Goblin Stickylord

Thirteen/Dymer's page

59 posts. Alias of GrinningJest3r.


Race

Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +13/+8 (1d4+5/18-20 plus 3d6 sneak attack) or unarmed strike +13/+8 (1d2+1 plus 3d6 sneak attack) ----Ranged +2 bomb 40' +17/+12 (6d6+13 fire plus 3d6

Classes/Levels

sneak attack); 18/day; Bomb discoveries: Explosive, Tanglefoot, Immolation, Thorny [+17/+12 (5d6+10 piercing plus 3d6 sneak attack)]

Gender

HP108 | AC25, T20, FF19 | F13, R18, W11; +4 and one size larger vs Wind | CMB +11 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +15 | Senses See In Darkness; Senses Perception +19 (+22 in dim light or darkness)

About Thirteen/Dymer

Backstory:

Thirteen was a mundane, fire-loving, horse-hating, goblin, until an alchemist named Victor Osborne got ahold of him and several of his kin and spent many years experimenting on their bodies. Time passes so much differently when all you know is imprisonment and pain, when not even a sliver of sunlight is available to help you understand the passage of time, so it is impossible for Thirteen to know exactly how much time did pass. All he knows is that as the experiments, long down the line in their progression if the number branded on his left wrist is any indication, have altered his body. His once dirty, dark green skin has become nearly as dark as a shadow under half-moon light and the irises and pupils of his eyes are milky white - seemingly blind. He can take to the shadows with barely a thought, and with a little bit of concentration, use the shadows as doorways. Shock spell treatment, hypnotization, alchemical substances, poisons, drugs, surgeries, elemental and planar infusions; nothing was off the table when it came to building a better servant, and, claiming stupid or clumsy servants are practically worthless, Victor's experiments were not limited to physical effects - increased intelligence and physical capability were both sought after and acheived. When Victor was finally satisfied with the work put into Thirteen, he brought in "tutors". Those specialists who spent their time ensuring that Thirteen could move without being seen or heard, that he would be able to slide a knife into a man's heart in the middle of a crowd without anyone being the wiser, and that, in the event that stealth and subtlety were no longer useful, he would be able to bring his enemies down in explosions of the greatest fury.

Thirteen took these many lessons to heart. He learned patience, the ability to bide his time and gather information, to think through his plans and consider all possible outcomes before committing. It was only when Thirteen was partnered with Eighteen that he even started to consider planning an escape. Victor trusted in some failsafe to keep his experiments in line, and he was continually improving and refining the failsafe as his creations grew in strength and ability, attuning each failsafe to its specific creature. If there was ever a record of what each monster's failsafe was, Thirteen was not able to discover it. Surprisingly, or, perhaps not so surprisingly, Victor's fatal flaw in everything was hubris. He believed none of his creations could get the better of him - his personal experiments into the depths of Alchemy allowed him to convince himself that the creatures were forever under his dominion - and so it seemed that he never trusted his failsafes to another, thinking that they would never be needed. Therefore, when Thirteen appeared in Victor's sleeping chambers one night, strapped him to the bed and woke him up, and then severed the tendons in his forearms and calves, Victor was unable to do anything except watch as Thirteen slowly, deliberately pressed a small dagger up under his ribs and with nearly surgical precision, clipped a small but fatal hole into into his heart. Thirteen fell into the shadows covering the floor and disappeared. On his way out of the laboratory, Thirteen and Eighteen were able to free several other experiments who were either so deep into the process as to become useful to one group or another, or so early in the process that they could return home and pretend this was nothing more than a slightly traumatic experience.

Thirteen and Eighteen often made good use of their abilities in the outside world. Both would bring in the other when they needed assistance with one task or another. Thirteen maintained two identities for the most part. The public persona is a small, mangled, blind goblin scrounging around various city slums for every copper he can find. He even uses his assigned number as his name and a slightly altered backstory to tell people if they ever get curious or if he lets himself get caught stealing. Dymer is the name he gives when he walks out of the shadows, no longer hunched over, but standing straight, even on the tall side for a goblin, a small glamour hiding his skin and eyes to remove the remaining physical links to the Thirteen persona. It was the name that he heard Victor mutter when poring over various Tomes - whether this was the name of some renowned scientist or a even some serial killer from ages ago, Thirteen has never bothered to figure out. Whoever it is or was, he's got a killer's reputation now. The kind of reputation spoken only in hushed whispers as some kind of boogeyman with everyone on both sides of the law looking for him - either to kill him, capture him, or hire him. And, for better or worse, Thirteen has finally been roped into something... larger than life. A secret squad of the world's deadliest, on call for the highest bidder. And honestly? He's not so mad about that.

