Mammoth

Puddlejumper's page

No posts. Organized Play character for Revvy Bitterleaf.


Full Name

Puddlejumper

Race

Halfling

Classes/Levels

Druid

Gender

Male

Strength 8
Dexterity 25
Constitution 10
Intelligence 12
Wisdom 14
Charisma 16

About Puddlejumper

Saves:
Fort: +11
Ref: +15
Will: +14 (+16 Iron will when Phantom is inside)
(+2 vs fear/+6 vs fear, +2 vs charm/compulsion, +4 vs mind-effectig)

Hps: 69
AC: 24 (10 +1 (small size) + 7 dex, +4 shield, + 2 armor (+1 vs missiles)
flatfooted AC: 17 (10+1+2+4 (+1 vs missiles)
touch: 18

init: +8 (+7 dex, +1 ion stone)

Skills:

Ride: (+34/+4) 16+3+2+1+5+2+7 (Extra bonus for mounted combat check)
Perception: 21
Perform (oratory):14
Perform (sing): 18
Diplomacy: 16 (+3)
Stealth: 15
Spellcraft: 5
Intimidate : 11
Acrobatics: 11
Sense motive 2 (+3)
Disable device 16 (+1 vs traps) +2 from tools

[spoiler=Halfling]
Standard Racial Traits

Ability Score Racial Traits: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed (Slow Speed): Halflings have a base speed of 20 feet.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.
Defense Racial Traits

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Feat and Skill Racial Traits

Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
Outrider Some halflings specialize in mounted combat. Halflings with this racial trait gain a +2 bonus on Handle Animal and Ride checks. This racial trait replaces sure-footed.

Offense Racial Traits

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Senses Racial Traits

Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

Ranger - Freebooter Archtype - lvl 1:
Freebooter's Bane (Ex)
At 1st level, the freebooter can, as a move action, indicate an enemy in combat and rally her allies to focus on that target. The freebooter and her allies gain a +1 bonus on weapon attack and damage rolls against the target. This ability applies only to allies who can see or hear the freebooter and who are within 30 feet of the freebooter at the time she activates this ability. At 5th level and every 5 levels thereafter (10th, 15th, and 20th level), the bonus increases by 1. The freebooter’s bane lasts until the target dies or the freebooter selects a new target.
This ability replaces favored enemy

Ranger:
Alignment: Any
Hit Die: d10
Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The ranger's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 6 + Int modifier.
Table: Ranger
Base Attack Bonus Fort Save Ref Save Will

+1 +2 +2 +0

1st favored enemy, track, wild empathy
— — — —
Track (Ex)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex)
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Golden Legionaire Class Details - prestige class - lvl 1:

Hit Die: d10.
Requirements
To qualify to become a Golden Legionnaire, a character must fulfill all of the following criteria.
• Alignment: Any good.
• Armor Proficiency: Must be proficient with heavy armor.
• Base Attack Bonus: +5
• Skills: Diplomacy 5 ranks, Intimidate 5 ranks.
• Special: A senior Golden Legionnaire must invite the character into the organization.
Class Skills
The Golden Legionnaire's class skills (and the key ability for each skill) are Climb (Str), Heal (Wis), Ride (Dex), Survival (Wis), Swim (Str).
Skill Ranks at Each Level: 2 + Int modifier.
Table: Golden Legionnaire
Base Attack Bonus Fort Save Ref Save Will Save +1 +1 +0 +0

Authoritative command +1, defy danger 1

Authoritative Command (Ex)
As a move action, a Golden Legionnaire can issue orders to a number of allies up to 1/2 her character level who are within 30 feet and can see, hear, and understand her. As long as at least one selected ally obeys the Golden Legionnaire's orders during that round, the Golden Legionnaire and each compliant ally all gain a +1 competence bonus on attack rolls, weapon damage rolls, and saving throws and to Armor Class for 1 round. Affected allies are not under any obligation to obey these commands, but do not gain the bonuses if they choose to ignore the commands. At 6th level, this bonus increases to +2. At 8th level, a Golden Legionnaire can use authoritative command as a swift action.
Defy Danger (Ex)
A Golden Legionnaire gains a +2 bonus on saving throws against one of the following dangers: charms and compulsions, curses, diseases, fear, poisons, traps, or the innate magical powers (spell-like abilities and supernatural abilities not gained from class levels) of one creature type (and subtype, if applicable) chosen from the ranger favored enemy list. At 5th level, and again at 9th level, a Golden Legionnaire gains an additional +2 bonus against a different danger; alternatively, she may increase the bonus against a previously selected danger by +2.


