Constantine - The Fiendblazer

Ancestry: [Human, Versatile]
Background: [Charlatan]
Class: [Investigator]
Archetypes: [Witch], [Wizard]


Optional Rules:

Free Archetypes: The only difference between a normal character and a free-archetype character is that the character receives an extra class feat at 2nd level and every even level thereafter that they can use only for archetype feats ||


Description:



RNNum6K.jpg

Backstory

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AC HP Initiative
{} () +??
Strength: 12 (+1)
Dexterity: 18 (+4)
Constitution: 12 (+1)
Intelligence: 24 (+7)
Wisdom: 18 (+4)
Charisma: 21 (+5)
Fort Reflex Will Perception
Expert +(??) Master +(?) Legendary +(??) Legendary +(??)


Proficiencies

Traits:
Type Humanoid
Ancestry
Alignment
Base Speed (??)ft
Size [M]
Hero Points [3]
Focus Points [0]
Invested (?) /10
Bulk
Trained
All Skills +()
Master
Light Amour +(26)
Unarmored Defence +(26)
Martial Weapons +(26)
Simple Weapons +(26)
Unarmed +(26)
Trained Expert Master Legendary
Acrobatics +(?) Athletics +() Society +() Arcana +()
Medicine +(?) Thievery +() +() Crafting +()
Nature +(?) +() +() Deception +()
Occultism +(?) +() +() Diplomacy +()
Religion +(?) +() +() Intimidation +()
Stealth +(?) +() +() +()
Survival +(?) +() +() +()
?? +(?) +() +() +()
?? +(?) +() +() +()
Lore (Underworld) +(?) +() +() +()
Common (Taldane)

Skill Feats

Charming Liar Your charm allows you to win over those you lie to. When you get a critical success using the Lie action, the target’s attitude toward you improves by one step, as though you’d succeeded at using Diplomacy to Make an Impression. This works only once per conversation, and if you critically succeed against multiple targets using the same result, you choose one creature’s attitude to improve. You must be lying to impart seemingly important information, inflate your status, or ingratiate yourself, which trivial or irrelevant lies can’t achieve. Background Bonus, ??, 1st
Alchemical Crafting You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book. Class Bonus, Investigator, 1st
Bon Mot [>] You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Diplomacy check against the target's Will DC. Critical Success: The target is distracted and takes a –3 status penalty to Perception and Will saves for 1 minute. The target can end the effect early with a retort to your Bon Mot. This can either be a single action that has the concentrate trait or an appropriate skill action to frame their retort. The GM determines which skill actions qualify, though they must take at least 1 action. Typically, the retort needs to use a linguistic Charisma-based skill action. Success: As critical success, but the penalty is –2. Critical Failure: Your quip is atrocious. You take the same penalty an enemy would take had you succeeded. This ends after 1 minute or if you issue another Bon Mot and succeed. Skill, 2nd
Trick Magic Item [>] You examine a magic item you normally couldn’t use in an effort to fool it and activate it temporarily. For example, this might allow a fighter to cast a spell from a wand or allow a wizard to cast a spell that’s not on the arcane list using a scroll. You must know what activating the item does, or you can’t attempt to trick it. Attempt a check using the skill matching the item’s magic tradition, or matching a tradition that has the spell on its list, if you’re trying to cast a spell from the item. The relevant skills are Arcana for arcane, Nature for primal, Occultism for occult, Religion for divine, or any of the four for an item that has the magical trait and not a tradition trait. The GM determines the DC based on the item’s level (possibly adjusted depending on the item or situation). If you activate a magic item that requires a spell attack roll or spell DC and you don’t have the ability to cast spells of the relevant tradition, use your level as your proficiency bonus and the highest of your Intelligence, Wisdom, or Charisma modifiers. If you’re a master in the appropriate skill for the item’s tradition, you instead use the trained proficiency bonus, and if you’re legendary, you instead use the expert proficiency bonus. Success: For the rest of the current turn, you can spend actions to activate the item as if you could normally use it. Failure: You can’t use the item or try to trick it again this turn, but you can try again on subsequent turns. Critical Failure: You can’t use the item, and you can’t try to trick it again until your next daily preparations. Skillful Lesson, 3rd
?? Skill, 4th
?? Skillful Lesson, 5th
?? Skill, 6th
Battle Cry When you roll initiative, you can yell a mighty battle cry and Demoralize an observed foe as a free action. If you’re legendary in Intimidation, you can use a reaction to Demoralize your foe when you critically succeed at an attack roll. Skillful Lesson, 7th
Evangelize [>] You point out a detail that incontrovertibly supports your faith, causing a listener’s mind to whirl. Attempt a Diplomacy check and compare the result to the Will DC of a single target that can hear you and understands your language; that target is then temporarily immune to Evangelize with respect to your deity or philosophy for 1 day. A creature that already agrees with you is unaffected, and at the GM’s discretion, a target that genuinely changes its perspective to support your faith as a result of the argument is also otherwise unaffected. Critical Success: The target is stupefied 2 for 1 round. Success: The target is stupefied 1 for 1 round. Failure: The target is unaffected Skill, 8th
?? Skillful Lesson, 9th
?? Skill, 10th
?? Skillful Lesson, 11th
?? Skill, 12th
?? Skillful Lesson, 13th
?? Skill, 14th
Unified Theory You’ve started to make a meaningful connection about the common underpinnings of the four traditions of magic and magical essences, allowing you to understand them all through an arcane lens. Whenever you use an action or a skill feat that requires a Nature, Occultism, or Religion check, depending on the magic tradition, you can use Arcana instead. If you would normally take a penalty or have a higher DC for using Arcana on other magic (such as when using Identify Magic), you no longer do so. Skillful Lesson, 15th
?? Skill, 16th
?? Skillful Lesson, 17th
?? Skill, 18th
?? Skillful Lesson, 19th
?? Skill, 20th


General Feats

Incredible Initiative - You react more quickly than others can. You gain a +2 circumstance bonus to initiative rolls. General, Ancestry Bonus, 1st
?? - General, 3rd
?? - General, 7th
?? - General, 11th
?? - General, 15th
True Perception - Your perceptive abilities and ability to process sensory information are so far beyond the pale that you notice minute discrepancies in all sorts of illusions and transmutations. You are constantly under the effects of a 6th-level true seeing spell, using your Perception modifier for the counteract check. General, 19th


Ancestry Features

Human Versatile Heritage
Starting Hit Points: Human characters start play with (8) Hit Points
Size: Humans are Medium size
Base Speed: Human base speed is (25)ft per round
Ability Boosts - [Intelligence & Charisma]: Humans gain Two free ability boosts
Versatile Heritage: Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).

Ancestry Feats

Adopted Ancestry - [Hobgoblin] - You’re fully immersed in another ancestry’s culture and traditions, whether born into them, earned through rite of passage, or bonded through a deep friendship or romance. Choose a common ancestry. You can select ancestry feats from the ancestry you chose, in addition to your character’s own ancestry, as long as the ancestry feats don’t require any physiological feature that you lack, as determined by the GM. Ancestry, 1st
Agonizing Rebuke - When you terrorize your enemies, you also cause them painful mental distress. When you successfully Demoralize a foe, that foe takes 1d4 mental damage at the start of each of its turns as long as it remains frightened and continues to engage in combat with you. If you have master proficiency in Intimidation, the damage increases to 2d4, and if you have legendary proficiency, the damage increases to 3d4. Ancestry, 5th
?? - Ancestry, 9th
?? - Ancestry, 13th
?? - Ancestry, 17th


Background Features

Charlatan
Ability Boosts - [Intelligence & Charisma]: Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.
Training: You're trained in the Deception skill, and the Underworld Lore skill.
Background feat: You gain the Charming Liar skill feat.


Class Features

Investigator
Key Ability - {Intelligence}: At 1st level, your class gives you an ability bonus to Intelligence.
Hit Points: [8] plus your Constitution modifier - You increase your maximum number of HP by this number at 1st level and every level thereafter.
Initial Proficiencies: At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.
Strategic Strike: When you strike carefully and with forethought, you deal a telling blow. When making a Strike that adds your Intelligence modifier on your attack roll due to Devising a Stratagem, you deal an additional 1d6 precision damage. As your investigator level increases, so too does the deadliness of your strategic strike. Increase the number of dice by one at 5th, 9th, 13th, and 17th levels.
Ancestry and Background: In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background
On the Case: As an investigator, you think of your adventures as cases waiting to be solved. You gain one activity and one reaction you can use to investigate cases: Pursue a Lead and Clue In.
Devise a Stratagem: You can play out a battle in your head, using brains rather than brawn to execute an attack. Gain the "Devise a Stratagem" action
Methodology: Your studies have made you savvy in many areas, but one in particular drew your intense interest. Choose a methodology. The methodologies presented in this book are as follows.
Investigator Feats: At 1st level and every even-numbered level, you gain an investigator class feat.
Skill Feats: At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.
Skill Increases: You gain more skill increases than members of other classes. At 2nd level and every level thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you're untrained in or to become an expert in one skill in which you're already trained. At 7th level, you can use skill increases to become a master in a skill in which you're already an expert, and at 15th level, you can use them to become legendary in a skill in which you're already a master.
General Feats: At 3rd level and every 4 levels thereafter, you gain a general feat
Keen Recollection: You can recall pertinent facts on topics that aren't your specialty. Your proficiency bonus to untrained skill checks to Recall Knowledge is equal to your level instead of +0.
Skillful Lessons: At 3rd level and every odd-numbered level thereafter, you gain a skill feat. This feat must be for an Intelligence-, Wisdom-, or Charisma-based skill, or for the skill you gained from your methodology.
Ability Boosts: At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18.
Ancestry Feats: In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter.
Weapon Expertise: You've dedicated yourself to learning the intricacies of your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to expert.
Vigilant Senses: Through your adventures, you've developed keen awareness and attention to detail. Your proficiency rank in Perception increases to master.
Weapon Specialization: You can inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master and 4 if you're legendary.
Great Fortitude: Your physique is incredibly hardy. Your proficiency rank for Fortitude saves increases to expert.
Investigator Expertise: You've refined your investigative techniques to an exceptional degree. Your circumstance bonus from Pursue a Lead increases to +2. Your proficiency rank for your investigator class DC increases to expert.
Deductive Improvisation: You use your skills at deduction to perform whatever task is necessary to solve the case. You can attempt any check that requires you to be trained in a skill, even if you're untrained in it; you can attempt any check that requires you to have expert proficiency in a skill so long as you're trained in it; and you can attempt any check that requires you to have master proficiency in a skill as long as you have expert proficiency in it.
Resolve: You've steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.
Incredible Senses: You notice things that are almost impossible for an ordinary person to detect. Your proficiency rank for Perception increases to legendary.
Light Armor Expertise: You've learned how to dodge while wearing light or no armor. Your proficiency ranks for light armor and unarmored defense increase to expert.
Weapon Mastery: You fully understand your weapons. Your proficiency ranks for simple weapons, martial weapons, and unarmed attacks increase to master.
Evasion: You've learned to move quickly to avoid explosions, a dragon's breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.
Greater Weapon Specialization: Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you're an expert, 6 if you're a master, and 8 if you're legendary.
Greater Resolve: Your unbelievable training grants you mental resiliency. Your proficiency rank for Will saves increases to legendary. When you roll a success on a Will save, you get a critical success. When you roll a critical failure on a Will save, you get a failure instead. When you fail a Will save against a damaging effect, you take half damage.
Light Armor Mastery: Your skill with light armor improves, increasing your ability to dodge blows. Your proficiency ranks for light armor and unarmored defense increase to master.
Master Detective: As a master detective, you can solve any case and find all the clues available. If you're pursuing the subject of a lead and you enter a new location that includes another clue toward solving the mystery, the GM informs you of the existence of the clue and its type: an object, person, spell effect, or the like. When you find the clue, the GM informs you that you've done so. If there is more than one clue in the location, the GM chooses one to inform you about. When you find any of the clues in that location, the GM informs you that you've done so, even if it wasn't the clue they'd chosen or there are other clues you haven't found. Your proficiency rank for your investigator class DC increases to master.
Methodology Alchemical Sciences
Your methodology emphasizes chemical and alchemical analysis, collecting information from unusual particles and fluids found on the scene. You possess enough alchemical know-how to whip up a few tinctures to help you with your cases. You're trained in Crafting and gain the Alchemical Crafting skill feat. In addition, you gain a standard formula book for free and learn the formulas for two additional common 1st-level alchemical items, which must be elixirs or tools. Each time you gain a level, you learn the formula for one common alchemical elixir or alchemical tool of any level of item you can create. During your daily preparations, you can create a number of versatile vials—alchemical concoctions that can quickly be turned into elixirs and tools— equal to your Intelligence modifier. You can use the Quick Tincture action to turn one of these vials into an elixir or alchemical tool for which you know the formula.|

Class Feats

Known Weaknesses - Whenever you Devise a Stratagem, you can also attempt a check to Recall Knowledge as part of that action. If you critically succeed at the Recall Knowledge check, you notice a weakness and gain a +1 circumstance bonus to your attack roll from Devise a Stratagem. If you immediately convey this information to your allies as part of the check, each ally gains a +1 circumstance bonus to their next attack roll against the subject, as long as their attack is made before the beginning of your next turn. Investigator, 1st
Shared Stratagem - The plans you make include your allies as well as yourself. When you hit a creature with an attack on which you substituted your attack roll due to Devising a Stratagem, designate one ally. The creature you hit is flat-footed to that ally on the next attack the designated ally makes against that creature before the start of your next turn. Investigator, 2nd
Alchemical Discoveries - You've devoted extra time in the lab to improve your knowledge of alchemy. You learn the formulas for two alchemical items each time you level up instead of one; these must still be elixirs or tools. The number of versatile vials you can create each day increases by 1 if you're an expert in Crafting, 2 if you're a master, or 3 if you're legendary. Investigator, 4th
Thorough Research - When you succeed at a Recall Knowledge check, you learn an additional fact about the subject. When you critically succeed at a Recall Knowledge check, you can gain even more additional information or context than normal, at the GM's discretion. Investigator, 6th
Predictive Purchase - You have just the thing for the situation. You gain the Prescient Planner and Prescient Consumable feats. When using Prescient Planner, you can pull out the item as a 2-action activity to remove your backpack (or a similar container) and draw the item, rather than taking 1 minute. Investigator, 8th
Prescient Planner - You regularly create convoluted plans and contingencies, using your resources to enact them. You take 1 minute to remove your backpack, then carefully remove an item you hadn't previously declared that you purchased—you intuited that you would come to need the item and purchased it at the latest opportunity. The item must be a piece of adventuring gear, and can't be a weapon, armor, alchemical item, magic item, or other treasure. It must be common with a level no higher than half your level, and its Bulk must be low enough that carrying it wouldn't have made you encumbered. Investigator, Aggregate feat, 8th
Prescient Consumable - You can predict which consumables you might need in advance. When using Prescient Planner, you can procure a consumable item from your backpack, instead of a piece of adventuring gear. The consumable item must still be common with a level no higher than half your level, and its Bulk must be low enough that carrying it wouldn't have made you encumbered. Investigator, Aggregate feat, 8th
Suspect of Opportunity [R] Frequency: once per hour; Trigger: A foe takes a hostile action against you in combat; Sometimes something intrudes upon your case unexpectedly, such as an ambush sent to bring your investigation to a close. You've learned how to compartmentalize your main lead and pursue a new one for your current predicament. You Pursue a Lead against the triggering foe, setting aside but not ending one of your currently active leads, if you have two leads. At the end of the combat encounter, you stop Pursuing the Lead against the triggering foe and return to the original lead, if you have one. Investigator, 10th
Foresee Danger [R] Trigger: A creature targets you with an attack and you can see the attacker; You perceive every possible way your foe's attack could land and attempt to avoid them all. The triggering attack roll targets your Perception DC instead of your AC. Though this allows you to avoid taking penalties to your AC, it doesn't remove any conditions or other effects causing such penalties. For example, an enemy with sneak attack would still deal extra damage to you for being flat-footed, even though you wouldn't take the –2 circumstance penalty when defending against the attack. Investigator, 12th
Strategic Bypass - Your plans account for your foes' resistances, enabling you to strike a telling blow. When you hit with a Strike on which you substituted your attack roll due to Devising a Stratagem, you ignore an amount of resistance equal to your Intelligence modifier for each resistance that applies against your attack. Investigator, 14th
Didactic Strike - When you find a glaring weakness, you can set your allies up to annihilate your foe. When you use Shared Stratagem, you can designate up to 10 allies instead of just one. The foe is flat-footed against the first attack from each designated ally before your next turn, and each ally's first attack deals an extra 2d6 precision damage to the target if it hits. Investigator, 16th
Implausible Purchase - It seems impossible, but you've analyzed every angle and are able to just keep pulling out exactly the item you need, even in far-flung locations. You can use Prescient Planner even if you have already used it after purchasing goods, and you can use it as a single action instead of a 2-action activity, during which you Interact to draw the item. In addition, five times per day, you can use Prescient Planner to pull out a common consumable item up to 6 levels lower than your level. Investigator, 18th
Just the Facts - You fundamentally understand everything to the point where your research can't possibly be wrong. You are permanently quickened and can use the extra action to Recall Knowledge. Your checks to Recall Knowledge are no longer secret. When you Recall Knowledge, you use the outcome for one degree of success better than the result of your check, and if an effect (such as Dubious Knowledge) would give you inaccurate information from your Recall Knowledge check, you know which information is inaccurate. When one of your allies Recalls Knowledge and gains false information, you also know that information is inaccurate if they share it with you. Investigator, 20th

Archetype Feats

Witch Dedication - You cast spells like a witch. Choose a patron; you gain a familiar with two common cantrips of your choice from your chosen patron's tradition, but aside from the tradition, you don't gain any other effects the patron would usually grant. Your familiar has one less familiar ability than normal. You gain the Cast a Spell activity. You can prepare one cantrip each day from your familiar. You're trained in spell attack rolls and spell DCs from your patron's tradition. Your key spellcasting ability for witch archetype spells is Intelligence, and they are witch spells of your patron's tradition. You become trained in the skill associated with the patron's tradition; if you were already trained in it, you instead become trained in a skill of your choice. Witch Dedication, Bonus Archetype Feat, 2nd
Basic Witch Spellcasting - You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the witch archetype, add two common spells of that level to your familiar. Witch Dedication, Bonus Archetype Feat, 4th
Basic Witchcraft - You gain a 1st- or 2nd-level witch feat of your choice. Your familiar no longer has one less familiar ability than normal. Witch Dedication, Bonus Archetype Feat, 6th
Enhanced Familiar - You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day, instead of two Witch Dedication, Archetype Bonus Feat, 6th
Patron's Breadth - You can cast more spells each day. Increase the spell slots you gain from witch archetype feats by 1 for each spell level other than your two highest spell levels. Witch Dedication, Bonus Archetype Feat, 8th
Wizard Dedication - You cast spells like a wizard, gaining a spellbook with four common arcane cantrips of your choice. You gain the Cast a Spell activity. You can prepare two cantrips each day from your spellbook. You’re trained in arcane spell attack rolls and spell DCs. Your key spellcasting ability for wizard archetype spells is Intelligence, and they are arcane wizard spells. You become trained in Arcana; if you were already trained in Arcana, you instead become trained in a skill of your choice Wizard Dedication, Bonus Archetype Feat, 10th
Expert Witch Spellcasting - You gain the expert spellcasting benefits. Witch Dedication, Bonus Archetype Feat, 12th
Basic Wizard Spellcasting - You gain the basic spellcasting benefits. Each time you gain a spell slot of a new level from the wizard archetype, add two common spells of that level to your spellbook. Wizard Dedication, Bonus Archetype Feat, 14th
Expert Wizard Spellcasting - You gain the expert spellcasting benefits. Wizard Dedication, Bonus Archetype Feat, 16th
Master Witch Spellcasting - You gain the master spellcasting benefits. Witch Dedication, Bonus Archetype Feat, 18th
Master Wizard Spellcasting - You gain the master spellcasting benefits. Wizard Dedication, Bonus Archetype Feat, 20th


Spell Casting

Spell Preparation
Witch Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th
Wizard Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th

Focus Spells

Relic Powers

Item Spells
Spell Level Source Usage Spell Level Source Usage
?? [?] (??) ?? [?] (??)

Alchemy

Formula Item level Formula Item level
?? [?] ?? [?]

Special Abilities & Actions

Devise a Stratagem [>] Once Per Round You assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a d20. If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike's attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks. When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your Strike uses an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it's a melee weapon with the thrown trait), or a sap. If you're aware that the creature you choose is the subject of a lead you're pursuing, you can use this ability as a free action.
Quick Tincture [>] Cost: 1 versatile vial You quickly brew up a short-lived tincture. You create a single alchemical elixir or tool of your level or lower without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the end of the current turn.
Pursue a Lead - Once per 10 minutes You spend 1 minute examining the details of one potential clue, designating the subject related to that clue as the target of your active investigation. This subject is typically a single creature, item, or small location (such as a room or corridor), but the GM might allow a different scope for your investigation. You don't need to know the identity, purpose, or nature of the subject, but you do need to be aware of its existence. For instance, finding a footprint is enough to investigate the creature that left it, and seeing a hasty sketch of an item or location can be enough to start your investigation of that subject. Whenever you attempt a Perception or skill check to investigate a designated subject, you gain a +2 circumstance bonus to the check. The exact checks this applies to depend on the actions you use to investigate and are determined by the GM, but checks to investigate are typically Perception checks or skill checks that use Intelligence, Wisdom, or Charisma. You can maintain two active investigations at a time. If you Pursue another Lead after that, the subject must be different from any of your current investigations (or rather, they must be different as far as you know), and you give up on a current subject of your choice. Once you've given up pursuit of a subject, you can't Pursue that Lead again until after the next time you make your daily preparations.
Clue In [R] Once per 10 minutes Trigger: Another creature attempts a check to investigate a lead you're pursuing.You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you're conveying information verbally.

Familiars & Animal Companions

Companion Items



Magical & Invested Items


Other Items, Gear & Equipment

Coin Pouch
0gp, 00sp


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