10-minute background:

Write five things about your character’s concept and background, five things that you think are the most essential parts of your character.
1. He was modified by a mad-scientist-type alchemist. Who knows if he was ever told about everything that the madman did to him?
2. He was built to be an infiltrator, but he has an affinity for his bombs that sometimes override his good sense.
3. The Inquisitor portion of his background is known only to one other person - one of his many tutors who went... outside of the required instruction and gave Thirteen knowledge of more than just the primary deities of the world. Count Ranalc, the Eldest of betrayal, exiles, and shadows drew Thirteen in like no other, and with Thirteen's own training, making the connection nearly seemed to be providence.
4. Despite all of the darkness (hehe, I'm punny) in Thirteen's life, his sense of humor is surprisingly broad, although he keeps it narrowed mostly to cutting remarks and sarcastic one-liners until he is familiar with someone.
5. Because of his background, he has no sympathy for slavedrivers or slaveowners of any kind. That being said, he won't go out of his way to maim or kill as long as the slaves were treated well, and he will willing turn a blind eye to owners as long as their slaves vouch for them being mostly decent. This does not apply to business contracts or debts owed.

List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
1. I want Thirteen to get embroiled in a game far above his capabilities, something political between, say the Umbral Court and the Cult of the Dawnflower, where he's not going to do well, but if he makes it out, will have gained something priceless (aside from the power of friendship) - maybe he takes a seat on the Umbral Council, maybe he converts one of Sarenrae's high priests into the faith of Ranalc, gaining a powerful ally, or an artifact or mythic level as a divine herald or something.
2. If possible, Thirteen would like to be the one to discover the truth regarding Ranalc's disappearance from the First World and the Material Plane, maybe even finding a way to get actual recognition from the deity.

List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.
1. Thirteen remembers his life as a goblin before Victor spirited him away from the brood. He pretends that he doesn't, purely because Victor seemed to consider it a triumph to erase the memories, and Thirteen feared that he might actually eventually lose them if he didn't keep it hidden.
2. He does not know that Victor survived - most likely by some alchemical method involving a simulacrum or clone, or even a philosopher's stone.

Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile.
1. Friend - Roland and Randall DeWulf - brothers and co-owners of The Long Eye, a bounty running business that puts people who need things (or people) found in contact with the people who can handle the request. Randall runs the business and Roland keeps the contacts. Thirteen has been known to take on a couple of "seek and acquire" requests every now and then.
2. Friend - Most of the other experiments who were set free after Victor's first defeat. For example, Thirty-one was a hobgoblin that Victor was attempting for infuse with the power of multiple were-creatures. Victor was obviously aware of the natural divinity and the shapeshifting ability granted to those who worship it, but Victor wanted to prove himself greater than those druids and shamans by being able to bestow similar gifts on any who were willing to subject themselves to the process. If Victor had succeeded, he likely would have single-handedly united every Circle in the world against him for the perversion.
3. Hostile - Victor Osborne - Mad scientist and Alchemist Most Vile. One or more of Victor's experiments not only succeeded, but had already been applied to himself, allowing him to survive or return from a knife in the heart.

Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
1. One of Thirteen's oldest memories is their tribe getting ahold of some alchemical weapons and fireworks, among other things, after raiding a passing merchant one night. Thirteen and Eighteen spent a lot of time stealing these items from other goblins and playing "keep away" until one of them got bored. When that happened, Thirteen or Eighteen would signal the other and they'd start tossing items faster and faster until their target started to get dizzy from spinning around, then they'd throw all of the items, all at once at the one stuck in the middle. Sometimes this killed the other goblins. This child's game turned into one of their favored tactics against single enemies during training, throwing their bombs back and forth, catching them, and eventually turning the explosives on their target.
2. Thirteen doesn't take after the "edgy" trope of most sneak-thief types. He is boisterous, and always willing to play a game or take part in a practical joke, and, maybe surprisingly, loves company.