BARD - lvl 1:

Alignment: Any
Hit Die: d8
Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The bard’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Skill Ranks Per Level: 6 + Int modifier.
Table: Bard
BAB Fort Save Ref Save Will Save
+0 +0 +2 +2
Bardic knowledge, bardic performance, cantrips, countersong, distraction, fascinate, inspire courage +1

Mesmerist - lvl 1:

Alignment: Any.
Hit Die: d8.
Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The mesmerist's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Skill Ranks per Level: 6 + Int modifier.
Table: Mesmerist
Base Attack Bonus Fort Save Ref Save Will Save
+0 +0 +2 +2
Consummate liar, hypnotic stare, knacks, mesmerist trick, painful stare

Consummate Liar
A mesmerist adds 1/2 his mesmerist level (minimum 1) as a bonus on all Bluff checks. In addition, the mesmerist qualifies for the Improved Feint and Greater Feint feats, even if he doesn't have Combat Expertise or an Intelligence score of at least 13. He can also ignore Combat Expertise and an Intelligence score of 13 as prerequisites for other feats that require Improved Feint or Greater Feint.
Hypnotic Stare (Su)
A mesmerist can focus his stare on one creature within 30 feet as a swift action. That creature takes a –2 penalty on Will saving throws. This penalty changes to –3 at 8th level. A mesmerist can maintain his stare against only one opponent at a time; it remains in effect until the mesmerist stares at a new target, the opponent dies, the opponent moves farther than 30 feet away, or the mesmerist falls unconscious or dies. The mesmerist can remove the memory of his stare from the target's mind; The creature doesn't remember that it was affected (nor does it realize that it is currently being affected) unless the mesmerist allows it. The hypnotic stare is a psychic effect, and relies more on the mesmerist's focus than the target's perception of his stare. It can't be avoided in the same ways a gaze attack can. The mesmerist can use this ability even while blinded, but must succeed at a DC 20 concentration check to do so. Staring at a creature requires the mesmerist's focus, so if he uses a gaze attack or similar ability, he must target the subject of his hypnotic stare or voluntarily end the stare. The penalties from multiple mesmerists' stares don't stack, nor do they stack with penalties from witches' evil eye hexes. This is a mind-affecting effect.
Mesmerist Tricks (Su)
A mesmerist can create hypnotic bonds with his allies, implanting magical suggestions in their minds that he can later activate. Each day, he can implant a number of these tricks equal to 1/2 his mesmerist level (minimum 1) plus his Charisma bonus (if any). He can have only one trick implanted at a given time, and implanting a new trick ends the previous one (the mesmerist still loses the use of this ability he spent on the previous trick).
To implant a trick, the mesmerist must take a standard action and either touch a willing creature or implant the trick in himself. A creature can be the subject of only one mesmerist trick at a time. The mesmerist can activate the trick as a free action when a triggering condition is met (as defined in the trick's description), even if it isn't his turn. The subject must be within medium range (100 feet + 10 feet per level) for the mesmerist to trigger the trick.
The mesmerist monitors for the trick's triggering condition through a subtle telepathic connection, so he doesn't need line of sight to trigger it—but anything that blocks telepathic contact prevents him from triggering tricks. An implanted trick lasts until the next time the mesmerist regains his spells.
Once triggered, a trick is no longer implanted, and can't be triggered again until the mesmerist implants the trick again. The duration of the effect caused by triggering a trick is either instantaneous or appears in the trick's entry. The DC for any mesmerist trick or masterful trick that requires a saving throw or skill check is 10 + 1/2 the mesmerist's level + the mesmerist's Charisma modifier.
The mesmerist knows one trick at 1st level
Astounding Avoidance: The subject can avoid damage from magical and unusual attacks. The mesmerist can trigger this trick when the subject attempts a saving throw against an attack or spell that normally deals half damage on a successful save, before the subject rolls the save. If the subject succeeds at her save, she takes no damage.

