WEIGHT ALLOWANCE |
Light |
38 |
Medium |
76 |
Heavy |
115 |
ILLUMINATION |
Light Source |
Bright |
Shadowy |
Duration |
Candles (10) |
|
|
1 hr. |
MONEY |
Unspent Funds = 3.0 |
Poisoned Sand Tube
|
HAND |
TYPE |
SIZE |
CRITICAL |
Equipped
|
|
M
|
none/x0
|
Range |
0 ft.'
|
0 ft.'
|
0 ft.'
|
0 ft.'
|
0 ft.'
|
Bonus |
+4
|
+4
|
+4
|
+4
|
+4
|
Dam |
d0 |
d0 |
d0 |
d0 |
d0 |
Quantity
|
1 Charge, can be refilled with poison or sand |
Special Properties
|
When loaded with 3 doses of these types of poison, the wielder blows into the tube, dispersing the poisoned sand into her enemies’ faces in a 15-foot cone. Each creature in the cone is affected as if afflicted with 1 dose of the poison. Even when loaded with unpoisoned sand, the tube lets loose a powerful irritant, and an opponent struck must succeed at a DC 12 Fortitude saving throw or be dazzled for 1 round. Once expended, the tube must be repacked before it can be used again. Repacking a tube requires a full-round action, or a standard action if the wielder has the Rapid Reload feat.
|
Acid (Flask)
|
HAND |
TYPE |
SIZE |
CRITICAL |
Equipped
|
A
|
M
|
20/x2
|
Range |
10 ft.'
|
20 ft.'
|
30 ft.'
|
40 ft.'
|
50 ft.'
|
Bonus |
+4
|
+2
|
+0
|
-2
|
-4
|
Dam |
1d6 |
1d6 |
1d6 |
1d6 |
1d6 |
Quantity
|
1 |
Special Properties
|
Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.
|
Alchemist's Fire (Flask)
|
HAND |
TYPE |
SIZE |
CRITICAL |
Equipped
|
F
|
M
|
20/x2
|
Range |
10 ft.'
|
20 ft.'
|
30 ft.'
|
40 ft.'
|
50 ft.'
|
Bonus |
+4
|
+2
|
+0
|
-2
|
-4
|
Dam |
1d6 |
1d6 |
1d6 |
1d6 |
1d6 |
Quantity
|
1 |
Special Properties
|
Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage.
|
Flash Powder
|
HAND |
TYPE |
SIZE |
CRITICAL |
Equipped
|
|
M
|
none/x0
|
Range |
10 ft.'
|
20 ft.'
|
30 ft.'
|
40 ft.'
|
50 ft.'
|
Bonus |
+4
|
+2
|
+0
|
-2
|
-4
|
Dam |
|
|
|
|
|
Quantity
|
1 |
Special Properties
|
Creatures within a 10-foot-radius burst are blinded for 1 round (Fortitude DC 13 negates).
|
Thunderstone
|
HAND |
TYPE |
SIZE |
CRITICAL |
Equipped
|
So
|
M
|
none/x0
|
Range |
20 ft.'
|
30 ft.'
|
40 ft.'
|
60 ft.'
|
80 ft.'
|
Bonus |
+4
|
+2
|
+2
|
+0
|
-2
|
Dam |
|
|
|
|
|
Quantity
|
1 |
Special Properties
|
Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour.
|
Chakram
|
HAND |
TYPE |
SIZE |
CRITICAL |
Carried
|
S
|
M
|
20/x2
|
Range |
30 ft.'
|
60 ft.'
|
90 ft.'
|
120 ft.'
|
150 ft.'
|
Bonus |
+4
|
+2
|
+0
|
-2
|
-4
|
Dam |
1d8 |
1d8 |
1d8 |
1d8 |
1d8 |
Ammunition Used
|
1 |
Special Properties
|
ou can wield the chakram as a melee weapon, but it is not designed for such use; you take a –1 penalty on your attack roll with the weapon and must make a DC 15 Reflex save or cut yourself on the blade (half damage, no Strength modifier). You do not need to make this save if wearing heavy armor.
