Whiskifiss

Tizzik the Bright's page

No posts. Alias of DukeRuckley.


Full Name

Tizzik

Race

Ratfolk

Classes/Levels

Inspired Blade 1 / Empiricist 3

Gender

Male

Size

Small

Alignment

NG

Strength 8
Dexterity 19
Constitution 14
Intelligence 16
Wisdom 12
Charisma 8

About Tizzik the Bright

Tizzik
Male Ratfolk swashbuckler (inspired blade) 1 / investigator (empiricist) 2

Initiative: +4

Hit Points: 33/33 (d10 1st level, d8 after, +2 Con)

Melee: Rapier, +9 (1d4+4, 18-20/x2)
Ranged: Splash Weapon, +8
Bonuses:
Reduce Person: +2 attack, +1 damage, 1d3 rapier damage
Mutagen: +2 attack, +2 damage

Armor Class: 17, flat-footed 13, touch 15 (+4 Dex, +2 armor, +1 small)
Saves: Fortitude +4, Reflex +10, Will +5
Bonuses:
Reduce Person: +2 AC, +1 Reflex
Mutagen: +4 AC, +2 Reflex

Base Attack Bonus: +3
Combat Maneuver Bonus: +1
Combat Maneuver Defense: 15

Size: Small
Speed: 20 ft.

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):
Ratfolk are Small and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.

Tinker:
Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.

Rodent Empathy:
Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.

Cornered Fury:
Ratfolk can fight viciously when cut off from friends and allies. Whenever a ratfolk with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class. This racial trait replaces swarming.

Favored Class Bonus (investigator):
Add 1 to the bonus provided to a single skill (maximum +2) by inspiration. This skill must be one to which the investigator can already apply inspiration. The investigator can select a different skill at each level.

Traits:
Student of Philosophy:
You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).

Chance Encounter (Mythic):
Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately re-roll that check as a free action. You must take the second result, even if it is worse.

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):
You gain a +1 bonus on all attack rolls you make using the selected weapon.

Fencing Grace:
When wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The rapier must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or anytime another hand is otherwise occupied.

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:
You gain three extra use per day of inspiration in your inspiration pool.

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:
Derring-Do (Ex):
At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

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):
At 1st level, an inspired blade gains the benefits of Weapon Finesse with the rapier (this ability counts as having the Weapon Finesse feat for the purpose of meeting feat prerequisites) and gains Weapon Focus (rapier) as a bonus feat.

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 is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

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
An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Ceaseless Observation (Ex):
An empiricist’s ability to notice the minutiae of almost everything that happens around him allows him to make shrewd and insightful calculations about people and even inanimate objects. At 2nd level, an empiricist uses his Intelligence modifier instead of the skill’s typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information.

Keen Recollection:
At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

Trap Sense (Ex): (+1)
At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).

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.

Weapons: Rapier
Splash Weapons: alchemist's fire x6, acid x1, holy water x2, oil x5
Armor: Leather
Tools and Skill Kits: masterwork thieve's tools, spring-loaded wrist sheath, tanglefoot bag
Mundane Gear: masterwork backpack, belt pouch, bedroll, flint and steel, ink, inkpen, iron pot, mess kit, soap, waterskin, trail rations x5, torches x4, 50 ft. hemp rope
Potions:
Scrolls:

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:
Level 8: Sickening Offensive
Level 9: TBD
Level 10: Combat Inspiration
Level 11: Improved Critical
Level 12: TBD
Level 13: Critical Focus

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,