Nickold Starweather

Richard Groves's page

512 posts. Alias of CucumberTree.


About Richard Groves

Male Human Investigator (Empiricist) level 3
NG Medium humanoid
Init +5; Senses: Perception +10(11)
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Defense
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AC 17(21), touch 13, flat-footed 14(18) (+4 armor, +3 Dex, (+4 shield))
hp 20 (3d8+3)
Fort +2, Ref +6, Will +4
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Offense
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Speed 30 ft
Melee
Sword cane (45 gp) +5 (1d6)

Ranged
Masterwork Shortbow (330 gp) +7 1d6 x3 60 ft.
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Statistics
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Str 10, Dex 16, Con 12, Int 18 (+2 racial), Wis 11, Cha 12
Base Atk +2; CMB +2; CMD 17

Feats:
Weapon Focus(Bow)

Benefit: You get a +1 bonus on attack rolls

Precise Shot

Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Ranged Study

Prerequisites: Weapon Focus with the chosen weapon, studied combat class feature.

Benefit: When you take this feat, choose one kind of ranged weapon. You gain the bonuses for studied combat with your chosen weapon and can use studied strike with your chosen weapon as long as the target of your studied strike is within 30 feet of you.

Traits:

Reactionary
You gain a +2 trait bonus on initiative checks.

Alchemical Prodigy
Benefit(s): If you have the alchemy class feature, your alchemist level is considered 1 higher when calculating the duration of your extracts.

Skills
Total=Rank+CS+Stat+Trait+Misc

10 per level
+1 favored class bonus x3
* Free Inspiration

*Diplomacy: 7(10) =3+3+1(+4)
Disable Device: 13 =3+3+4+1+2
*Perception: 10(11) =3+3+4(+1)
*Sense Motive: 10 =3+3+4
Use Magic Device: 10 =3+3+4
*Knowledge (arcana) 10 =2+3+4+1
*Knowledge (dungeoneering) 10 =2+3+4+1
*Knowledge (nature) 10 =2+3+4+1
*Knowledge (religion) 10 =2+3+4+1
*Knowledge (planes) 10 =2+3+4+1
*Knowledge (Local) 10 =2+3+4+1
Craft (Alchemy) 14 =3+3+4+3+1
*Spellcraft: 10 =3+3+4

Background skills

*Knowledge (engineering) 10 =2+3+4+1
*Knowledge (geography) 10 =2+3+4+1
*Linguistics 9 =2+3+4

Languages: Common, Draconic, Elven, Gnome, Auran, Infernal,?

Gear:
Buckler
5x candlerod
Weapon blanch, silver
Antitoxin (vial)
5 gp
Sword cane (45 gp)
Chain Shirt (100 gp)

Gloves of Reconnaissance 2,000 gp

On command, the wearer can use the gloves to see and hear through solid material no more than 5 feet thick by placing both hands on that material. The wearer can use the gloves once per day for up to 1 minute. The wearer must wear the gloves continuously for 24 hours before activating this ability.

Kit, Alchemist’s

Price 40 gp; Weight 24 lbs.
This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a formula book because an alchemist begins play with a formula book and does not need to purchase one.

Masterwork Thieves’ Tools:

Price 100 gp; Weight 2 lbs.;
This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device checks.

Alchemist’s lab (portable)

75 gp 20 lbs.
This compact version of a full-sized alchemist’s lab provides a +1 circumstance bonus on Craft (alchemy) checks.

Special Abilities
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Formula
Extracts 1st level (4)
* Prepared

*Cure Light Wounds
*Expeditious Retreat
Disguise Self
*Shield
Enlarge Person
Comprehend Languages
*Heightened Awareness
Reduce Person

Class features

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.

Alchemy (Su)

Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.

Inspiration (Ex) 5x

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 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 1/2 his investigator level + his Intelligence modifier (minimum 1). 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.

Trapfinding: +1

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.

Investigator Talent (Ex) or (Su)

Expanded Inspiration (Ex): An investigator can use inspiration on any Diplomacy, Heal, Perception, Profession, or Sense Motive checks without expending a use of inspiration, provided he's trained in the skill.

Keen recollection

At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

Trap Sense (Ex) +1/+1

At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).

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.

Studied Combat (Ex)

At 4th level, With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals 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)

At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.
If the investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator 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.
The investigator 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.

Favored class bonus

Human Add one extract formula from the investigator’s formula list to the formula book. This formula must be at least 1 formula level below the highest level the investigator can create.

Standard Racial Traits

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of

their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Feat and Skill Racial Traits

Bonus Feat: Humans select one extra feat at 1st level.

Comprehensive Education: Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels. This racial trait replaces skilled