Custom Racial (Alchemically-Enhanced Goblin):

Alchemically-Enhanced goblin
4 Advanced Ability Scores: +2 Str, +2 Dex, +2 Con, +4 Int, -2 Cha
4 Advanced Int : +2
2 Climb : 20ft
2 At-will Spell-like : Expeditious Retreat
2 At-will Spell-like : CLW
4 At-will Spell-like : Darkness
4 See in Darkness
5 Sneaky: +4 racial stealth
1 Stalker: Perception/Stealth class skills
4 Defensive Training, Greater : +2 dodge AC
4 Greater Lucky : +2 luck saving throws
3 Pyromaniac : +1 level for [Fire] spells, etc
2 Quick Reactions: Improved Initiative

Artifact (Boots of the Shadow's Charge):

Boots of the Shadow's Charge
Slot: Feet; CL 20th; Weight 2lbs; Aura: Strong conjuration
Dread energies from the Plane of Shadow have leaked into the countryside of Nidal for thousands of years, pooling in shadowed groves and along darkened hillsides. Some animals, forced by hunger or adversity, are compelled to enter these areas, and a small number of those are wholly transformed by these energies, becoming shadow animals. These animals, like nearly all others, have had their base components - blood, bones, skin - captured and used by the more intelligent being for eons. The hide-workers of Nidal have perfected the art of not only keeping the shadowy hide intact, but in keeping some of the base properties of the original creature and allowing that to imbue the wearer of the new item with small level of control over shadows. These items are sturdy to the touch, but appear nearly see-through when in bright light, with the shadow-stuff seeming to melt off of the base item.
As a swift action during a turn in which you move at least ten feet by any means or action, you can travel between dimensions as Dimension Door with a maximum range equal to your base speed with the restriction that the magical transport must begin in an area of dim light or darker and end in an area of dim light or darker which you have line of sight to. This magical transport is so absolutely seamless that it does not interrupt the flow of your stride or of other actions and you can complete your remaining actions - including the remainder of your movement, if any, after jumping to the new location. Consequently, this movement also does not provoke attacks of opportunity.
In addition, because the outer soles of the boots are made from a shadow animal's natural foot padding, the wearer gains a +10 untyped bonus to stealth and can use stealth while moving at full speed at no penalty.
Finally, the penalty for Sniping - returning to stealth after a ranged attack - is reduced by 10.

The Boots of the Shadow's Charge can be destroyed if placed for 24 consecutive hours in an area of direct sunlight which has been consecrated as holy ground to Desna.

Combined Tristalt character output:

Thirteen
Alchemically-enhanced goblin
Primary class: Alchemist (grenadier) 10 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Monster Codex)
Secondary classed: Unchained rogue (shadow walker) 6/Shadowdancer 4 (Pathfinder Player Companion: Blood of Shadows, Pathfinder Unchained 20)
Vigilante (teisatsu) 2/Inquisitor of Count Ranalc 8 (Pathfinder Player Companion: Spymaster's Handbook 26, Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Ultimate Intrigue 9)
LE Small humanoid (goblinoid)
Init +15; Senses See In Darkness; Senses Perception +19 (+22 in dim light or darkness)
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Defense
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AC 25, touch 20, flat-footed 19 (+5 armor, +2 deflection, +5 Dex, +1 dodge, +1 natural, +1 size)
hp 108 (11d8+20)
Fort +13, Ref +18, Will +11; +4 and one size larger to resist effects of wind
Defensive Abilities evasion, uncanny dodge
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Offense
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Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft.
Melee rapier +13/+8 (1d4+5/18-20 plus 3d6 sneak attack) or
. . unarmed strike +13/+8 (1d2+1 plus 3d6 sneak attack)
Ranged +2 bomb +17/+12 (6d6+13 fire) or
. . tanglefoot bomb +17/+12 (entangle) or
. . thorny bomb +17/+12 (5d6+10 piercing) or
. . immolation fire bomb +17/+12 (1d6+13 fire for 6 rounds) or
. . immolation thorny bomb +17/+12 (1d6+10 piercing for 5 rounds)
Alchemist (Grenadier)Special Attacks bomb 18/day (5d6+8 fire, DC 23), staggering blast
Attack bonus calculations:
- BAB +7
- Agile Maneuvers (Dexterity) +5
- Weapon focus +1
- Throw Anything +1
- Weapon Attunement +2
- Size +1

