Mage Slayer

Androk Jeggare's page

7 posts. Alias of The Wyrm Ouroboros.


Full Name

Androk Jeggare, Count Jeggare

Race

Ini +6 (+7 vs. bluff/sense motive); AC 23/16/18, CMD 23/25 Agi, +5 / +12 / 9*, evasion, cold/ele/fire 5; ad. rapier +12/+7 (1d6+5/18-20 +4 Precision, studied combat +4/6 rnd); CMB +15 (+2 agi); HP 64/64, panache 7/7,

Classes/Levels

inspiration 10/10 (+1d6); darkvision 120 ft., low-light vision, see in darkness, watcher sense +2; PER +17 (+1d6*)(+2 vs. magic sensor)

Gender

N(G) male tiefling investigator (conspirator, empiricist) 8 // unchained rogue (phantom thief) 4 / swashbuckler (inspired blade, noble fencer, veiled blade) 4 (Eritrice, Cayden Cailean)

Size

M

Age

64

Alignment

Neutral, strong tendency towards good, moderate tendency towards Law

Deity

Eritrice, Cayden Cailean

Location

Isarn, Galt

Languages

Lip-reading, Sakvroth; Abyssal, Common, Draconic, Dwarven, Elven, Halfling, Hallit, Infernal

Occupation

Disenfranchised nobleman

Strength 10
Dexterity 18
Constitution 12
Intelligence 22
Wisdom 12
Charisma 13

About Androk Jeggare

Description
An 'old man' well into his sixth decade of life, Androk Jeggare -- 'Count Androk Jeggare', as he sometimes corrects people, though usually only once he gets to know them -- is a nobleman who has long since gotten past external issues and commonly wears his nature in the open. Standing five foot nine inches (175cm) in height and weighing 175 lbs (79 kg), the sixty-four-year-old nobleman remains surprisingly spry for his age -- and sharp as a needle, or the masterwork blade he wears on his hip. With grey skin and reddish-gold eyes, he might be able to pass for a half-orc, if it wasn't for the blunt-porcupine-spine hair he bears, or the five-plus-foot-long tail for which his trousers are all custom-fitted. While sometimes he will curl the leathery extension of his spine up under his well-made (if shabby-genteel) tunics or wrap it around his waist, most often in public he lets it sway and curl, a defiant reminder of his heritage.

With tiefling blood strong in the Jeggares, they have always held an understated approach to fashion: clothing has always been an accent to their blood, form, and power, and not something to distract from the so-called 'quiet power' that the Jeggare name carried. Still, if it becomes necessary he will adopt a disguise, aiming for those who would normally be ignored by those in power -- the servant, the assistant gardener, the undercook, the out-of-the-way guard. He will typically use physical disguises if there is time to plan ahead, but is not adverse to taking advantage of magic items or alchemical concoctions to speed things up.

In public, Androk plays to the idea of him as being a 'reliable old man', particularly playing to his reputation as being an undoubtedly (if not specifically useful) trustworthy individual. He has often establishes business ventures, but just as often 'does something foolish', losing a venture to his partner or some such thing, only to start another one with the pennies he's got left. Public perception is that he just wants to get by, but that he's never going to be the one to carry the flame of liberty -- in part because of the image he cultivates that he's just barely scraping by.

Part of the reason for that is, of course, the Haven, an orphanage where the children -- mostly tieflings -- work as staff for their own well-being; the place is put to a mish-mash of uses, with the most well-known being as a restaurant (not, alas, a tavern as of yet), infirmary, laundry, and 'instructorium'. While the older (8yo+) children do much of the simple work of washing clothes, cooking and serving simple food, the woman in charge, a tielfling named Margaret Ash-Eyes, also acts as a de facto healer and midwife. As well, Androk uses the classroom -- 'instructorium' -- to invite in local craft-masters or their journeymen to give instruction in their craft for a week, and to have the children do some basic scut-work for them in the off-chance that one of the children might discover a love of their craft.

Thus, while Androk might be considered a general busybody and low-echelon do-gooder, he isn't generally thought of as a threat to society.

Which is just the way he wants it.

Technicals:

* -- Free +1d6 to roll from Investigator talents. Other skills and rolls can gain +1d6 by spending Inspiration (see inspiration ability).
P -- +1d6 to roll if Panache is spent.

