Ok, here's my submission, Jonas Longtusk, secretive leader of the Longtusk tribe. I will of course make a profile. GM, I'm interested to see what you think about my submission and if I need to clarify anything. Thanks!
Ulroch was a frequent disappointment to his father, Galroch, the strong, bold chieftain of the Longtusk Tribe. Called “Runt” for most of his childhood, Ulroch accepted his position in the tribe, though he didn’t understand it. He was strong enough to hold his own in battle, but in his father’s eyes he was nothing but a weak half-human.
Since brute strength would not help him, Ulroch learned at a young age that, in his hands, guile and deception were his most powerful weapons. He pitted his rivals against each other, skillfully manipulating conflicts as his father grew older and weaker with age. When the time came for Galroch to name his successor, he summoned his favorite, Kilgore, to his tent. Ulroch lie in wait and sprung, catching the would-be suitor off guard and setting the point of the spear on his throat. Ulroch only spared the orc’s life when Kilgore swore on the souls of his ancestors, and by his blood oath to Chief Galroch, that he accepted defeat.
Ulroch helped the man up and told him that he is chief in name only—Ulroch is the true power behind the Longtusk tribe. Following his stealthy ascension, and his father’s death, Ulroch adopted a human name, Jonas, to further alienate himself from his orcish brethren. He was given a role in an advisory capacity to the new chief (a puzzling decision in the eyes of many of the tribe members), and he didn’t want his true value to the tribe to be seen by outsiders. Only “Chief” Kilgore and a select few know that Jonas is the actual leader of the Longtusks.
Honor, Loyalty, Tradition—these are the tenets by which the Longtusk Tribe has prospered for generations.
Fierce in battle and not above deceitful tactics, the Longtusk accept a genuine surrender, content to show their superiority to a worthy opponent.
In years long past the tribe had been isolationist, particularly towards humans and other non-orc races, believing their influence to “weaken the blood” and “poison the mind”. As he aged, Chief Galroch branched out his interactions to other orc tribes as well as human settlements, attempting to negotiate mutually beneficial trade. This is something that Jonas intends to expand upon.
Long nomadic, the Longtusk have recently begun putting down roots, attempting to establish agriculture and forging their own tools and weapons. They are proud of their history and hold in high regard those with the skill to pass on stories of the tribe’s past deeds.
Tactics: Dirty Fighters (from Boon), Standard, Withdraw
Leader: Jonas Longtusk (most mistakenly assume Chief Kilgore is the leader)
Str mod: +3 (increases with mutagen, spells)
Profession (Soldier): 6 ranks
Leadership: 9 (increases with mutagen, spells)
Boons: Bonus Tactic (Dirty Fighters), Hit and Run
Male Half-Orc Investigator (Mastermind) 6
CN Medium Humanoid (Human, Orc)
Init +2 (+2 Dex); Senses Darkvision, Perception +9
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 42 (8 + 4 + 5 + 4 + 5 + 4 + 12 Con)
Fort +5 (2 base, +2 Con, +1 resistance)
Ref +8 (5 base, + 2 Dex, +1 resistance)
Will +6 (5 base, +0 Wis, +1 resistance)
Defensive Abilities Poison Resistance +4, Mastermind Defense
Melee Longspear +1 +9 (+4 BAB, +3 str, +1 feat, +1 enhancement) (1d8+4/x2)(brace, reach)
Melee Cold Iron Dagger +7 (+4 BAB, +3 str) (1d4+3/19-20/x2)
Ranged Chakram +6 (+4 BAB, +2 dex) (1d8+3/x2)(30 ft range)
Offensive Abilities Studied Combat (+3), Studied Strike +2d6
Spd 30 ft
Space 5 ft.; Reach 5 ft.
Str 16 (+3)
Dex 14 (+2)
Con 14 (+2)
Int 20 (+5) (starting 15 +2 racial +1 Level 4 adjustment +2 headband)
Wis 10 (0)
Cha 8 (-1)
Base Atk +4 (+4 Investigator)
CMB +7 (+5 BAB, +3 Str)
CMD 19 (10 +4 BAB, +2 Dex, +3 Str)
Power Attack [Level 1], -2 attack/+4 damage (+6 with two-handed weapons)
Weapon Focus (Longspear) [Level 3], +1 to attack
Extra Investigator Talent (Underworld Inspiration) [Level 5]
Bruising Intellect: Intimidate is always a class skill for Jonas, and he may use his Intelligence modifier when making Intimidate checks instead of his Charisma modifier.