Damage bonus calculations:
- Pyromaniac +1d6 if Fire damage
- Throw Anything (Intelligence) +8
- Weapon Attunement +2
- Focused Burn Trait +3 (not multiplied on crit)

Alchemist (Grenadier) Extracts Prepared (CL 10th; concentration +18)
. . 4th—greater invisibility (3)
. . 3rd—fey form I[UW], fly (2), haste, phase step
. . 2nd—barkskin (2), fox's cunning (2), see invisibility (2)
. . 1st—shield (2), targeted bomb admixture[UC] (5)
Rogue (Unchained) (Shadow Walker) Special Attacks sneak attack (unchained) +3d6
Shadowdancer Spell-Like Abilities (CL 4th; concentration +2)
. . 2/day—shadow illusion (DC 9)
. . 1/day—shadow call (DC 12)
Rogue (Unchained) (Shadow Walker) Spell-Like Abilities (CL 6th; concentration +4)
. . At will—darkness (2 illumination), daylight (3 illumination), deeper darkness (3 illumination), light (while have 1 illumination), motes of dusk and dawn (3 illumination)
Inquisitor Special Attacks bane (8 rounds/day), hidden strike +1d8/+1d4, judgment 3/day (2 simultaneous)
Inquisitor Domain Spell-Like Abilities (CL 8th; concentration +11)
. . At will—dimensional hop (80 feet/day)
Inquisitor Spell-Like Abilities (CL 8th; concentration +11)
. . At will—detect alignment, discern lies (10 rounds/day)
Inquisitor Spells Known (CL 8th; concentration +11)
. . 3rd (3/day)—inflict serious wounds (DC 16), night of blades (DC 16), raven's flight
. . 2nd (5/day)—inflict moderate wounds (DC 15), invisibility, resist energy, see invisibility
. . 1st (5/day)—disguise self, longshot[UC], shield of faith, true strike, wrath[APG]
. . 0 (at will)—acid splash, detect magic, detect poison, disrupt undead, resistance, sift[APG]
. . Domain Travel
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Statistics
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Str 12, Dex 20, Con 12, Int 27, Wis 16, Cha 12
Base Atk +7; CMB +11 (+13 grapple); CMD 26 (28 vs. grapple)
Feats Agile Maneuvers, Charging Hurler[UC], Combat Expertise, Combat Reflexes, Deadly Aim, Deflect Arrows, Dodge, Expert Sniper, Fast Stealth, Improved Charging Hurler[UC], Improved Initiative, Martial Weapon Proficiency (rapier), Power Attack, Precise Shot, Rapid Shot, Shot On The Run, Snap Shot[UC], Snatch Arrows, Splash Weapon Mastery, Throw Anything, Unarmed Combatant, Weapon Focus
Traits acrobat, color thief, focused burn, reactionary
Skills
Acrobatics +18
Bluff +13
Climb +17 (15 instead of -5 penalty when using the Climb skill to attempt an accelerated climb)
Craft (alchemy) +23 (+33 to create alchemical items)
Diplomacy +9
Disguise +14
Escape Artist +23
Fly +19
Heal +15
Intimidate +5
Knowledge (arcana) +21
Knowledge (dungeoneering) +21
Knowledge (nature) +20
Knowledge (planes) +20
Knowledge (Religion) +16
Linguistics +21
Perception +19 (+22 in dim light or darkness)
Perform (dance) +6
Sleight of Hand +21
Stealth +48 (+51 in dim light or darkness)
- 10(ranks)+3(class)+5(dex)+4(size)+4(racial)+10(competence [armor])+2(trait)+10(untyped [artifact])
Racial Modifiers +4 Stealth
Languages Abyssal, Aquan, Atreides, Auran, Celestial, Common, Daemonic, Dwarven, Elven, First Speech, Gnoll, Gnome, Goblin, Ignan, Infernal, Orc, Shadowtongue, Shae, Terran, Undercommon
Alchemist SQ alchemical weapon, alchemy (alchemy crafting +10), directed blast, discoveries (explosive bomb, fast bombs, immolation bomb[UC], precise bombs [8 squares], tanglefoot bomb[UM], thorny bomb[UW]), finesse weapon attack attribute, mutagen (+4/-2, +2 natural armor, 100 minutes), pyromaniac, see in darkness, swift alchemy
Rogue/Shadowdancer SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, favored illumination +3, finesse weapon attack attribute, hide in plain sight, pyromaniac, rogue talent (snap shot[APG]), rogue talents (fast stealth, ghost step[UC]), see in darkness, shadow jump, summon shadow
Inquisitor SQ agile feet (6/day), finesse weapon attack attribute, monster lore +3, pyromaniac, see in darkness, solo tactics, stern gaze +5, track +5
Vigilante SQ dual identity, ki pool (2 points), social talent (intrigue feats), vigilante specialization (stalker[UI])
Combat Gear
Starting gold: 85000