Druid lvl 3:

Alignment: Any neutral
Hit Die: d8
Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The druid's class skills are Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).
Skill Ranks Per Level: 4 + Int modifier.
Table: Druid
Base Attack Bonus Fort Save Ref Save Will Save
+0 +2 +0 +2

2nd +1 +3 +0 +3 Woodland stride

3rd +2 +3 +1 +3 Trackless step

Nature bond, nature sense, orisons, wild empathy

Fighter (rough rider archetype) lvl 2:

Alignment: Any.
Hit Die: d10.
Starting Wealth: 5d6 x 10 gp (average 175gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Ranks Per Level: 2 + Int modifier.
Table: Fighter
Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Bonus feat

2nd +2 +3 +0 +0 Bonus feat, bravery +1

Roughrider (archtype)
Steadfast Mount (Ex)
At 2nd level, after a roughrider has spent 1 hour practicing with a mount, the mount gains a +1 dodge bonus to AC and a +1 morale bonus on saves, but only while the roughrider is mounted on it or adjacent to it. This bonus increases by +1 for every four levels after 2nd.
This ability replaces bravery

Oracle (dual-cursed archtype_ lvl 1:

Oracle Alignment: Any.
Hit Dice: d8.
Starting Wealth: 3d6 × 10 gp (average 105gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The oracle’s class skills are Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). In addition, oracles receive additional class skills depending upon their oracle mystery.
Skill Ranks per Level: 4 + Int modifier.

Base Attack Bonus Fort Save Ref Save Will Save
1st +0 +0 +0 +2
Mystery, oracle’s curse, orisons, revelation

Dual- Cursed
Oracle’s Curse
A dual-cursed oracle must choose two curses at 1st level. One of these curses (oracle’s choice) never changes its abilities as the oracle gains levels; for example, an oracle with clouded vision never gains darkvision 60 feet, blindsense, or blindsight. The other curse comes with its normal benefits.

Misfortune (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.

Clouded Vision
Your eyes are obscured, making it difficult for you to see.
Effect
->You cannot see anything beyond 30 feet, but you can see as if you had darkvision.
->At 5th level, this distance increases to 60 feet.
At 10th level, you gain blindsense out to a range of 30 feet.
At 15th level, you gain blindsight out to a range of 15 feet
Lame
Effect
One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance.

Cavalier (Battle-standard bearer archtype) lvl 1:

Alignment: Any.
Hit Dice: d10.
Starting Wealth: 5d6 × 10 gp (average 175gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The cavalier's class skills are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
Table: Cavalier
Base Attack Bonus Fort Save Ref Save Will Save
+1 +2 +0 +0 Challenge 1/day, mount, order, tactician

Tactician (Ex)
At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

Standard Bearer
Source Ultimate Combat pg. 39
Not all cavaliers are content to ride at the head of a charge, leading from the front and facing down their enemies directly. Some prefer to stand away from the fray, their banners a beacon shining brightly over the battlefield, rallying their troops to victory. The standard bearer employs the banner of his order, his lord, or his own house to raise the spirits of his allies and warns enemies of impending doom.

Banner (Ex): At 1st level, a standard bearer gains the banner ability. This ability is identical to the standard cavalier’s banner ability, except that the morale bonuses on saving throws against fear effects and on attack rolls made as part of a charge increase at 5th level, and every five levels thereafter. This ability replaces the standard cavalier’s mount ability.

Banner (Ex)
At 5th level, a cavalier's banner becomes a symbol of inspiration to his allies and companions. As long as the cavalier's banner is clearly visible, all allies within 60 feet receive a +2 morale bonus on saving throws against fear and a +1 morale bonus on attack rolls made as part of a charge. At 10th level, and every five levels thereafter, these bonuses increase by +1. The banner must be at least Small or larger and must be carried or displayed by the cavalier or his mount to function.

Challenge (Ex): Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.

The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.

Order of the Dragon
Source Advanced Player's Guide pg. 35
Cavaliers belonging to the order of the dragon dedicate themselves to a group of like-minded individuals, be it a mercenary company or a small band of adventurers. These cavaliers believe in loyalty and friendship, and are willing to lay down their lives to protect their allies.

Edicts: The cavalier must remain loyal to his allies and must always work to further the aims of the group. He must protect his allies from harm and defend their honor when called into doubt.

Challenge: Whenever an order of the dragon cavalier issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses.

Skills: An order of the dragon cavalier adds Perception (Wis) and Survival (Wis) to his list of class skills. In addition, whenever an order of the dragon cavalier uses Survival to provide food and water for his allies or to protect his allies from harsh weather, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).

