Armor: +5
Ironskin (CL 6), enhancement to NA: +4
Base Dex mod: +5
Mutagen > +2 NA
Mutagen > +1 Dex mod to AC
Shield > +4
Armor +5
Dex +6
Natural armor +6
Shield +4
Str 13 Dex 16 Con 14 Int 14 Wis 12 Cha 10
Str 13 Dex 18 Con 14 Int 18 Wis 12 Cha 8
Lvl 4+1 Dex
[+2 racial to Dex & Int, -2 racial to Cha. Extra +2 to Int from alternate for SLA]
Darkvision 60ft
Languages: Abyssal, Aklo, Common, Draconic, Dwarven, Elven, Infernal, Marin, Necril, Orc.
BaB +5, CMB +6, CMD 21
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Offense:
Melee +5 (general)
+12 (+1 Rapier, 1d6+6)
Ranged +10 (general)
Bombs +11 (3d6+4 fire dmg)
=============================
Defense:
cold resistance 5, electricity resistance 5, and fire resistance 5
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Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Feats:
Lvl 1: Weapon focus [Rapier]
Lvl 1: Swashbuckler rapier finesse
Lvl 1: Fencing Grace [Dex to dmg for rapiers]
Lvl 2: Throw anything [Class]
Lvl 3: Weapon versatility [rapier]
Lvl 5: Combat reflexes
Lvl 5: Technologist (Bonus from chip in head) [You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist.]
Traits:
Reactionary (Combat): (+2 Initiative)
Student of Philosophy (Social): Use Int instead of Cha Diplomacy & Bluff, to pursuade or lie.
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Investigator class features:
Alchemy
Extracts per day:
Lvl 1 x5, DC 15
Lvl 1 known (8): Crafter's Fortune, Comprehend Languages, Cure Light Wounds, Disguise Self, Endure Elements, Jump, Monkey Fish, Shield.
Lvl 2 x3, DC 16
Lvl 2 Known (4): Alchemical allocation, Barkskin, Blur, Ironskin, See invisibility
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.
This ability replaces poison lore and poison resistance.
Inspiration
Add 1d6 to skill checks, attack rolls.
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.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Investigator talents
*Investigator talent > Expanded Inspiration [Use inspiration on trained Diplomacy, Heal, Perception, Profession, and Sense Motive without expending inspiration]
*Quick study: Study a target as a swift action, instead of a move action.
Trapfinding 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.
Trap Sense (Ex) 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).
Start Inventory:
2137.1 spent
862.9 gold left.
Sales after ship: 2371.5
New total: 3190.4 GP
[spoiler=Current wealth]
3190.4 GP
Outfit & weapons
Adventure outfit (free)
Mithral chain shirt (1100 gp)
+1 rapier (2320 gp)
Buckler (5 gp)
Sleeves of many garments (200gp)