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Tin Futola's page

93 posts. Organized Play character for wakedown.


Race

Max HP 53 | AC 17 (T12, FF15) | F +7; R +7; W +5* | CMD 19 | Init +2 Per +10

About Tin Futola

Tin Futola
Male oni-spawn tiefling investigator (empiricist) 5 (Pathfinder Player Companion: Blood of Fiends 22, Pathfinder RPG Advanced Class Guide 30, 100, Pathfinder RPG Bestiary 264)
N Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 natural)
hp 53 (5d8+25)
Fort +5, Ref +7, Will +5 (+2 save vs. illusion and disbelievable effects)
Defensive Abilities trap sense +1; Resist cold 5, unfailing logic
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Offense
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Speed 30 ft.
Melee +1 longspear +8 (1d8+10/×3) or
. . brass knuckles +7 (1d3+6) or
. . bite +2 (1d6+4)
Ranged darkwood composite shortbow +7 (1d6+4/×3)
Special Attacks studied combat (+2, 2 rounds), studied strike +1d6
Investigator (Empiricist) Extracts Prepared (CL 5th; concentration +7)
. . 2nd—false life, investigative mind[ACG], see invisibility
. . 1st—comprehend languages, cure light wounds, enlarge person (DC 13), expeditious retreat, shield
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Statistics
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Str 18, Dex 14, Con 16, Int 14, Wis 10, Cha 8
Base Atk +3; CMB +7; CMD 19
Feats Combat Reflexes, Power Attack, Toughness
Traits pragmatic activator, student of philosophy
Skills Acrobatics +8, Appraise +6, Bluff +3, Climb +8, Craft (alchemy) +6 (+11 to create alchemical items), Diplomacy +3 (+6 to gather information (You can use your Intelligence Modifier instead of Charisma)), Disable Device +10, Disguise +5, Escape Artist +10, Heal +4, Intimidate +5, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +8, Knowledge (nature) +6, Knowledge (nobility) +6, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +6, Perception +10, Sense Motive +6, Sleight of Hand +6, Spellcraft +6, Stealth +6, Use Magic Device +6; Racial Modifiers +2 Disguise, +2 Intimidate, ceaseless observation
Languages Abyssal, Common, Infernal, Shoanti, Tien
SQ alchemy (alchemy crafting +5), inspiration (4/day), investigator talents (expanded inspiration[ACG], underworld inspiration[ACG]), keen recollection, prehensile tail, trapfinding +2
Combat Gear wand of cure light wounds, alchemical grease[APG] (3), alchemist's fire (3), alkali flask[APG] (3), liquid ice[APG] (3), smokestick (3); Other Gear +1 studded leather, +1 longspear, arrows (20), brass knuckles[APG], darkwood composite shortbow (+4 Str), belt of mighty constitution +2, cloak of resistance +1, alchemy crafting kit[APG], masterwork backpack[APG], masterwork thieves' tools, wrist sheath, spring loaded, wrist sheath, spring loaded, 8 gp
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Special Abilities
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Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+3)
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Inspiration (+1d6, 4/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Student of Philosophy Use Int instead of Cha for Diplomacy checks to persuade others and Bluff checks to lie.
Studied Combat (+2, 2 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.
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
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Extracts learned from level gains:
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1st (2+Int): Crafter's Fortune, Cure Light, Jump, True Strike
2nd: Comprehend Languages, Shield
3rd: Enlarge Person, Expeditious Retreat
4th: False Life, See Invisibility
5th: Barkskin, Investigative Mind