Tiefling Investigator
Neutral Good
Tiefling - Swashbuckler [Inspired Blade] (1st) / Investigator [Empiricist] (19th)
AC HP Fort Reflex Will SR CMD Initiative BAB Panache Pool Inspiration Pool Inspiration Dice
() + + + (-) () +22 +15/+10/+5 (11) (19) 2d8*
Strength: 16 (+3)
Dexterity: 31 (+10)
Constitution: 20 (+5)
Intelligence: 31 (+10)
Wisdom: 18 (+4)
Charisma: 12 (+1)
FAB Damage
(+2d8)+43/+43/+38/+33 1d6+24+[2d8x2]

(*) All inspiration rolls are the best 2 out of 3 dice rolled.

Feats & Traits:

  • Reactionary Gain a +2 trait bonus to Initiative checks [Trait]
  • Alchemical Adept You gain a +2 trait bonus on all Craft (alchemy) checks made to craft alchemical items. Furthermore, when you fail a Craft (alchemy) check by 5 or more but don't roll a natural 1, you don't ruin any raw materials or have to pay that cost again. [Trait]
  • 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. [1st]
  • Brew Potion You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell. [3rd]
  • Extra Talent You gain one additional investigator talent. You must meet the prerequisites for this investigator talent. [5th]
  • Potion Glutton You can drink potions, elixirs, or other potables as a swift action without provoking attacks of opportunity. [7th]
  • Improved Initiative You get a +4 bonus on initiative checks. [9th]
  • Extra Talent You gain one additional investigator talent. You must meet the prerequisites for this investigator talent. [11th]
  • Extra Talent You gain one additional investigator talent. You must meet the prerequisites for this investigator talent. [13th]
  • ?? [15th]
  • ?? [17th]
  • Extra Talent You gain one additional investigator talent. You must meet the prerequisites for this investigator talent. [19th]
  • Weapon Focus - [Rapier] You gain a +1 bonus on all attack rolls you make using the selected weapon. [Class Granted]
Alchemist Discovery - [Mutagen] At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. 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. A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Alchemist Discovery - [Extend Potion] A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks that does not have an instantaneous duration to function at twice its normal duration. This does not apply to extracts.
Amazing Inspiration 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.
Combat Inspiration When an investigator uses inspiration on an attack roll or saving throw, he expends one use of inspiration instead of two.
Alchemist Discovery - [Infusion] When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.
Tenacious Inspiration When an investigator rolls his inspiration die, he can roll an additional inspiration die and take the higher result.
Eidetic Recollection 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.
Alchemist Discovery - [Eternal Potion] If an alchemist drinks a potion that he extends, the effects of that potion become permanent until he chooses to make another potion effect permanent.
Greater Combat Inspiration - [Rapier] 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.
Extra Talents
Quick Study An investigator can use his studied combat ability as swift action instead of a move action
Applied Engineering The investigator can leverage his knowledge of engineering to solve tasks that normally require brute strength or keen eyes. He can expend one use of inspiration as a full-round action to study an object or area and attempt a Knowledge (engineering) check. On his next turn, he can use the result of that Knowledge (engineering) check in place of a Strength check to break the object or in place of a Perception check to locate hidden doors or compartments in that area.
Sickening Offensive When the investigator damages a studied target, that creature is also sickened for 1 round.
Alchemist Discovery - [Elixir of Life] Once per day, the alchemist can brew an elixir of life. This special concoction costs 25,000 gp to create and takes 1 hour of work. An elixir of life, when administered by the alchemist who brewed it, restores life to a dead creature as per the spell true resurrection. Alternatively, the alchemist himself may drink the elixir of life, after which point he is immediately targeted with a resurrection spell the next time he is killed. Used in this manner, the effects of an elixir of life persist only for a number of days equal to the alchemist’s Intelligence modifier; if he does not die before that time expires, the effects of the elixir of life end


Knowledge (Arcana) +32 [20]* Knowledge (Planes) +32 [20]* Knowledge (Religion) +32 [20]* Knowledge (Engineering) +32 [20]* Knowledge (History) +32 [20]* Knowledge (Local) +32 [20]*
Knowledge (Dungeoneering) +32 [20]* Knowledge (Geography) +32 [20]* Knowledge (Nature) +32 [20]* Knowledge (Nobility) +32 [20]* Linguistics +32 [20]* Spellcraft +32 [20]*
Craft (Alchemy) +54 [20] Perception +32 [20] Sense Motive +32 [20] Use Magic Device +32 [20] Disable Device +41 [20] Acrobatics +32 [20]
Escape Artist +32 [20] Sleight of Hand +32 [20] Stealth +34 [20] Ride +32 [20] Bluff +23 [19] Diplomacy +21 (/31) [19]