Androk, 'Count Jeggare', Nobleman
Male tiefling investigator (conspirator, empiricist) 8/unchained rogue (phantom thief) 4/swashbuckler (inspired blade, noble fencer, veiled blade)
NG Medium outsider (native)
Init +6 (+7 on surprise rounds that involved Bluff or Sense Motive to determine surprise); Senses darkvision 120 ft., low-light vision, see in darkness, watcher sense +2; Perception +17 (+1d6*)(+2 to notice magical effects used to watch you and checks to act on the surprise round)
HP 64/64, panache 7/7, inspiration 10/10 (+1d6);
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Defense
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AC 23, touch 16, flat-footed 18 (+5 armor, +1 deflection, +4 Dex, +1 dodge, +1 natural, +1 shield)
CMD 23 (25 vs. dirty trick, disarm, reposition, steal, trip)
hp 64 (8d8+8)
Resist cold 5, electricity 5, fire 5

Fort +5, Ref +12, Will +9 (+4 save vs. illusion and disbelievable effects, +1 vs. mind-affecting effects)

Defensive Abilities aristocratic discipline +1, evasion, improved uncanny dodge, nimble +1
Resist cold 5, electricity 5, fire 5, unfailing logic
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Offense
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Speed 30 ft.
Melee : All may add studied combat for +4 attack and +4 precision damage vs 1 target for 6 rounds.
. . +1 adamantine rapier +12/+7 (1d6+5/18-20 +4 Precision) or
. . cestus +11/+6 (1d4/19-20 +4 Precision) or
. . dagger +11/+6 (1d4/19-20 +4 Precision) or
. . knife +11/+6 (1d3 plus +4 Precision) or
. . unarmed strike +11/+6 (1d3 nonlethal)

Special Attacks deeds (derring-do, hidden blade, kip-up, precise strike, quick draw, social panache, swashbuckler initiative), panache (7), studied combat (+4, 6 rounds), studied strike +3d6

Investigator (Conspirator, Empiricist) Extracts Prepared (CL 8th; concentration +14)
. . 3rd—haste, nondetection, prehensile pilfer
. . 2nd—beloved of the forge, detect thoughts (DC 18), diminished detection, focused scrutiny, perceive cues, undetectable alignment (DC 18)
. . 1st—cure light wounds (2), heightened awareness[ACG], jump, pierce facade, speechreader's sight
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Statistics
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Str 10, Dex 18, Con 12, Int 23, Wis 12, Cha 13
Base Atk +7
CMB +15 (+17 dirty trick, disarm, reposition, steal, trip)
CMD 23 (25 vs. dirty trick, disarm, reposition, steal, trip)

Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Deft Maneuvers, Fiend Sight, Fiend Sight, Grasping Tail, Power Attack, Quick Draw, Safe House, Sense Assumptions, Sense Loyalties, Street Smarts, Veiled Contempt
Traits evident supporter (galt), former noble, vigilant battler

Skills Acrobatics +11 (+1d6P), Bluff +14 (+4 to appear innocent, +1 to surprise a foe, +1d6* +1d6P), Climb +8 (+1d6P), Diplomacy +14 (+4 to gather information (Int instead of CHA), +1d6* +1d6P), Disable Device +15 (+1d6*), Disguise +22 (+1d6*), Escape Artist +11 (+1d6P), Fly +4 (+1d6P [sub]UnT[/sub])Heal +11 (+1 circumstance item vs. wounds/deadly wounds, +1d6*), Intimidate +12 (+1d6* +1d6P), Knowledge (arcana) +13, Knowledge (dungeoneering) +13, Knowledge (local) +19 (+4 competence ring), Knowledge (nature) +13, Knowledge (planes) +13, Knowledge (religion) +13, Perception +17 (+2 vs. magical 'spy' effects, surprise round checks, +1d6*), Ride +10 (+1d6P), Sense Motive +22 (+4 competence ring, +1 to avoid surprise, +2 to counter feint, +1d6* +1d6P), Spellcraft +10, Stealth +17, Survival +5, Swim +7 (+1d6P), Use Magic Device +10

Racial Modifiers +2 Bluff, +2 Stealth
Miscellaneous General Modifiers +2 to KS for information pertaining to the final blades.

