Investigator (empiricist) 6/Swashbuckler (inspired blade) 1 | HP 34/66 | AC 25 Tch. 15, Ff. 21 | Fort +6, Ref +12, Will +3 | Resist cold/electricity/fire: 5 | Init +5 | Perception +14; darkvision 60 ft. | "Jackdaw"
About Talvek Drassed
Talvek Drassed
Male daemon-spawn tiefling investigator (empiricist) 6/swashbuckler (inspired blade) 1 (Pathfinder Player Companion: Blood of Fiends 19, Pathfinder RPG Advanced Class Guide 30, 56, 100, 125, Pathfinder RPG Bestiary 264)
CG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +14
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Defense
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AC 19, touch 14, flat-footed 16 (+4 armor, +1 deflection, +3 Dex, +1 shield)
hp 66 (7 HD; 6d8+1d10+26)
Fort +6, Ref +10, Will +4 (+2 save vs. illusion and disbelievable effects)
Defensive Abilities trap sense +2; Resist cold 5, electricity 5, fire 5, unfailing logic
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Offense
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Speed 30 ft.
Melee mwk rapier +10 (1d6+3/18-20)
Ranged shortbow +8 (1d6/×3)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (5), studied combat (+3, 4 rounds), studied strike +2d6
Spell-Like Abilities (CL 7th; concentration +6)
. . 1/day—death knell (DC 11)
Investigator (Empiricist) Extracts Prepared (CL 6th; concentration +10)
. . 2nd—focused scrutiny[ACG], fox's cunning, invisibility, ironskin
. . 1st—cure light wounds, disguise self (2), heightened awareness[ACG], long arm[ACG]
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Statistics
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Str 10, Dex 16, Con 16, Int 18, Wis 8, Cha 8
Base Atk +5; CMB +5; CMD 19
Feats Extra Investigator Talent[ACG], Extra Investigator Talent[ACG], Fencing Grace[UI], Persuasive, Weapon Focus (rapier), Weapon Versatility
Traits resilient, student of philosophy, urban sleuth (Silver Ravens; Knowledge [Local, History])
Skills Acrobatics +8, Appraise +8, Bluff +3 (+8 to lie (as a result of using Int instead of Cha)), Climb +3, Craft (alchemy) +9 (+15 to create alchemical items), Diplomacy +11 (+16 to gather information (You can use your Intelligence Modifier instead of Charisma), +16 to persuade others but not to gather information (as a result of using Int instead of Cha)), Disable Device +18, Disguise +9, Escape Artist +6, Heal +3, Intimidate +5, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +12, Knowledge (local) +15, Knowledge (nature) +10, Knowledge (nobility) +8, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +9, Perception +14, Sense Motive +12, Sleight of Hand +8, Spellcraft +8, Stealth +12, Swim +3, Use Magic Device +8; Racial Modifiers +2 Disable Device, +2 Sleight of Hand
Languages Celestial, Common, Elven, Halfling, Infernal, Shadowtongue, Strix, Sylvan
SQ alchemy (alchemy crafting +6), ceaseless observation, inspiration (7/day), inspired panache, investigator talents (expanded inspiration[ACG], mutagen[UM], quick study[ACG], underworld inspiration[ACG]), keen recollection, mutagen (+4/-2, +2 natural armor, 60 minutes), prehensile tail[ARG], trapfinding +3
Combat Gear mutagen[APG], oil of magic weapon, oil of magic weapon (2), potion of cure moderate wounds, potion of invisibility (2), potion of lesser restoration, potion of water breathing, tanglefoot bag; Other Gear mwk chain shirt, mwk buckler, mwk rapier, shortbow, cloak of the manta ray, figurine (silver raven), ring of protection +1, alchemy crafting kit[APG], backpack, belt pouch, flint and steel, ink, inkpen, investigator starting formula book, masterwork thieves' tools, quick-change outfit[UI], scroll box[UE], silk rope (50 ft.), soap, trail rations (5), waterskin, 41 gp, 7 sp, 6 cp
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Special Abilities
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Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+5)
Darkvision (60 feet) You can see in the dark (black and white only).
Deeds 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.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Fencing Grace Use Dexterity on rapier damage rolls
Inspiration (+1d6, 7/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
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 17) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 60 minutes.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Quick Study (Ex) Use studied combat as a swift action.
Studied Combat (+3, 4 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +2d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Underworld Inspiration (Ex) Free Inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand (if trained).
Unfailing Logic +2 (Ex) +2 save vs. illusion and disbelievable effects
Weapon Versatility Weapon w/ Weapon Focus: shift grip to alter damage to B/P/S (free act.).
Background:
Gerro Drassed is a wealthy man in Kintargo. A very wealthy man. He worked hard for it, and by gods, he deserves to enjoy the fruits of his labour. When it turned out that some of those fruits were tainted, however, things did not go so well - especially for his previous two wives and their newborn. Because it was obviously their fault for bearing demonspawn children, it was their blood that was tainted, not his. Never his. The third wife was a little luckier. When Talvek was born, Gerro was away on a long trade voyage, his return further delayed by storms, pirates and political unrest until one year became three. And when he returned, it was too late to employ his usual method - the existence and nature of his son was public knowledge. So he resorted to banishing his wife and disowning his son. Third time, it turns out, was not the charm.
Talvek and his mother Pella found themselves on the streets and soon ended up squatting in the dilapidated buildings of Devil's Nursery. There, Talvek's nature was not so odd and there were many others like him. Pella quickly established a friendship with an older tiefling woman, and the two built a household together, raising Talvek together. A few years afterwards, they took in a tiefling girl who had been banished by her family and had been living on the streets. Years passed, and their family grew considerably. Aside from his human mother, Talvek now has three aunts and six sisters, all tieflings. It is a strange family, all in all, but the arrangement works for them, and the reputation they've built ensures that not many bother them. They are known as the Kindred Clan, they are a force for good and stability in the slums. Although the women and girls can take care of themselves for the most part, Talvek sees himself as their protector, and will not tolerate any harm or slight to them.
Although he didn't receive the benefits of a formal education, the young tiefling is surprisingly well-read and well-informed. He has a fascination with the history of Kintargo, particularly with that organization that called themselves the Silver Ravens. His wild and free nature chafes at the newly imposed restrictions and lately he's been quite outspoken against the Thrune rule. He runs with a gang of similarly-minded, similarly hot-headed young tieflings, talking revolution and social justice, scrawling graffiti on the walls of government buildings.