Battle Herald prestige class lvl 1:

Hit Die: d10.
Requirements
To qualify to become a battle herald, a character must fulfill all the following criteria.
Base Attack Bonus: +4.
Special: Challenge and inspire courage class features.
Skills: Diplomacy 5 ranks, Intimidate 5 ranks, Perform (oratory) 5 ranks, Profession (soldier) 2 ranks.
Class Skills
The battle herald’s class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception ( Wis), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Skill Ranks per Level: 4 + Int modifier.
Table: Battle Herald
Base Attack Bonus Fort Save Ref Save Will Save
+1 +1 +0 +1
Inspiring command (+1), improved leadership, voice of authority
None Shall Fall*: A number of allies equal to the battle herald’s inspiring command bonus heal 1d6 points of damage. Targeted allies who are poisoned may attempt a new poison saving throw with a bonus equal to the battle herald’s inspiring command bonus; a failed save has no additional effect, but a successful save counts toward curing the poison. This healing is not positive energy and can heal undead creatures.

Sleuth(Investigator) - lvl 1 :
Alignment: Any.
Hit Die: d8.
Parent Class(es): Alchemist and rogue.
Starting Wealth: 3d6 x 10 gp (average 105 gp).
Class Skills
The Investigator's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Skill Points at each Level: 6 + Int modifier.

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.

A sleuth is an investigator who relies on good fortune and guile rather than alchemy. Having no mystical energy intrinsic to her, she must forgo the more magical aspects of alchemy to solve her mysteries with wits, gumption, and the fickle consideration of luck.

Sleuth's Luck (Ex)

At 1st level, a sleuth gains a fluctuating pool of luck, measuring her ability to get out of scrapes. At the start of each day, a sleuth has a number of luck points equal to her Charisma modifier (minimum 1). Her luck goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats, magic items, and spells that grant either grit or panache points can also grant a sleuth luck points equal to the amount of grit or panache they grant. A sleuth spends luck to accomplish deeds (see below), and regains luck in the following ways.

Rolling a Natural 20 on a Knowledge or Sense Motive Check: While on an investigation, a sleuth regains luck by uncovering secrets. Rolling a natural 20 on these skill checks while actively investigating causes the sleuth to regain 1 luck point. Such skill checks made for more mundane reasons (such as normal research or using Sense Motive to gain information during normal bargaining or while gambling) do not regain luck for the sleuth. Determining which skill checks qualify is up to the GM.

Rolling a 6 or Higher on an Inspiration Roll: When a sleuth rolls an inspiration die while on an investigation and the die comes up a 6 or higher, she regains 1 luck point. (If she rolls multiple inspiration dice at a time, she regains 1 luck point if the total is 6 or higher.) Like regaining luck via a natural 20 on a qualifying skill check, inspiration checks made for more mundane reasons don't qualify for regaining luck. The GM is the final arbitrator for what rolls qualify. It's possible for a investigator to regain 2 luck points on the same Skill check, if both the qualifying skill check is a natural 20 and any inspiration roll made is a 6 or higher.

This and the 1st-level deeds below replace alchemy. A sleuth cannot take the alchemist discovery talent or any investigator talent that affects alchemy.

Deeds

Sleuths spend luck points to accomplish deeds. Most deeds grant a sleuth some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as a sleuth has at least 1 luck point.

At 1st level, a sleuth gains the following deeds.

Daring (Ex): At 1st level, a sleuth can spend 1 luck point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll d6 and add the result to the check. He can choose to add this die after he rolls. If the d6 roll is a natural 6, he rolls another d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Intelligence modifier (minimum 1).

Opportunistic Evasion (Ex): At 1st level, when a sleuth succeeds at a Reflex saving throw against an effect that still deals damage on a successful save, he can spend 1 luck point as an immediate action to instead take no damage for that effect.

Sleuth's Initiative (Ex): At 1st level, as long as the sleuth has at least 1 luck point, he gains a +2 bonus on initiative checks. Furthermore, if he has the Quick Draw feat, his hands are free and unrestrained, and the weapon is not hidden, he can draw a single light or one-handed melee weapon as part of the initiative check. (Unlike with swashbuckler deeds, this does not have to be a piercing weapon.) At 4th level, a sleuth gains the following deeds. These abilities replace swift alchemy.

Make It Count (Ex): When a sleuth uses studied strike inspired strike, he can spend 1 luck point to apply an investigator talent that he doesn't already know and which affects studied strike inspired strike to his studied strike inspired strike. He must be able to fulfill that talent's prerequisites.