Background Skills Appraise +10, Artistry (criticism) +10, Artistry (musical composition) +11, Artistry (philosophy) +13, Craft (alchemy) +17 (+8 to create, +2 tools), Craft (all) +6, Craft (traps) +10 (+2 tools), Handle Animal +5, Knowledge (engineering) +13, Knowledge (geography) +13, Knowledge (history) +13, Knowledge (nobility) +14 (+16 pertaining to the Final Blades,), Linguistics +12, Perform (act) +5, Perform (comedy) +5, Perform (oratory) +5, Perform (sing) +5, Perform (string instruments) +6, Profession (barrister) +5 (+1d6*), Profession (beekeeper) +8 (+2 tools, +1d6*), Sleight of Hand +11 (+4 to hide light/1H P weap, +2 to oppose Per. check of observe/frisk for forearm sheath, +1d6*)

Languages Abyssal, Common, Draconic, Dwarven, Elven, Goblin, Halfling, Hallit, Infernal, Lip-reading, Sakvroth
SQ alchemy (alchemy crafting +8), ceaseless observation, finesse weapon attack attribute, inspiration (10/day), inspired panache, investigator talents (expanded inspiration, quick study), keen recollection, paranoid, prehensile tail, rogue talents (rapid perception, trap spotter), social sense +1, underhanded +4
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Skill Unlocks
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Sense Motive:
. . . 5 Ranks: If you were aware of an opponent before rolling initiative (such as when you ambush an enemy or negotiations break down into combat, but not when both sides happen upon each other or you are surprised), you can attempt a Sense Motive check as part of your initiative check (DC = 11 + the highest Bluff modifier among your opponents or DC 15, whichever is higher). If you succeed, you gain a +1 bonus on the initiative check, plus an additional +1 for every 5 by which you exceeded the DC.
. . . 10 Ranks: After 1 minute of conversation, you can read a creature’s surface thoughts (as detect thoughts) by attempting a Sense Motive check at a –20 penalty opposed by the creature’s Bluff check.
Diplomacy:
. . . 5 Ranks: The time required to influence a creature’s attitude or gather information is halved.
. . . 10 Ranks: You can attempt to adjust a creature’s attitude in 1 round by taking a –10 penalty. (This can defuse a tense situation.) If you take 1 minute to adjust a creature’s attitude, add your Charisma bonus to the number of hours that attitude change persists.
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Items, Etc.
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Gear shabby-genteel nobleman's clothes, along with:
. . mwk mithral shirt, mwk buckler, mwk adamantine rapier, cestus, dagger, knife x2, hat of disguise, heavyload belt, hidden light ring, alchemy crafting kit
. . subversive vest, holding thieves' tools (masterwork concealable)
. . wrist sheath (right), holding knife
. . wrist sheath (left), holding wand of cure light wounds (5 charges)
. . handy haversack, within which are:
. . . center, 80 lbs maximum, holding disguise kit,
. . . . . wooden case (cigarillos #56), wooden case (writing, paper #27, inkpen, ink (black), sealing wax)
. . . left, 20 lbs maximum, holding healer's kit, surgeon's tools, smelling salts, knife
. . . right, 20 lbs maximum, holding knife, lighter, glass cutter, mess kit, wand of
. . . . . ears of the city (CL 3rd, 1 charge)
, tindertwig (11, in sealed vial)
. . belt pouch, holding earplugs, powder (4), 50' string or twine (2)
. . belt pouch, holding cigarillo (4), dice (common), cards (deck, common), tindertwig (6)

The Haven (safe house beneath The Plunging Blade and environs), containing:
. . . formula alembic, hybridization funnel, lighter
. . . investigator formula book 'Androk's Examinations'
Money 78 gp, 36 sp, 40 cp
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Special Abilities
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Feat Tax Relief:
. . Agile Maneuvers Use DEX instead of STR for CMB
. . Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
. . Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
. . Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Deft Maneuvers You don't provoke attacks of opportunity when using agile maneuvers.

Inspiration
Inspiration (+1d6, 10/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Underhanded +4 (Ex) Use inspiration on trained Bluff, Disable Device, Disguise, Intimidate, and Sleight of Hand check without expending use. Gain bonus on Bluff to appear innocent and Disguise checks.
Studied Combat (+4, 6 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Quick Study (Ex) Use studied combat as a swift action.
Studied Strike +3d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.

Inspiration and Panache
Panache (Ex) Gain a pool of points equal to Charisma bonus (minimum 1) used to fuel deeds, regained on light/piercing crit.
Inspired Panache (Ex) Add Intelligence bonus to panache pool. Gain no panache from killing blow, only from rapier crits.
Panache pool 6/day base.

Panache Deeds (must have 1 panache in pool)
Derring-Do 4Can spend 1 panache to roll 1d6 (exploding to Deed max) and add to Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check. Stacks w/ Inspiration.
Social Panache As Derring-Do, but with Bluff, Diplomacy, Intimidate, or Sense Motive. Can use 4 panache before verbal duel to gain 1 edge for tactic w/ each skill.
Hidden Blade Hide any light/1-handed piercing melee weapon w/ Sleight of Hand, +4 insight bonus to do so.
Kip-Up Rise from prone as move action w/o provoking AoO, spend 1 panache to convert to swift action.
Precise Strike Add level as precision damage w/ light/1-handed piercing weapons, even thrown. Spend 1 panache to double the bonus on next attack.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Swashbuckler Initiative+2 bonus on initiative, can draw openly-carried light/1-handed piercing melee weapon as part of initiative.