|
1H-P: One handed, primary hand. 1H-O: One handed, off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH:2 weapons, off hand. |
|
LANGUAGES |
Ubrekti, Dwarven, Sidhe, Fresian, Odessan, Orc, Hakni
|
PROFICIENCIES |
all simple and martial weapons plus hand crossbow. Light armor and bucklers.
|
Archetypes |
Empiricist
Champions of deductive reasoning and logical insight, empiricists put their faith in facts, data, confirmed observations, and consistently repeatable experiments- these things are their currency of truth. |
Inspired Blade
An inspired blade is both a force of personality and a sage of swordplay dedicated to the perfection of combat with the rapier. They use the science and geometry with swordplay to beautiful and deadly effect. |
SPECIAL QUALITIES |
Alchemy
(Su)
|
[Paizo Inc. - Advanced Class Guide, p.31] |
Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts. When using Craft (alchemy) to create an alchemical item, you gain a competence bonus equal to 1 on the skill check. In addition, you can use Craft (alchemy) to identify potions as if using detect magic. You 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 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 formula list (Pathfinder RPG Advanced Player's Guide 32) to determine the extracts he can know. An investigator can prepare an extract of any formula 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. |
Deeds
|
[Paizo Inc. - Advanced Class Guide, p.56] |
Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed. |
Derring-Do
(Ex)
|
[Paizo Inc. - Advanced Class Guide, p.56] |
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 3 times. |
Dodging Panache
(Ex)
|
[Paizo Inc. - Advanced Class Guide, p.56] |
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. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs. |
Opportune Parry and Riposte
(Ex)
|
[Paizo Inc. - Advanced Class Guide, p.56] |
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. |
Elven Immunities
(Ex)
|
[Paizo Inc. - Core Rulebook, p.22] |
Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. |
Envoy
(Ex)
|
[Paizo Inc. - Advanced Race Guide, p.22] |
Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf 's level. |
Fleet-Footed
(Ex)
|
[Paizo Inc. - Advanced Race Guide, p.22] |
While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity. |
Humanoid Traits
(Ex)
|
[Paizo Inc. - Core Rulebook, p.308] |
Humanoids breathe, eat, and sleep. |
Inspiration
(Ex)
|
[Paizo Inc. - Advanced Class Guide, p.31] |
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 of 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 4. 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. |
Inspired Finesse
(Ex)
|
[Paizo Inc. - Advanced Class Guide, p.125] |
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. |
Inspired Panache
(Ex)
|
[Paizo Inc. - Advanced Class Guide, p.125] |
Each day gains 5 panache points. (equal to Charisma modifier (minimum 1) plus Intelligence modifier (minimum 1). Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier. This ability alters the panache Class Feature.Swashbuckler Class Feature. |
Low-Light Vision
(Ex)
|
[Paizo Inc. - Bestiary] |
You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day. |
Trapfinding
|
[Paizo Inc. - Advanced Class Guide, p.31] |
An investigator adds 1 to Perception skill checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps. |
Weapon and Armor Proficiency
|
[Paizo Inc. - Advanced Class Guide] |
Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields. |
Weapon and Armor Proficiency
|
[Paizo Inc. - Advanced Class Guide] |
Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers. |
EARNED FEATS |
Run |
[Paizo Inc. - Core Rulebook, p.132] |
You are swift of foot. |
When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class. |
|
Weapon Focus (Rapier) |
[Paizo Inc. - Core Rulebook, p.136] |
You are especially good at using your chosen weapon. |
You gain a +1 bonus on all attack rolls you make using the selected weapon. |
Weapon Finesse (Rapier only) |
[Paizo Inc. - Core Rulebook, p.136] |
You are trained in using your agility in melee combat, as opposed to brute strength. |
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. |
PURCHASED FEATS |
Level 1:Fencing Grace (Rapier) |
|
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.
|
|