Armor:
Numerian Leaf Armor - Phase lurching, improved shadow, slick (28350)

Weapons:
Rapier (20)
Dagger - Mithral (gift)

Magic gear:
Mutagen (free)
(feet) Boots of the Shadow's Charge (Artifact - free)
(hand) Glove of Storing (10000)
(head) Goz Mask (8000)
(ring1) Ring of Counterspells (Disintegrate) (4000)
(ring2) Ring of Sustenance (2500)
(chest) Shadow Jumper's Tunic (16200)
(shoulders) Stonemist Cloak (3500)
Bag of Holding II (5000)
Potion of Cat's Grace (300)
Potion of Fox's Cunning (300)
Potion of Spider Climb (300)
Potion of Fly x2 (1500)

Mundane gear:
Alchemist Starting Formula Book (free)
Alchemist's lab (200)
Alchemy crafting kit (25)
Bandolier (.5)
Bandolier (.5)
Bedroll (.1)
Belt pouch (1)
Bomb Chucker (12)
Flint and Steel (1)
Ink, black (8)
Inkpen (.1)
Mess Kit (.2)
Pot (.8)
Smoke Pellet x6 (150)
Soap (.01)
String or twine (.01)
Waterskin (1)
Wrist sheath, spring loaded (5)
Wrist sheath, spring loaded (5)

Total Spent: 80380.22
Total remaining: 4619.78
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Special Abilities
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From Alchemist/Base class
Agile Maneuvers Use DEX instead of STR for CMB
Alchemical Weapon (Swift Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +10 (Su) +10 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 5d6+8 (18/day, DC 23) (Su) Thrown Splash Weapon deals 5d6+8 fire damage.
Charging Hurler May use charge rules to make thrown weapon attack
Climb (20 feet) You have a Climb speed.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Directed Blast (Su) Bomb does damage in 20 ft cone, attack vs. one foe and rest take splash dam.
Expert Sniper Reduce sniping penalty for staying hidden to -10.
Explosive Bomb (Su) Bombs have splash radius 10 ft. and those directly hit catch fire.
Fast Bombs (Su) Throw multiple bombs as a full-round action.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Immolation Bomb When the alchemist creates a bomb, he can choose to have its substance coat the direct target's body, causing the bomb to deal its damage over time instead of all at once. The bomb's effect lasts for a number of rounds equal to the number of damage dice the bomb would normally deal (for instance, a 5d6 bomb lasts for 5 rounds). When the bomb hits the direct target, the bomb deals 1d6 + the alchemist's Intelligence modifier in damage, and those within the splash zone take damage equal to 1+ the alchemist's intelligence modifier. It repreats this damage against the direct target of the bomb each round the immolation bomb lasts, dealthing the damage at the start of the alchemist's turn. Splash damage is dealth again to any creature that is adjacent to the direct target when it takes damage from the immolation bomb. A creature taking damage form an immolation bomb's direct hit can attempt to extinguish the flames as a full-round action the requires a Reflex save (DC = 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier). Because of the alchemical nature of this bomb, rolling on the ground does not grant a bonus on the saving throw, and dousing a creature with water does not stop if from burning. There bombs can be used underwater.
Improved Charging Hurler When you use Charging Hurler, your target can be at any range up to your weapon's maximum range. If your target is within 30 feet, you gain a +2 bonus on damage rolls.
Mutagen (DC 23) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 100 minutes.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Bombs (Su) Exclude up to 8 squares from splash damage of your bombs.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Pyromaniac (Ex) +1 effective level for [Fire] spells and fire-related class abilities.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Shot on the Run When attacking with a ranged weapon, you can move - attack - move.
Snap Shot Threaten squares within 5 feet of you when wielding a ranged weapon
Staggering Blast (DC 23) (Su) On a critical hit with a bomb, foe is staggered 1d4+1 rds (Fort part).
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Tanglefoot Bomb (2d4 rds) A creature that takes a direct hit from a tanglefoot bomb must save against the bomb's DC or be entangled and glued to the floor as if it had failed its save against a tanglefoot bag (see page 160 of the Core Rulebook). Creatures in the splash area that fail their saves are entangles but not glued to the floor; those who make this save are not entangled at all.
Thorny Bomb (Su) Bomb deals piercing damage and counts as magic for purposes of overcoming DR.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Unarmed Combatant Always considered armed, no attack of opportunity on grapple attempts.
Weapon Focus (Thrown Weapons) You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies to weapons with which you are proficient.