Frantically Nimble Dare When at 0 Panache, +2 dodge bonus to AC; regain 1 panache when attacks miss 3 consecutive times.

Tiefling
Darkvision (120 feet) You can see in the dark (black and white only).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Rapid Perception (Su) Can actively use perception as a swift action. Halve foes stealth bonus from invisibility.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Grasping Tail Use tail to retrieve small objects within 5' as a swift action.
Does Not Sleep Though you are not immune to sleep effects, you do not need to normally sleep.
Quill-Hair Your hair forms quills instead of strands, and cannot be cut or styled normally.

Skills
Alchemy +8 (Su) +8 to Craft (Alchemy) to create alchemical items, can ID potions by touch.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+5)
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Paranoid Aid Another's DC goes from 10 up to 15 for attempts to help you.
Sense Assumptions Discern which lies would be unbelievable.
Sense Loyalties 1 hr action, DC 20 Sense Mot/opposed Bluff learns who/what observed is loyal to. Can introduce subject but may reveal own interest.
Street Smarts +2 bonus on Knowledge (local) and Sense Motive checks

Defenses
Aristocratic Discipline +1 (Ex) Gain bonus on Will vs. mind-affecting effects.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Improved Uncanny Dodge (Lv >= 12) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 12+.
Nimble +1 (Ex) +1 dodge bonus to AC.
Social Sense +1 (Ex) Gain bonus on Sense Motive, Bluff and initiative with regards to surprise.
Unfailing Logic +4 (Ex) +4 save vs. illusion and disbelievable effects
Veiled Contempt DC for Sense Motive checks on you is 20 + your Bluff ranks.
Watcher Sense +2 (Ex) Bonus to Perception vs. magic effects watching you and act on surprise rd.

Trait Bonus
Safe House (512,000 cu. ft.) (Ex) Gain safe area protected from divinations. If have renown, can move it around area of renown.
Evident Supporter (Galt) +5 to trustworthiness hunch Sense Motive DC for city guards, politicians, & govt. functionaries; if opponent fails to make DC, seen as trustworthy regardless of the situation.
Vigilant Battler +2 to Sense motive when making opposed rolls to counter a feint in combat.
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Alchemical Formula Book
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Investigator (Conspirator, Empiricist) Extracts Known: in 'Androk's Examinations', CL 8th; concentration +14)
. . 4th—neutralize poison
. . 3rd—assume appearance, claim identity (DC 19), clay skin (DC 19), cure serious wounds, fly, free swim, gaseous form, hypercognition, haste, nondetection, prehensile pilferer, neutralize poison, remove blindness/deafness, remove curse, remove disease, [/s]seek thoughts[/s], tongues, weater breathing
. . 2nd—acute senses, alchemical allocation, beloved of the forge, bullet shield, cat's grace, cure moderate wounds, detect thoughts (DC 18), diminished detection, dream shield, enshroud thoughts, focused scrutiny, fox's cunning, investigative mind, perceive cues, see invisibility, tattoo potion, undetectable alignment (DC 18)
. . 1st—alleviate addiction, comprehend languages, cure light wounds, disguise self, fabricate disguise, heightened awareness, jump, locksight, pierce facade, speechreader's sight, stone fist
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64 years, 4 months old at game start; 5'9" tall, 175 lbs weight.
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Sense Motive Stack: Perceive Cues (+5 competence to Perception, Sense Motive), Focused Scrutiny (+10 Perception, Sense Motive, Survival vs. target, +5 Diplomacy and Intimidate vs. target): 80 minutes.

Fields:

Spoiler:

Race: Ini +6 (+7 vs. bluff/sense motive); AC 23/16/18, CMD 23/25 Agi, +5 / +12 / 9*, evasion, cold/ele/fire 5; ad. rapier +12/+7 (1d6+5/18-20 +4 Precision, studied combat +4/6 rnd); CMB +15 (+2 agi); HP 64/64, panache 7/7,
Class: inspiration 10/10 (+1d6); [ooc]darkvision 120 ft., low-light vision, see in darkness, watcher sense +2; PER +17 (+1d6*)(+2 vs. magic sensor, act on surprise round)
Gender: N(G) male tiefling investigator (conspirator, empiricist) 8 // unchained rogue (phantom thief) 4 / swashbuckler (inspired blade, noble fencer, veiled blade) 4 (Eritrice, Cayden Cailean)