Spiritualist lvl 1:

Source Occult Adventures pg. 72
Becoming a spiritualist is not a calling—it’s a phenomenon. When a creature dies, its spirit flees its body and begins the next stage of its existence. Debilitating emotional attachments during life and other psychic corruptions cause some spirits to drift into the Ethereal Plane and descend toward the Negative Energy Plane. Some of these spirits are able to escape the pull of undeath and make their way back to the Material Plane, seeking refuge in a psychically attuned mind. Such a fusing of consciousnesses creates a spiritualist—the master of a single powerful phantom whom the spiritualist can manifest to do her bidding.

Role: The spiritualist seeks the occult and esoteric truth about life, death, and the passage beyond, using her phantom as a guide and tool. The connection with her phantom allows her to harness the powers of life and death, thought and nightmare, shadow and revelation.

Alignment: Any.
Hit Die: d8.
Starting Wealth: 2d6 x 10 gp (average 70 gp).
Class Skills
The Spiritualist's class skills are Bluff (Cha), Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Points at each Level: 4 + Int modifier.
Class Features
Spells Per Day
Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st 1
1st +0 +2 +0 +2 Etheric tether, knacks, phantom, shared consciousness

Phantom::
A spiritualist begins play with the aid of a powerful and versatile spirit entity called a phantom. The phantom forms a link with the spiritualist, who forever after can either harbor the creature within her consciousness or manifest it as an ectoplasmic or incorporeal entity. A phantom has the same alignment as the spiritualist, and it can speak all the languages its master can. A spiritualist can harbor her phantom in her consciousness (see the shared consciousness class feature on page 73), manifest it partially (see the bonded manifestation class feature on page 74), or fully manifest it. A fully manifested phantom is treated as a summoned creature from the Ethereal Plane, except it is not sent back to the Ethereal Plane until it is reduced to a negative amount of hit points equal to or greater than its Constitution score.

A spiritualist can fully manifest her phantom through a ritual that takes 1 minute to perform. When the phantom is fully manifested, the spiritualist can change the form of the phantom’s manifestation (either from ectoplasmic to incorporeal or vice versa) as a full-round action that provokes attacks of opportunity. When the phantom manifests, its hit points are unchanged from the last time it manifested, unless the phantom was slain and returned to the Ethereal Plane; in this case, the phantom manifests with half its maximum number of hit points. The phantom does not heal naturally, and can be healed only with magic or by being tended to with the Heal skill while fully manifested in ectoplasmic form. The phantom stays fully manifested until it is either returned to the spiritualist’s consciousness (a standard action) or banished to the Ethereal Plane. If the phantom is banished to the Ethereal Plane, it can’t return to the spiritualist’s consciousness or manifest again for 24 hours.

While fully manifested, a phantom can’t be returned to the Ethereal Plane by means of dispel magic, but spells such as dismissal and banishment work normally. Whenever the spiritualist is unconscious or asleep, the phantom immediately returns to the spiritualist’s consciousness. If the spiritualist dies, the phantom is returned to the Ethereal Plane, and can’t return to the spiritualist’s consciousness until 24 hours after the spiritualist is brought back to life. A phantom can’t be dismissed or banished (by a spell or any other similar effect) while it resides in the spiritualist’s consciousness, as the phantom is protected from such effects by the power of the spiritualist’s psyche.

Fully manifested phantoms can wear armor and use items (though not wield weapons) appropriate to their forms. Any items worn, carried, or held by a phantom are dropped when the phantom returns to the spiritualist’s consciousness, and must be retrieved and donned anew if the phantom wishes to use them when it fully manifests in the future.

Phantoms are self-involved, even jealous, creatures that do not play well with other summoned companions. A phantom refuses to manifest (either fully or as part of a bonded manifestation; see Bonded Manifestation on page 74) in the presence of an eidolon or shadow summoned by the phantom’s master. Furthermore, if a phantom is manifested when such a creature is summoned, it immediately retreats into its spiritualist’s consciousness, and will not manifest again until the eidolon or shadow is dismissed.

A fully manifested phantom’s abilities, feats, Hit Dice, saving throws, and skills are tied to the spiritualist’s class level and increase as the spiritualist gains levels. See the Phantoms section starting on page 78 for more information.

