The Silver Shroud
Male human (Ulfen) investigator (empiricist) 4/vigilante (warlock) 1 (Pathfinder RPG Advanced Class Guide 30, 100, Pathfinder RPG Ultimate Intrigue 9, 60)
N Medium humanoid (human)
Init +5; Senses Perception +13
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Defense
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AC 17, touch 15, flat-footed 12 (+2 armor, +5 Dex)
hp 38 (5d8+10)
Fort +3, Ref +11, Will +4 (+2 save vs. illusion and disbelievable effects)
Defensive Abilities trap sense +1; Resist unfailing logic
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Offense
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Speed 30 ft.
Melee adamantine scimitar +9 (1d6+5/18-20) or
cold iron scimitar +8 (1d6+5/18-20) or
mystic bolt (electricity) +8 (1d6 electricity) or
silver scimitar +8 (1d6+4/18-20) or
unarmed strike +8 (1d3-2 nonlethal)
Special Attacks studied combat (+2, 5 rounds), studied strike +1d6
Investigator (Empiricist) Extracts Prepared (CL 4th; concentration +9)
Vigilante (Warlock) Spells Prepared (CL 1st; concentration +6)
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Statistics
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Str 7, Dex 20, Con 14, Int 21, Wis 7, Cha 7
Base Atk +3; CMB +1; CMD 16
Feats Dervish Dance[ISWG], Extra Investigator Talent[ACG], Two-weapon Fighting, Weapon Finesse
Traits bruising intellect, pragmatic activator
Skills Acrobatics +9, Bluff +2, Craft (alchemy) +9 (+13 to create alchemical items), Diplomacy +2 (+9 to gather information (You can use your Intelligence Modifier instead of Charisma)), Disable Device +15, Disguise +2 (+22 to appear as part of polite society while in your social identity), Heal +2, Intimidate +13 (+17 in your area of renown while in your vigilante identity), Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +10, Knowledge (nature) +9, Knowledge (nobility) +10, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +13, Perception +13, Perform (dance) +3, Profession (barrister) +2, Profession (soldier) +2, Sense Motive +13, Spellcraft +9, Stealth +13, Swim +2, Use Magic Device +13; Racial Modifiers +1 Knowledge (arcana), +1 Knowledge (dungeoneering), +1 Knowledge (local), +1 Knowledge (nobility), ceaseless observation
Languages Abyssal, Ancient Osiriani, Aquan, Auran, Azlanti, Celestial, Common, Ignan, Polyglot, Skald, Terran, Thassilonian
SQ alchemy (alchemy crafting +4), comprehensive education, inspiration (7/day), investigator talents (expanded inspiration[ACG], mutagen[UM]), keen recollection, mutagen (+4/-2, +2 natural armor, 40 minutes), mystic bolt (mystic bolt [electricity]), mystic bolts, seamless guise, social talent (renown), trapfinding +2
Other Gear darkleaf cloth leather armor, adamantine scimitar, cold iron scimitar, silver scimitar, belt of incredible dexterity +2, headband of vast intelligence +2, 150 gp
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Tracked Resources
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Inspiration (+1d6, 7/day) (Ex) - 0/7
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Special Abilities
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Alchemy +4 (Su) +4 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+7)
Comprehensive Education All knowledge skills are class skills, +1 racial bonus for knowledge skils from classes.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Inspiration (+1d6, 7/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
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 to a physical & -2 to a mental attribute, and +2 nat. armor for 40 minutes.
Mystic Bolt (Electricity) 1d6 (Sp) Sling mystic bolts of energy at your foes.
Mystic Bolts (Su) Make attacks with one or more elements.
Renown +4 (area of renown) (Ex) 1 week action, in chosen community +1 default attitude in social ID, bonus to Intim in vigilante ID.
Seamless Guise (Ex) +20 circumstance bonus to portray self as current identity to suspicious.
Studied Combat (+2, 5 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +1d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Unfailing Logic +2 (Ex) +2 save vs. illusion and disbelievable effects