Council and Personal Timeline:

Androk's birth: 4651.
Age 16 -- 4667: First Revolutionary Council (4667-4672)
Age 21 -- 4672: Rane Council (4672-4673)
Age 22 -- 4673: Galtan Unity Council (4673-4678)
Age 27 -- 4678: Golden Council (4678-4684)
Age 33 -- 4684: Cailean Council (4684-4686)
Age 35 -- 4686: Council of Perfection (4686-4687)
Age 36 -- 4688: Common Council (4688-4689)
Age 37 -- 4692: Galtcreed Pact (4692-4698)
Age 43 -- 4698: Eye of Law (4698-4699)
Age 44 -- 4699: Imperial Council (4699-4701)
Age 46 -- 4701: Council of Enlightenment (4701-4705)
Age 50 -- 4705: Cabinet of Skulls (4705-4709)
Age 54 -- 4709: The New Revolutionary Council (4709-Current)
Age 64 -- 4719: Current day (4719)


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The Bathing Bees:

Buildings
The Bathing Bees (and Staff)
Create: Goods 36, Influence 4, Labor 32 (1480 gp)
Rooms: 4 buildings, each 1 Bath, 1 Lavatory, 1 Sauna
Size: 4 buildings, each 15 squares
Associated Group: The Staff of the Bathing Bees
Manager: Viktor Vasko (Warden)

The Staff of the Bathing Bees
Create: Goods 6, Influence 8, Labor 11 (580 gp)
Teams: 1 Guards, 4 Lackeys
Size: 25 people

Expenses: 2 gp/day
Earnings: Gold +26, Influence +34, Labor +10
Daily Earnings / Take 10 values (take all): Gold +24, Influence +10: 3gp, 4 sp; 2 Influence
Bonuses: bonus to saves vs. disease (Fort, +2 vs. contracting, +3 vs. overcome ongoing if 1 hr spent in each of sauna and bath); bonus to saves to recover from negative levels (+1).

Notes: The Bathing Bees is actually a chain of bath-houses, 'BB' on the map, each consisting of 1 bath (6 squares), 1 lavatory (4 squares), and 1 sauna (5 squares), for a total of 15 squares. Secured on the roof of each is what gives these bath-houses their name, a good-sized and sturdy beehive, the honey from which Androk collects and sells (by way of Gideon D) out of the store-front attached to the Haven orphanage.

Each of the four locations is staffed by one set of lackeys and one guard. The staff is not all on duty every day; during four days of each week, only 3 of the staff are there, while on two there are four, and on one day all five are there. The guards rotate through each bathhouse on a complicated schedule, in which Viktor takes part (typically on the 3 busiest days per week); on other days he inspects the bath-houses and catches up on any other necessary things.


Viktor Vasko (Warden, Manager):

* -- Free +1d6 to roll from Investigator talents. Other skills and rolls can gain +1d6 by spending Inspiration (see inspiration ability).

Viktor Vasko (Warden, Bathing Bees) CR –
Half-orc investigator (majordomo) 3 (Pathfinder RPG Advanced Class Guide 30, Pathfinder RPG Ultimate Intrigue 35)
NG Medium humanoid (human, orc)
Init +0; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 14, touch 10, flat-footed 14 (+4 armor)
hp 21 (3d8+2)
Fort +2, Ref +3, Will +3; +2 bonus vs. poison
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Offense
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Speed 30 ft.
Melee cestus +4 (1d4+2/19-20) or
. . gladius +4 (1d6+2/19-20) or
. . hanbo +4 (1d6+2) or
. . unarmed strike +4 (1d3+2 nonlethal)
Investigator (Majordomo) Extracts Prepared (CL 3rd; concentration +4)
. . 1st—authenticating gaze, comprehend languages, cure light wounds, speechreader's sight
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Statistics
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Str 14, Dex 10, Con 11, Int 12, Wis 10, Cha 8
Base Atk +2.25; CMB +4; CMD 14
Feats Bonded Mind, Combat Expertise, Deadly Aim, Extra Investigator Talent[ACG], Power Attack, Tribal Scars
Skills Bluff +5 (+5 vs. other humanoids, +4 to feign ignorance, +1d6*), Climb +5, Diplomacy +5 (+5 vs. other humanoids, +1d6*), Disable Device +3 (+1d6*), Disguise +3 (+1d6*), Escape Artist +3, Heal +4 (+1d6*), Intimidate +7 (+1d6*), Knowledge (arcana) +5 (+1d6*), Knowledge (local) +5 (+1d6*), Knowledge (religion) +5 (+1d6*), Perception +6 (+1d6*), Sense Motive +8 (+8 vs. other humanoids, +4 to intercept secret messages, +1d6*), Spellcraft +5 (+1d6*), Stealth +3, Use Magic Device +3; Racial Modifiers +2 Bluff, +2 Diplomacy, +2 Sense Motive
Languages Common, Goblin, Orc
Background Skills Knowledge (engineering) +5 (+1d6*), Knowledge (geography) +5 (+1d6*), Knowledge (history) +5 (+1d6*), Knowledge (nobility) +5 (+1d6*), Profession (innkeeper) +4 (+1d6*), Sleight of Hand +3 (+1d6*),
SQ delegate (1 feat, 6 rounds, standard action, 1/day), finesse weapon attack attribute, inspiration (2/day), inspired manager, investigator talents (expanded inspiration[ACG], underworld inspiration[ACG]), keen recollection, orc blood, overlooked mastermind, paper trail +1, poison lore
Other Gear mwk lamellar (leather) armor[UC], cestus[APG], gladius[UC], hanbo, 529 gp
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Special Abilities
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Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