Meticulous: Jonas takes a -2 penalty on skill checks for which he is untrained.
Pragmatic Activator: Jonas may use his Int modifier instead of Cha when making UMD checks.
Student of Philosophy: Jonas can use his Intelligence modifier in place of his Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true.
Bluff* +16 (6 ranks, +3 class, +5 Int, +2 racial)(+2 additional vs humanoids, +2 additional to feign ignorance, -6 when feinting in combat)
Craft (Alchemy) +17 (3 ranks, +3 class, +5 Int, +6 competence) (-6 if skill is not used to craft items)
Diplomacy* +16 (6 ranks, +3 class, +5 Int, +2 racial)(+2 additional vs humanoids, -6 when gathering info)
Disable Device* +12 (5 ranks, +3 class, +2 Dex, +2 circumstance)
Disguise* +8 (6 ranks, +3 class, -1 Cha)(+10 additional using Hat of Disguise)
Intimidate* +14 (6 ranks, +3 class, +5 Int)
Knowledge (Arcana)* +11 (3 ranks, +3 class, +5 Int)
Knowledge (Dungeoneering)* +9 (1 rank, +3 class, +5 Int)
Knowledge (History)* +9 (1 rank, +3 class, +5 Int)
Knowledge (Local)* +14 (6 ranks, +3 class, +5 Int)(from the headband)
Knowledge (Nature)* +11 (3 ranks, +3 class, +5 Int)
Knowledge (Planes)* +11 (3 ranks, +3 class, +5 Int)
Knowledge (Religion)* +9 (1 rank, +3 class, +5 Int)
Perception +9 (6 ranks, +3 class, +0 Wis) (+10 additional with Elixir of Vision)
Sense Motive +10 (5 ranks, +3 class, +0 Wis, +2 racial)(+2 additional vs humanoids, +2 additional to intercept secret messages)
Spellcraft +10 (2 ranks, +3 Class, +5 Int)
Stealth +8 (3 ranks, +3 class, +2 Dex)(+10 additional with Elixir of Hiding)
Use Magic Device +14 (6 ranks, +3 class, +5 Int)
Profession (Soldier) +9 (6 ranks, +3 class, +0 Wis)
Knowledge (Geography)* +11 (3 ranks, +3 class, +5 Int)
Sleight of Hand* +8 (3 ranks, +3 class, +2 Dex)
Total Points: 84 ([6 Investigator + 2 Background + 5 Int] x6 levels + 6 Favored Class)
*= can add inspiration die without spending a usage of inspiration
-2 on all untrained skills
AC penalty is 0
Languages Common, Orc, Abyssal, Draconic, Giant, Goblin (2 base, +4 Int)
Soldier’s Uniform, 1 gp, 5 lbs.
+1 Mithral Kikko Armor, 5250 gp, 12.5 lbs.
+1 Longspear, 2,305 gp, 9 lbs.
Javelin x2, 2 gp, 4 lbs.
Hat of Disguise, 1800 gp
Cloak of Resistance +1, 1000 gp, 1 lb.
Headband of Vast Intelligence +2, 4000 gp, 1 lb.
Spring-Loaded Wrist sheath with Cold Iron Dagger, 9 gp, 2 lbs.
Masterwork Backpack, 50 gp, 4 lbs.
4 days trail rations, 2 gp, 4 lbs.
Waterskin, 1 gp, 4 lbs.
2 sunrods, 4 gp, 2 lbs.
2 Tindertwigs, 2 gp
MW Thieve’s Tools, 100 gp, 2 lbs
Smelling Salts, 25 gp, 0 lbs.
Potion of Heroism (CL5), 750 gp, 1 lb.
Elixir of Hiding, 250 gp
Elixir of Vision, 250 gp
Scroll of Faerie Fire x2, 50 gp
Alchemy Crafting Kit, 25 gp, 5 lbs.
Formula Book, 15 gp, 3 lbs.
Antiplague, 50 gp
Belt pouch, 1 gp, 0.5 lbs.
