the mettle of your opponent to take advantage of gaps in talent and training. You can use a move action to study a single enemy that you can see. Upon doing so, you add 4 as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for 5 rounds or until you deal 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) 3d6 You can choose to make a studied strike against the target of your studied combat as a free action, upon successfully hitting your studied target with a melee attack, to deal additional damage. The damage of studied strike is 3d6 precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike. If you used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), you may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If you 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. You 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. Trapfinding An investigator adds 4 to Perception skill checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps. Trap Sense (Ex) You gain a +2 bonus on Reflex saves made to avoid traps, and a +2 dodge bonus to AC against attacks made by traps. 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. Weapon and Armor Proficiency Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields. Weapon and Armor Proficiency Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.
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