Bonded Mind You and ally you can see that has this feat can trade nonverbal messages.
Delegate (1 feat, 6 rounds, standard action, 1/day) (Ex) Grant allies within 30 ft. one of your bonus teamwork feats to persue a noncombat task.

Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Inspiration (+1d6, 2/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Inspired Manager (Ex) Spend inspiration to create plan to quicken long term task. Bonus Int for kingdom role bonus.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Paper Trail +1 (Ex) Bonus to checks dealing with paperwork. Learn about document writer with Linguistics check.
Poison Lore (Ex) After 1 min can use Know to ID poisons, 1 min more to neutralize with Craft (alchemy).
Underworld Inspiration (Ex) Free Inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand (if trained).

Darkvision (60 feet) You can see in the dark (black and white only).
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Overlooked Mastermind Additional +2 racial bonus to Bluff, Diplo, and Sense Mot. vs humanoids.
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Alchemical Formula Book
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Investigator (Majordomo) Extracts Known: in 'Vehemencia', CL 3rd; concentration +4)
. . 1st—ant haul, authenticating gaze, comprehend languages, cure light wounds, false face, speechreader's sight, stone fist
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Red-skinned, scarred and tattooed half-orc. Viktor's father was of the Bearpelt Mammoth Lord following, and when Viktor left the Haven, he travelled north to undergo their rites of passage. Though successful, he returned to Galt entirely soured on the entire situation, and put himself to use working with the Haven and starting working with Androk on the latter's latest venture. Loyal, Viktor has stuck with Androk despite the loss of not just that venture.

While Mordecai and Viktor are both 'graduates' of the Haven orphanage, they have a past friendship that turned sour, into a somewhat unfriendly rivalry; Viktor has a bit of a bum knee (and sullen discontent) from the final 'disagreement' that has led to their separation, and Mordecai continues to deny uncomfortable feelings of guilt over the situation. When the two of them encounter each other, as they occasionally do every month or two, there is little said but much 'looked', and everyone around them feels the stress of the situation until one or the other leaves.


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The Haven (Orphanage):

The Haven (Orphanage)
Create: Goods 71, Influence 16, Labor 68, Magic 1 (3360 gp)
Rooms: 1 Bedroom, 3 Bunks, 1 Classroom, 1 Common Room, 1 Infirmary, 1 Kitchen, 1 Laundry, 1 Lavatory, 1 Sewer Access, 2 Storage, 1 Storefront
Size: 200 squares
Associated Group: The Unwanted
Manager: Margaret Ash-Eyes (Steward)

The Unwanted
Create: Influence 12, Labor 9 (540 gp)
Teams: 3 Cutpurses, 3 Laborers
Size: 30 people

Expenses: 2 gp/day
Earnings: Gold +50, Goods +29, Influence +28, Labor +23, Magic +8
Daily Earnings / Take 10 values (take all): Gold +15, Goods +20, Influence +20: 2gp, 5 sp; 3 Goods; 3 Influence

Notes: The Unwanted is the appellation given to the orphans currently living within the Haven orphanage; to a greater or lesser extent, these thirty 'youths' are put to work within the public-house-cum-orphanage, whether the strong and skilled in the back of the house (e.g. the laborers) or the more socially astute working with the customers (i.e. the cutpurses) directly, earning tips and listening for juicy gossip they can bring back to the sage Gideon D. and the tiefling female who runs the orphanage, Margaret Ash-Eyes. Tieflings predominate amongst the children, as they tend to be rejected by more mainstream, straight-laced organizations.

