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About Tizzik the BrightTizzik
Initiative: +4 Hit Points: 33/33 (d10 1st level, d8 after, +2 Con) Melee: Rapier, +9 (1d4+4, 18-20/x2)
Armor Class: 17, flat-footed 13, touch 15 (+4 Dex, +2 armor, +1 small)
Base Attack Bonus: +3
Size: Small
Traits:
Ratfolk Racial Traits: Ability Score Modifiers: Ratfolk are agile and clever, yet physically weak. They gain +2 Dexterity, +2 Intelligence, and –2 Strength. Size (small):
Tinker:
Rodent Empathy:
Cornered Fury:
Favored Class Bonus (investigator):
Traits:
Chance Encounter (Mythic):
Feats:
Weapon Finesse (rapier only): With a rapier made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Weapon Focus (rapier):
Fencing Grace:
In addition, if you have the panache class feature, you gain a +2 bonus to your CMD against attempts to disarm you of your rapier while you have at least 1 panache point. Extra Inspiration:
Inspired Blade Class Abilities:
Inspired Panache (4/day) (Ex): Each day, an inspired blade gains a number of panache points equal to her Charisma modifier (minimum 1) and Intelligence modifier (minimum 1), instead of just her Charisma modifier. Each time the swashbuckler confirms a critical hit with a rapier, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache. Deeds:
Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load. Opportune Parry and Riposte (Ex): At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach. This deed’s cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs. Inspired Finesse (Ex):
This ability replaces swashbuckler finesse.
Empiricist Class Abilities:
Alchemy: Extracts/day: Level 1 (x4) Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts. When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check. Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator’s level as the caster level. An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work. Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement. An investigator uses the alchemist formulae list to determine the extracts he can know. An investigator can prepare an extract of any formulae he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is equal to 10 + the extract’s level + the investigator’s Intelligence modifier. An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator’s or an alchemist’s formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae. Inspiration (7/day) (Ex):
An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action. Trapfinding +1
Ceaseless Observation (Ex):
Keen Recollection:
Trap Sense (Ex): (+1)
Investigator Talents:
Alchemist Discovery (mutagen): It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again. When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
Extracts:
Skills:
Acrobatics +11 Appraise +3 Bluff +3 (+7 for lying) Climb +3 Craft (Alchemy) +11 Diplomacy +3 (+7 for persuading) Disable Device +14 Disguise -1 Escape Artist +9 Fly +4 Heal +1 Intimidate -1 (-5 if smaller than target) Knowledge (Arcana) +7 Knowledge (Dungeoneering) +7 Knowledge (Engineering) +7 Knowledge (Geography) +7 Knowledge (History) +7 Knowledge (Local) +7 Knowledge (Nature) +7 Knowledge (Planes) +7 Knowledge (Religion) +7 Linguistics +3 Perception +12 (+13 traps) Ride +4 Sense Motive +8 Spellcraft +7 Stealth +14 Survival +1 Swim +3 Use Magic Device +10 Weapons: Rapier
Money and Treasure: see char sheet Character Progression:
Level 1: Fencing Grace Level 2: +1 skill point (FC) Level 3: +1 skill point (FC), Extra Inspiration Level 4: +1 skill point (FC), +1 Dex, Alchemist Talent (mutagen) Level 5: +1 skill point (FC), Combat Reflexes Level 6: +1 skill point (FC), Quick Study talent FREE FEAT: Extra Talent (Underworld Inspiration) FREE ABILITY SCORE BONUS: +2 Dex Mythic 1: Trickster, Surprise Attack, Mythic Weapon Focus, Assured Drinker Level 7: +1 skill point (FC), Extra Talent (Expanded Inspiration) Planned:
Feats of Interest: Extra Inspiration, Extra Investigator Talent, Inspired Alchemy, Inspired Strike, Studied Expertise Extracts of Interest: Crafter's Fortune, Ant Haul, Monkey Fish, Alchemical Allocation, Cat's Grace Talents of Interest: Tenacious Inspiration (lvl 13), Infusion, Expanded Inspiration, Great Combat Inspiration, Device Talent, Inspirational Expertise, Trapspotter, Improved Critical (Mythic), Critical Focus (Mythics), Bleeding Critical Mythic Path Abilities of Interest: Deadly Dodge, Fickle Attack (3rd tier), Enduring Elixir (6th tier) Items of Interest: Inspired rapier, Investigator's Hat,
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