(35 gp spent to add another spell to formula book)
24 gp in belt pouch
Weight Carried: 55 lbs. (76 lbs or less is light, 77-153 is medium, 154-230 is heavy)
1st—Comprehend Languages, Cure Light Wounds, Enlarge Person, Expeditious Retreat, Heightened Awareness, Monkey Fish, Shield, True Strike
2nd—Alchemical Allocation, Barkskin, Focused Scrutiny
1st (6x/day)—Enlarge Person, Heightened Awareness, Monkey Fish, Shield, ____, _____
2nd (4x/day)—Alchemical Allocation, Alchemical Allocation, Barkskin, ____
Darkvision Jonas can see in the dark up to 60 ft away
Orc Blood Counts as both an orc and a human
Overlooked Mastermind +2 racial bonus on Bluff, Diplomacy, and Sense Motive (+4 against humanoids). +2 additional racial bonus (stacking with above) on Bluff checks to feign ignorance and Sense Motive checks to intercept secret messages (replaces Intimidating, Orc Ferocity, and Weapon Familiarity).
Proficiencies Jonas is proficient in all simple weapons, hand crossbow, rapier, sap, shortbow, short sword, sword cane, and light armor (but not shields).
Alchemy (Su) Jonas gains a competence bonus equal to his class level on Craft (Alchemy) to craft alchemical items. He can identify potions as if by Detect Magic by using Craft (Alchemy). He can create extracts from his Formula Book.
Inspiration (Ex)(8) Jonas 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, Diplomacy and Intimidate (changed from Mastermind archetype) and Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand (from Underworld Inspiration) 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.
A Quiet Word (Ex) (3x/day) At 1st level, once per day Jonas can spend 10 minutes preparing an ally to make a single Diplomacy or Intimidate check (Jonas’ choice when preparing the ally) within the next 24-hour period at Jonas’ behest. This skill check uses his skill ranks instead of the ally's. The affected ally still uses its own ability bonus for the check. Furthermore, when Jonas uses this ability, he can expend one use of inspiration to give the ally use of the inspiration die when making the check.
At 3rd level, a mastermind can use this ability an additional time each day, and the number of times he can use this ability per day increases by 1 for every third level thereafter. Multiple uses of this ability on the same ally grant that ally the benefit on additional Diplomacy or Intimidate checks.
At 12th level, a mastermind can use this ability to bestow on his ally the use of his skill ranks, similar to the 1st-level effects of this ability but with a wider range of skills to choose from. The mastermind can only bestow this for a skill check that he can use inspiration on without expending uses of inspiration. For instance, a mastermind with the underworld inspiration talent can bolster his ally's Bluff, Disable Device, Disguise, or Sleight of Hand skill checks, selecting a single skill for each use of the ability.
This ability replaces trapfinding and trap sense.
Poison Lore (Ex) At 2nd level, Jonas cannot accidentally poison himself when applying poison to a weapon. If he 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. Jonas has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.
Poison Resistance +4 (Ex) 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.
Mastermind Defense (Ex) Jonas can, as an immediate action, expend two uses of inspiration to make an inspired defense. He rolls his inspiration die and applies the result as a penalty on an attack roll made against him. If he has the combat inspiration talent, he can expend one use of inspiration instead of two. This ability replaces swift alchemy.
Keen Recollection (Ex) Jonas can attempt all Knowledge checks untrained.
Studied Combat (Ex)(+3) Jonas can use a swift action (quick study talent) 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.
Jonas 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 swift action to use this ability.
Studied Strike (Ex) (2d6) At 4th level, Jonas 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 Jonas’ 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 benonlethal 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.
Jonas must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. He cannot use studied strike against a creature with concealment.
Investigator Talents Jonas gains investigator talents at 3rd level and every 2 levels thereafter.
Alchemist Discovery (Ex) (Mutagen) Jonas can drink his mutagen to gain a +2 natural armor bonus and +4 alchemical bonus to a physical ability score (with a -2 penalty to the associated mental score) for 60 minutes. It takes one hour to brew.
Quick Study (Ex) Jonas can use studied combat as a swift action instead of a move action.
Underworld Inspiration (Ex) Jonas can use his inspiration on Bluff, Disable Device, Disguise,Intimidate, or Sleight of Hand checks without expending uses of inspiration, provided he's trained in the skill.
Level 7: Leadership (Yojimbo bodyguard?)
Level 9: Cornugon Smash
1,050 potion of Glibness
Inspired property on spear