While much of the Haven serves the public -- as a public house (with the common room and kitchen selling food and gathering-space), as a laundry and infirmary (caring for the health and cleanliness of their customers), and as a place to learn and create (putting the classroom to use) -- the rest (bunks, lavatory, storage, etc.) is private as living places for the Haven's inhabitants. It is well-known that Androk and Margaret share the bedroom, and likely the bed; the two have an ease with each other that usually only long-time familiarity brings. While Margaret (at least) is known to have lovers other than Androk, 'the Count' is at least tolerant of what the woman does when he's not around.

Publically, Gideon D. (found in the Haven safe-house Conspiracy organization) works out of the little store-front -- little more than a set of shelves in front of which he sits behind a counter -- attached to the Haven orphanage, from which he sells sells the honey, comb, and wax stored in the next room. He also acts as a gossip-monger, reading letters for those who cannot read, writing letters for those who cannot write, collecting and dispensing the news of the day and neighborhood gossip, all the while listening for the occasional gem of critical information. He teaches the basics of reading and writing to the Unwanted, gaining from them the talk they've heard in the common-room. The little 'shop' is relatively popular, people often stopping by before or after they get something from the common room, often simply to chat, get advice, or exchange a juicy tidbit of news. (Though Gideon is a part of the Conspiracy organization, his earnings are tallied here.)

Margaret Ash-Eyes (Steward, Manager):

Margaret Ash-Eyes (Steward, the Orphanage) CR –
Female tiefling expert 3
NG Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 11, touch 10, flat-footed 11 (+1 armor)
hp 18 (3d8)
Fort +1, Ref +1, Will +4
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee brass knuckles +2 (1d3-1) or
. . dagger +2 (1d4-1/19-20) or
. . hanbo +2 (1d6-1) or
. . unarmed strike +2 (1d3-1 nonlethal)
Spell-Like Abilities (CL 3rd; concentration +3)
. . At will—deathwatch
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Statistics
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Str 8, Dex 10, Con 10, Int 14, Wis 12, Cha 11
Base Atk +2.25; CMB +2; CMD 11
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Negotiator, Power Attack, Self-sufficient
Skills Bluff +8, Diplomacy +8, Heal +9 (+12 to treat poison, +13 dealing with humanoid pregnancy or birth, +12 to treat common animals, but +1 to treat other creatures), Intimidate +6, Knowledge (local) +8, Perception +6, Perform (sing) +2, Profession (innkeeper) +6, Profession (midwife) +6, Sense Motive +9, Stealth +6, Survival +3; Racial Modifiers +2 Bluff, +2 Stealth
Languages Common, Dwarven, Elven, Halfling
SQ finesse weapon attack attribute, manifestation points, ability scores
Combat Gear healer's kit; Other Gear reinforced tunic, brass knuckles[APG], dagger, hanbo, antidote kit[UE], boline, leeching kit[APG], midwife's kit[UE], surgeon's tools[UE], veterinarian's kit[UE], 555 gp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
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Greyish, flakey skin; grey dead-seeming eyes (deathwatch). Margaret ('Margo') Ash-Eyes is a seemingly beaten-down woman running the Haven. Beaten-down she is not; it's just the way her expression is. A 'graduate' of the Haven herself, she has become a quietly well-known midwife in her own right, and the infirmary is her especial domain, within which even Androk himself follows her orders. She is discontent with the way things are in Isarn and Galt in general, and at current though she does not know about the double life Androk and Gideon D lead and would not be likely to turn them in (at least initially), Androk knows she is not ready to learn about, or become a part of, the Conspiracy.


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The Haven (Safe House):

The Haven (Safe House)
Create: Goods 43, Influence 5, Labor 37, Magic 3 (2050 gp)
Rooms: 1 Alchemy Lab, 1 Book Repository (Knowledge [local]), 1 Dojo, 1 Lavatory, 1 Kitchen, 1 Office, 1 Sanctum, 1 War Room
Size: 89 squares
Associated Group: The Conspiracy
Manager: Mordecai, 'The Black Cat' (Underboss)

The Conspiracy
Create: Goods 13, Influence 18, Labor 16 (1120 gp)
Teams: 1 Bureaucrats, 1 Craftspeople, 1 Lackey, 2 Robbers, 1 Sage
1 Defenders, 2 Informants, 1 Moles,
Size: 45 people

Expenses: 2 gp/day
Earnings: Gold +42, Goods +22, Influence +28, Labor +12, Magic +10
Daily Earnings / Take 10 values (take all): Gold +12, Goods +, Influence +, Magic +10: 2 gp, 2 sp; 3 Influence; 2 Magic

Notes: This version of the Haven represents the developed, 'civilized' portion of the space claimed as a safe house by Androk, 'Count Jeggare'; at a mere 17,800 cubic feet of the 512,000 available to him, there is much that can still be built, though some of that space includes the 'secret passages' that the conspiracy has come through, passages that have yet to be entirely secured.

Though at first glance virtually all of the building must be considered private, the actions of members of the associated organization cause much of its functionality to be put to use. While craftspeople (alchemists) work in the appropriate lab and some of the more militant spies train in the dojo, bureaucratic plants and the sage Gideon D. refer to and supplement the book repository. Of the rooms that could be productive, only the kitchen (which serves the aforementioned people as well as Androk, the beastbrood manager Mordecai 'The Black Cat', and the various teams and messengers that use the Haven as a central operations point) is truly private.

Mordecai 'Black Cat' Heller (Underboss, Manager):
Mordecai, 'Black Cat' Heller CR –
Male rakshasa-spawn tiefling bard (detective, studious librarian) 2/unchained rogue (consigliere) 1
NG Medium outsider (native)
Init +1; Senses darkvision 60 ft., see in darkness; Perception +6
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Defense
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AC 14, touch 11, flat-footed 13 (+2 armor, +1 Dex, +1 shield)
hp 18 (3d8)
Fort +1, Ref +4, Will +2; +4 bonus vs. illusion and to see through disguises and protections against divination
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee dagger +2 (1d4/19-20) or
. . rapier +2 (1d6/18-20) or
. . unarmed strike +2 (1d3 nonlethal)
Special Attacks bardic performance 7 rounds/day (careful teamwork, countersong, fascinate [DC 12]), sneak attack (unchained) +1d6
Bard (Detective, Studious Librarian) Spells Known (CL 2nd; concentration +3)
. . 1st (3/day)—alarm, cloak of secrets, cure light wounds, ears of the city
. . 0 (at will)—detect magic, mage hand, mending, prestidigitation, scrivener's chant
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Statistics
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Str 10, Dex 12, Con 10, Int 13, Wis 8, Cha 12
Base Atk +2.25; CMB +3; CMD 13
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Persuasive, Power Attack, Scribe Scroll, Street Smarts[UI], Veiled Contempt
Skills Appraise +5, Bluff +7, Diplomacy +9 (+10 to gather information), Disguise +3, Escape Artist +4, Intimidate +9, Knowledge (history) +5, Knowledge (local) +10, Knowledge (nobility) +5, Knowledge (religion) +5, Linguistics +5, Perception +6, Perform (string instruments) +5, Profession (innkeeper) +3, Sense Motive +10, Sleight of Hand +4, Stealth +6, Use Magic Device +5; Racial Modifiers +2 Disguise, +2 Sense Motive
Languages Abyssal, Common, Infernal, Sakvroth
SQ arcane insight, eye for detail, finesse weapon attack attribute, prehensile tail[ARG]
Other Gear lamellar cuirass[UC], buckler, dagger (2), rapier, 756 gp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Arcane Insight (Ex) +4 save vs. illusions, +4 caster level vs. disguise and divination protections.
Bardic Performance (standard action, 7 rounds/day) Your performances can create magical effects.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Eye for Detail +1 (Ex) You add half your bard level to Knowledge (local), Perception, Sense Motive, and Diplomacy(Gather Information) checks.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Street Smarts +2 bonus on Knowledge (local) and Sense Motive checks
Veiled Contempt DC for Sense Motive checks on you is 20 + your Bluff ranks.
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Feline-headed (and pelted) rakshasa-kin. A very necessary part of the Conspiracy, Mordecai is a critical part of Androk's information-gathering system. Like Androk, the Black Cat needs no light to move around the Haven safe-house, and keeps all elements of the Conspiracy moving with elegant precision. Though not 'Lawful', he desires things to go a certain way, prefers being clean to being messy, and can get unreasonably, even excessively, violent over ... untidiness and disorder. In the dark, his eyes 'glow fiendishly'.

While Mordecai and Viktor are both 'graduates' of the Haven orphanage, they have a past friendship that turned sour, into a somewhat unfriendly rivalry; Viktor has a bit of a bum knee (and sullen discontent) from the final 'disagreement' that has led to their separation, and Mordecai continues to deny uncomfortable feelings of guilt over the situation. When the two of them encounter each other, as they occasionally do every month or two, there is little said but much 'looked', and everyone around them feels the stress of the situation until one or the other leaves.