From Rogue/Shadowdancer
Aligned Sneak Attack (-3 alignment DR) (Su) Sneak attacks reduce DR/alignment by -3 points until the end of the rogue's turn.
Darkvision (90 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Favored Illumination +3 (Darkness) In chosen light level, +2 to init, some skills, and can take 10 on stealth. Critting sneak att regains 1 illumination point.
Ghost Step (30 feet) (Su) 1 Ki: pass through walls as if incorporeal.
Hide in Plain Sight (Su) Can use Stealth even while observed, if there is a shadow in 10 ft.
Shadow Jump (8 10-ft inc/day) (Su) Travel between shadows as dimension door, but must start and end in dim light.
Snap Shot (Ex) On surprise rd treat init as if roll 20, but must make a ranged att, then roll normally.
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Summon Shadow (Su) Summon a Shadow to serve as your companion.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.

From Inquisitor
Agile Feet (6/day) (Su) For 1 rd, you ignore difficult terrain.
Bane (+2 / 2d6, 8 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Cunning Initiative +3 (Ex) At 2nd level, an inquisitor adds her Wisdom modifier to her initiative checks, in addition to her Dexterity modifier.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Dimensional Hop (16 5-ft inc/day) (Sp) As a move action, teleport with no AoO to seen destination. Spend an equal distance to carry others.
Discern Lies (8 rounds/day) (Sp) Discern Lies at will
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknesses of creatures.
Returning Throw If ally's thrown weapon misses, you can catch it and throw it at the target again.
Second Judgment (3/day) (Su) Variable bonuses increase as the combat continues.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stern Gaze +4 (Ex) +4 to Sense Motive and Intimidate.
Target of Opportunity When an ally hits with a ranged attack, you may make an attack as an immediate action
Track +4 Add the listed bonus to Survival checks made to track.

From Vigilante
Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an ID as non existant while not adopted.
Hidden Strike +1d8/+1d4 Extra damage vs. unaware/startled foes, less vs. flat-footed/flanked foes.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Street Smarts +4 bonus on Knowledge (local) and Sense Motive checks

Alchemist Extracts known:

Level 1:
Adjuring Step
Ant Haul
Blurred Movement
Bomber's Eye
Detect Metal
Detect Secret Doors
Detech Undead
Keen Senses
Long Arm
Longshot
Reduce Person
Shield
Targeted Bomb Admixture
Tears to Wine
Touch of the Sea
True Skill
True Strike

Level 2:
Alchemical Allocation
Ant Haul, Communal
Aram Zey's Focus
Barkskin
Blistering Invective
Blur
Bullet Shield
Detect Thoughts
Diminished Detection
Dongun Shaper's Touch
Fox's Cunning
Human Potential
Ironskin
Resist Energy
Restoration, Lesser
See Invisibility
Shadow Bomb Admixture
Skinsend
Undetectable Alignment
Vomit Swarm

Level 3:
Amplify Elixer
Animal Aspect, Greater
Apsu's Shining Scales
Bloodhound
Burst of Speed
Countless Eyes
Darkvault
Displacement
Draconic Reservoir
Elemental Aura
Fey Form I
Fly
Gaseous Form
Haste
Hypercognition
Ja Noi Aspect
Lightning Lash Bomb Admixture
Penumbral Disguise
Phase Step
Protection from Energy
Remove Blindness/Deafness
Spider Climb, Communal
Vomit Twin
Water Breathing

Level 4:
Air Walk
Detonate
Dragon's Breath
Echolocation
Harvest Knowledge
Invisibility, Greater
Scorching Ash Form
Universal Formula

Inquisitor Spells known: