Obryion Tythan 20th Level Investigator
Obryion Tythan: ??? - Chaotic Good
Half Elf: Investigator (20th)
AC HP Fort Reflex Will CMD Initiative BAB Inspiration Pool Inspiration Dice Studied bonuses Elemental Fist Pool
(??)* / ?? (??) +?? +?? +?? (??) +? +15/+10/+5 (20)/day 2d8+5 (+10/+10) / 9d6 (7)/day
Strength: 28 (+9)
Dexterity: 26 (+8)
Constitution: 16 (+3)
Intelligence: 30 (+10)
Wisdom: 16 (+3)
Charisma: 16 (+3)

(25pt buy + racial's + Level + Items)


Feats:

  • Improved Unarmed Strike You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice. [1st]
  • Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. [3rd]
  • Weapon Focus [Lucerne Hammer] You gain a +1 bonus on all attack rolls you make using the selected weapon [5th]
  • Kirin Style While using this style, you can spend a swift action to make a Knowledge check to identify a single creature (DC 15 + the creature’s CR for this purpose). If you succeed at the check, while using this style, you gain a +2 bonus on saving throws against that creature’s attacks, as well as a +2 dodge bonus to AC against that creature’s attacks of opportunity. These bonuses last for as long as you use this style. If you cease combat with the creature during this time and resume it later, you can attempt the check again. [7th]
  • Kirin Strike You gain a +2 insight bonus on Knowledge checks made to identify creatures, including the one Kirin Style allows. While using Kirin Style against a creature you have identified using that feat, as a swift action after you have hit a creature with a melee or ranged attack, you can add twice your Intelligence modifier in damage (minimum 2). [9th]
  • Elemental Fist [Cold] When you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You may attempt an Elemental Fist attack once per day for every four levels you have attained (see Special), and no more than once per round [11th]
  • Marid Style You gain one additional Elemental Fist attempt per day. While using this style and Elemental Fist to deal cold damage, you gain a bonus on cold damage rolls equal to your Wisdom modifier, and your reach with your unarmed strike increases by 5 feet [13th]
  • Marid Spirit You gain one additional Elemental Fist attempt per day. While using Marid Style, you gain cold resistance equal to your base attack bonus, or monk level plus base attack bonus gained from levels in classes other than monk, whichever is higher. While denied your Dexterity bonus to AC you are also denied this resistance. Creatures that take cold damage from your Elemental Fist attack must succeed at a Fortitude save (DC 10 + 1/2 your character level + your Wis modifier) or become entangled in ice for 1d4 rounds. The ice has hit points equal to three times your base attack bonus or monk level, whichever is higher, and a break DC of 15 + your base attack bonus or monk level, whichever is higher. Destroying or breaking the ice ends the entangled condition [15th]
  • ?? [17th]
  • Combat Style Master You can switch your style as a free action. At the start of combat, pick one of your styles. You start the combat in that style, even in the surprise round. [19th]
  • ?? [Racial Bonus]

Skills:

??:?? +? [?]

Speaks:

  • Common

Class features and Special abilities:

Racial Features: Half Elf
Stat modifiers: +2 to any one stat (Intelligence)
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects
Ancestral Arms: Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light
Favoured Class Bonus: Investigator ~ Gain a +1/4 bonus on all inspiration rolls
Investigator Features:
Alchemy: (Very long class feature, read it Here
Inspiration: 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: 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
Poison Lore: An investigator has a deep understanding and appreciation for poisons. At 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator spends 1 minute physically examining the poison, he can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison's saving throw DC). Lastly, once a poison is identified, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison's saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison
Poison Resistance: At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the investigator becomes completely immune to poison
Keen Recollection: At 3rd level, an investigator can attempt all Knowledge skill checks untrained
Trap Sense: 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)
Studied Combat: With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator's studied combat, he cannot become the target of the same investigator's studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability
Studied Strike: At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike. If the investigator's attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage. The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment
Swift Alchemy: At 4th level, an investigator can create alchemical items with astounding speed. It takes an investigator half the normal amount of time to create alchemical items. He can also apply poison to a weapon as a move action instead of a standard action
True Inspiration: At 20th level, an investigator can use inspiration on all skill checks—even ones he isn't trained in—and all ability checks without spending inspiration. In addition, whenever he expends inspiration on an ability check, attack roll, saving throw, or skill check, he adds 2d6 rather than 1d6 to the result. Some talents can affect this. If using the amazing inspiration investigator talent, he rolls 2d8 instead. If using this with empathy, tenacious inspiration, underworld inspiration, or a similar talent, he rolls two sets of inspiration dice and uses the higher of the two results
Investigator Talent: At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Talent choices are listed below

Talents and Extracts

Investigator Talents (9 total)
Quick Study Talent An investigator can use his studied combat ability as swift action instead of a standard action.
Inspired Alertness Talent Whenever the investigator becomes flat-footed, he can expend one use of inspiration to ignore that condition. He must be conscious to do so, and must decide to do so when he becomes flat-footed. Using this ability doesn't require an action
Amazing Inspiration Talent When using inspiration, the investigator rolls a d8 instead of a d6. At 20th level, the investigator rolls 2d8 and adds both dice to the result. An investigator must be at least 7th level to select this talent.
Combat Inspiration Talent When an investigator uses inspiration on an attack roll or saving throw, he expends one use of inspiration instead of two. An investigator must be at least 9th level to select this talent.
Edetic Recollection Talent An investigator can always choose to take 10 on any of his Knowledge checks, even if he's in immediate danger or distracted. An investigator may expend one use of inspiration to take 20 on a Knowledge skill check even if he's in immediate danger or distracted. An investigator must be at least 11th level to select this talent.
Tenacious Inspiration Talent When an investigator rolls his inspiration die, he can roll an additional inspiration die and take the higher result. The investigator must at least 13th level to select this talent
Combine Extracts Talent When the alchemist creates an extract, he can place two formulae into one extract. When the extract is consumed, both formulae take effect. This extract has a level two levels higher than the highest-level formulae placed in the extract.
Eternal Potion Talent If an alchemist drinks a potion, the effects of that potion become permanent until he chooses to make another potion effect permanent
Greater Combat Inspiration Talent Choose a single weapon type (such as sword cane or short sword). As long as the investigator has at least 1 inspiration point in his inspiration pool, he no longer has to expend a use of inspiration to use that ability with attacks made with this weapon. An investigator must have the combat inspiration investigator talent and be at least 19th level to select this talent

Items, gear and equipment:

Weapons:
Weapons:
The Mercury Hammer (Lucerne Hammer, Adamantine) Enhanced [+5], Impact [+2], Inspired [+1], Longarmed [+1], Called [+1] - 3d6+5 damage, x2 Crit, Brace, Reach (15ft), +2 bonus to Sunder medium or heavy armour
Armour and Gear
Armour:
-
Gear:
-
Scrolls:
-
Wondrous Items:
Tomes of Stat boosting: Int (+5), Str (+4), Dex (+4), inherent bonus
Belt of Physical Perfection: +6 enhancement bonus to all physical ability scores
Headband of mental superiority: +6 enhancement bonus to all mental ability scores
Ioun Stones:
-
Potions:
The Potion [Combined Extract + Eternal Potion] Fluid Form + Haste (When you cast this spell, your body takes on a slick, oily appearance. For the duration of this spell, your form can stretch and shift with ease and becomes slightly transparent, as if you were composed of liquid. This transparency is not enough to grant concealment. You gain DR 10/slashing and your reach increases by 10 feet. In addition, you can pass through small holes or narrow openings, even mere cracks, with anything you were carrying at the time the spell was cast (except other creatures). Finally, you can move through water with a swim speed of 60 feet and can breathe both water and air for the duration of this effect. You are treated as if you had the water subtype while this spell is in effect) + (When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature's full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a speed weapon, nor does it actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round.) A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. All of the hasted creature's modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject's normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature's jumping distance as normal for increased speed. Multiple haste effects don't stack. Haste dispels and counters slow)
Mundane Equipment:
-
Other Items:
-
GP Pouch
30,000 gp

Familiars, Followers and Common Summons


Cheat Sheet

Full, all out, attack
Attacks [+2d8*] +41Haste/+41/+36/+31 +15/10/5 (Base attack) +5 (Enhancement) +9 (Str) +1 (Weapon focus) +1 (Haste) +10 (Studied combat) +[2d8*+5] (Inspired) -5 (Power Attack)
Damage 4d6(Cold)+4d8*+76 per attack 3d6 (Weapon) +5 (enhancement) +13 (Str x1.5) + 20 (Int x2, Kirin Strike) +15 (Power Attack) +10 (Studied combat) +[4d8*+10] (Inspired, double inspiration) +[1d6+3] (Elemental Fist)
Cost (1) Inspiration + (1) Elemental Fist
Notes *All Inspiration bonuses are actually the best of two sets of d8 rolls.
Full setup takes a Standard action (Studied combat) and a swift action (Kirin Style) investment
Full setup is against 1 target at a time, and incurs the same costs in both pool deduction and time for each new target
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