Shared Consciousness (Su): At 1st level, while a phantom is confined in a spiritualist’s consciousness (but not while it’s fully manifested or banished to the Ethereal Plane), it grants the spiritualist the Skill Focus feat in two skills determined by the phantom’s emotional focus, unless the spiritualist already has Skill Focus in those skills. It also grants a +4 bonus on saving throws against all mind-affecting effects; at 12th level, this bonus increases to +8. Lastly, once per day, when the spiritualist fails a saving throw against a mind-affecting effect, as an immediate action she can shunt that effect into the phantom’s section of her consciousness instead. When she does so, she is not affected by the mind-affecting effect, but for the normal duration of that effect, the spiritualist loses the bonuses on saving throws against mind-affecting effects and the Skill Focus effects granted by her phantom, and can’t use this ability to shunt a mind-affecting effect into the phantom’s consciousness or manifest her phantom in any way. When a mind-affecting effect is shunted into the phantom’s consciousness, spells such as dispel magic and break enchantment can be cast on the spiritualist to end the effect’s duration as if the spiritualist were affected by the mind-affecting effect.

(Quilted cloth armor (DR 3/- vs missiles) +1
Rallying armor

Aura faint abjuration; CL 5th; Weight —; Price +5,000 gp
DESCRIPTION
This armor or shield is brightly polished, and its mirror-bright surface is magically endowed with the ability to bring comfort to the wearer's companions. Allies within 30 feet of the wearer gain a +4 morale bonus on saving throws against fear effects. If the wearer has an ability that grants a morale bonus on saving throws against fear (such as a paladin's aura of courage, a bard's countersong, or a cavalier's banner ability), the morale bonus increases to +6.

Cloak, poets
Even after cleaning and mending, this traveler's cloak appears worn and weathered. For wearers with the bardic performance class feature, it grants the use of raging song as a 4th-level skald by spending rounds of bardic performance. For wearers with the raging song class feature, it grants the use of inspire courage and inspire competence as a 4th-level bard by spending rounds of raging song.
In addition, each poet's cloak allows its wearer to grant one specific rage power when using raging song in place of his own rage powers (if any). The specific rage power varies by cloak. It must be usable by a 4th-level skald, and can't have any prerequisites other than level. ->

Lvl 4 Skald rage:
Inspired Rage (Su) At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song's bonuses on Will saves increase by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to Strength and Constitution increase by 2. (Unlike the barbarian's rage ability, those affected are not fatigued after the song ends.) If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

Lesser celestial blood:
when raging your melee attacks are considered good-aligned for the purpose of bypassing DR and deal an additional 1d6 damage vs. evil outsiders.

Horsemaster's Saddle
This ornate military saddle, tooled with an elaborate equine motif, grants the mount a +5 competence bonus on Acrobatics checks and the mount's rider a +5 competence bonus on Ride checks. In addition, the mount gains the benefits of any teamwork feats possessed by the rider.

Heavy shield +1 of arrow attraction
Horn of Good
Headband of Intellect (+2)
Belt of Dexterity (+4)
Gloves or arrow snatching
Masterwork cold iron scimitar
Frostbite sling
Pearlof power (lvl 1)
Quickdraw buckler
Ring of invisibility
Ring of Evasion
wooden Staff
Silver dagger
Alchemical acid
Alchemist fire
Holy water
Wayfinder

ions stones:
dark blue rhomboid (+1 competence bonus on perception and sense motive)
dusty rose prism (+1 competence bonus on initiative)

scrolls:
Breath of life
Communal delay poison

Wand of cure light wounds (11/50) (spring loaded wrist sheat - right)
Wand of water breathing (2/2) (spring loaded wrist sheat - left)
Wand of infernal healing (50/50)
Wand of Ill omen (50/50)
Wand of Haste (lvl 5) (31/50)

Potion of Fly (3*)

traits:
Helpfull halfling; Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.
Militia: Select one of the following skill Profession (soldier), Ride, or Survival. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

feats:
Mounted Combat (use ride check vs attack on mount)
Trick Rider (use mounted combat twice/round)
Boon Companion
Indomitable mount (use ride check for save of mount as immediate action)
Escape route (Cavalier - teamwork) (don't provoke for moving when sharing/adjacent to square of ally with same feat
Discordant Voice (+1d6 sonic damage when using inspire/ranging song)
Shield Focus (+1 shield bonus)
Mounted Shield (shield bonus to mount AC)
Missile shield (deflect arrows)
Lingering performance

spells known:
bard:
lvl 0 Predigistitation, Dancing Lights, Read Magic
lvl 1 Feather fall, Saving finale

oracle:
lvl 0 Stabilize, Virtue, Create Water
lvl 1 Liberating command, Remove fear

Mesmerist:
lvl 0: Mage Hand, Message, Mage Hand
lvl 1 : Comprehended Languages, Faerie fire