(*) Add Inspiration Dice


  • Common, Abyssal, Celestial

Class features and Special abilities:

Racial Features: Tiefling
Stat changes: +2 Dex & Int, -2 Chr
Type: Tieflings are outsiders with the native subtype
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5
Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks
Darkvision: Tieflings can see perfectly in the dark for up to 60 feet
Spell-like ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
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.
Class Features: Swashbuckler
Panache: More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler's ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways. Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, 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. Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler's character level to 0 or fewer hit points doesn't restore any panache
Deeds: 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
Archetype Features: [Inspired Blade]
Inspired Panache: 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. 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
Inspired Finesse: 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
Class Features: Investigator
Alchemy: 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. This ability otherwise functions as per the Alchemist ability of the same name. Click here for full details
Inspiration: 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
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
Archetype Features: [Empiricist]
Ceaseless Observation: 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.
Unfailing Logic: An empiricist's grasp of facts and data teaches him to anchor himself in reality, granting resistance to even the most potent illusions. At 4th level, an empiricist gains a +2 insight bonus on all Will saving throws against illusion spells or spell-like abilities that allow a save to disbelieve their effects. In addition he can spend one point from his inspiration pool as an immediate action to use his Intelligence bonus instead of her Wisdom bonus on all such saves for one round. At 8th level, the empiricist's insight bonus increases to +4. At 16th level, he gains immunity to all illusion spells and spell-like abilities that allow a save to disbelieve the effects. This ability replaces swift alchemy.
Eternal Potion
Haste: 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

Deeds, Alchemy & Powers:

Extracts per day 1st 2nd 3rd 4th 5th 6th
(8) (8) (7) (7) (7) (6)
Extracts prepared 1st 2nd 3rd 4th 5th 6th
Long Arm (x4) Alchemical Allocation (x4) Cure Serious Wounds (x2) Cure Critical Wounds (x2) Overland Flight (x2) Heal (x2)
Cure Light Wounds (x2) Cure Moderate Wounds (x2) Gaseous Form (x1) Restoration (x1) Planar Adaptation (x1) True Seeing (x2)
True Strike (x2) Spider Climb (x1) Amplify Elixir (x2) Greater Invisibility (x1) Unerring Tracker (x1) Monstrous Physique IV (x2)
Heroism (x1) Echolocation (x2) Dust Form (x1)
Orchid’s Drop (x1) Dragon's Breath (x1) Mask From Divination (x1)
Detect Thoughts (x1) Resurgent Transformation (x1)
Derring-Do: 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: 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: 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

Items, gear and equipment:

Dantes +5, Keen, Inspired, Dueling, Rapier. / Dam: 1d6+5 /Crit: 16-20x2 / Grants a +4 bonus to Initiative / The wielder must expend one use of inspiration, and in addition to adding the result of the inspiration roll to the attack roll, the investigator adds twice the result of the inspiration roll to the weapon's damage roll.
Tome of Clear Thought Gain a +5 Inherent Bonus to Intelligence score
Manual of Quickness of Action Gain a +5 Inherent Bonus to Dexterity score
Headband of mental superiority Gain a +6 enhancement bonus to all mental ability scores
Belt of physical perfection Gain a +6 enhancement bonus to all physical ability scores
Ring 1
Ring 2
Ioun Stones:
Clear Spindle Sustains creature without food or water
Amethyst Pyramid Constant hide from undead effect
Dark Blue Rhomboid Alertness (as the feat)
Dusty Rose Prism +1 insight bonus to AC
Dusty Rose Prism, cracked +1 competence bonus on initiative checks
Eastern Star User understands spoken and written languages as comprehend languages.
Iridescent Spindle Sustains creature without air
Pale Green Prism +1 competence bonus on attack rolls, saves, skill checks, and ability checks
Pale Green Prism, flawed +1 morale bonus on attack rolls, saves, skill checks, and ability checks
Pearly White Spindle Regenerate 1 point of damage per 10 minutes
Western Star User can alter his appearance as disguise self. When disguised, user can render ioun stones in his possession invisible
Mundane Equipment:
Portable alchemist's lab This compact version of a full-sized alchemist's lab provides a +1 circumstance bonus on Craft (alchemy) checks
Other Items:
GP Pouch
90,000 gp

Familiars, Cohorts, Followers, Intelligent items, and Common Summons

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