Eagle Knight of Andoran

Teldon Moore's page

1,775 posts. Alias of nate lange (RPG Superstar 2012 Top 32).

Full Name

Teldon Moore


Human Investigator [empirist] (VMC Magus) 7


| HP: 52/52 | AC: 18/13/16 | F +4, R +8, W +7 (+9 v Illusion) | Init +2 | Perception +17 (+20 v traps)




6'2", 158 lbs (medium)






Abyssal, Aquan, Azlanti, Celestial, Common, Draconic, Infernal, Kelish, Osiriani, Shoanti, Thassalonian, Varisian, Vudrani



Strength 14
Dexterity 14
Constitution 14
Intelligence 20
Wisdom 12
Charisma 8

About Teldon Moore

feats, traits, and skills:
Human- Combat Reflexes
1- Additional Traits
3- variant multiclassing
5- Extra Talent [effortless aid]
7- variant multiclassing
B- Alertness (familiar)

Exchange Agent (1 bonus language, +1 linguisitcs)
Armor Expert (reduce ACP by 1)
Student of Philosophy (use Int for Diplomacy to influence and Bluff to lie)
Inspired (roll twice for skill/ability check and use better, 1/day)

Skills (13/level- 6 +5 Int +1 race +1 FCB):
Appraise +11 (3 rank +3 class +5 Int)
Bluff +12 (4 ranks +3 class +5 Int)
- to feint +6 (4 ranks +3 class -1 Cha)
Craft [alchemy] +18 (3 ranks +3 class +5 Int +7 competence)
Diplomacy +11 (3 ranks +3 class +5 Int)*
Disable Device +20 (7 ranks +3 class +5 Int +3 trapfinding; +2 MW)
Knowledge [arcana] +15 (7 ranks +3 class +5 Int)*
Knowledge [dungeoneering] +13 (5 ranks +3 class +5 Int)*
Knowledge [engineering] +10 (2 ranks +3 class +5 Int)*
Knowledge [geography] +11 (3 ranks +3 class +5 Int)*
Knowledge [local] +13 (5 ranks +3 class +5 Int)*
Knowledge [nature] +13 (5 ranks +3 class +5 Int)*
Knowledge [nobility] +10 (2 ranks +3 class +5 Int)*
Knowledge [religion] +12 (4 ranks +3 class +5 Int)*
Knowledge [planes] +13 (5 ranks +3 class +5 Int)*
Linguistics +16 (7 ranks +3 class +5 Int +1 trait)*
Perception +17 (7 ranks +3 class +5 Int +2 feat)* +3 to find traps
Sense Motive +13 (5 ranks +3 class +5 Int)*
Spellcraft +15 (7 ranks +3 class +5 Int)*
Use Magic Device +15 (7 ranks +3 class +5 Int)

Background Skills:
Knowledge [history] +15 (7 ranks +3 class +5 Int)*
Lore [pathfinder society] +11 (3 ranks +3 class +5 Int)
Craft [illustration] +11 (3 ranks +3 class +5 Int)
Craft [traps] +9 (1 rank +3 class +5 Int)

*+1d6 from inspiration

special abilities:
Inspiration (8/day, 4 used):
+1d6 to any skill or ability check; applies to all knowledge, linguistics, and spellcraft checks at no cost. can be applied to an attack roll or saving throw for the cost of 2 uses.

Arcane Pool (7/day, 2 used):
Expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 3rd, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 19th level. At 7th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.

Trapfinding- can disarm magical traps with Disable Device
Trap Sense- +2 bonus on Reflex saving throws to avoid traps and a +2 dodge bonus to AC against attacks by traps.

Ceaseless Observation- use Int modifier instead of the skill's typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks; also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information.

Studied Combat (Ex)- 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.bAn 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. 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.

Unfailing Logic (Ex)- 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.

expanded inspiration - can use inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he's trained in the skill.
quick study - can activate studied combat as a swift action
effortless aid - can aid another as a move action; for 1 inspiration can aid another as a swift action
inspired expertise - when successfully identifying an enemy's strengths/weaknesses with a knowledge check, can spend 1 inspiration (swift action) to grant all allies within 30' a +4 insight bonus to attack rolls vs. that type of creature for 1 round

familiar - gain a familiar as a wizard of your level

Explorer’s Outfit, Wealthy Merchant's Outfit,
Masterwork Chainshirt*,
Masterwork Longspear*, Mithril Shortsword, Adamantine Dagger, Light Crossbow, Bolts,
Masterwork Backpack: Compass, Miner’s Lantern, Tindertwig x5, Pint of Lantern Oil x2, Journal, Ink, Inkpen x2, Formulae Book; 20'sheets of paper, charcoal sticks, masterwork lockpicks
* attuned items

Alchemical Items: Vial of Alchemist's Fire x3, Flask of Acid x2, Tanglefoot Bag
Potions: Water Breathing, Touch of the Sea
Scrolls: True Strike, Spider Climb

157 gold, 18 silver

combat stats:
HP 52 (7d8 +14 Con);
AC 18 (13t, 16ff) [10 +5 armor +2 Dex +1 Deflection];
CMD 20 [10 +5 BAB +2 Str +2 Dex +1 Deflection]
Fort +4, Ref +8, Will +7 (+9 vs illusions)
Move 30'; +2 Initiative

longspear +8, 1d8+4 (10' reach)
mithril shortsword +8, 1d6+2
adamantine dagger +8, 1d4+2 (10' range)

Bull's Strength:
longspear +10, 1d8+7 (10' reach)
mithril shortsword +10, 1d6+4

Studied Combat: +3 to hit and damage
Arcane Pool: +2 to hit and damage

ranged: light crossbow +7, 1d8

Formulae known: Animal Aspect, Ant Haul, Bull's Strength, Comprehend Languages, Cure Light Wounds, Detect Secret Doors, False Life, Heighten Awareness, Heroic Fortune, Identify, Keen Senses, Long Arm, See Invisibility, Shield, Touch of the Sea

Prepared: bull's strength, cure light wounds x2, heighten awareness, heroic fortune, keen sense, long arm, see invisibility x2, shield