Witch

Albrecht Jaeger's page

184 posts. Alias of Halgur.


Race

HP 44/44 | AC 20[22 w /drakeheart)| F +7 R +10 W +10 | Perception +10 (+11 vs Traps)

Classes/Levels

| Speed 25ft | Hero 1/3 | Active Conditions: | Advanced Alchemy: lesser Drakeheart Mutagen x2, 3/4 remaining| Leads: The Scar, Lamashtu cult

Gender

M Human | Investigator 4 | ◆◇↺ |

Strength 10
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 14
Charisma 10

About Albrecht Jaeger

Background:
Albrecht Richter was born with a hunchback and clubfoot to wealthy parents in Ustalav. Too embarrassed to have such a deformed son and fearing for their reputation, they soon sent him off to live with his cousin in Otari.

Helmut and especially Annalise Jaeger were always a very positive influence in Albrecht's life. Unlike his birth parents, they were unfazed by his hunchback and clubfoot and always encouraged him to overcome those obstacles. Helmut taught him about forestry and woodcraft while Annalise took care of his formal education. In honor of these kind people, Albrecht took their surname and became Albrecht Jaeger.

Helmut Jaeger was a woodsman with a small lumber business. His wife, Annalise Jaeger, is Albrecht's first cousin, once removed (Albrecht's mother's first cousin, so her grandparents are Albrecht's great-grandparents). They were fairly well-to-do, not quite wealthy but far from poor. Unfortunately their first child, Ludwig, is special. He is a genius and inventor. After his inventions cause dangerous consequences on multiple occasions they felt they couldn't care for him and had to send him away to an expensive special school. This expense prevents them from being wealthy despite running a moderately successful business.

Albrecht was able to attend the University of Lepidstadt through the wealth of his parents and a tiny bit of pressure from Annalise (blackmail basically, she promised to embarrass Albrecht's parents by revealing Albrecht's deformity and treatment to Ustalav society.). While he was there, Helmut dies in an accident and with Ludwig unsuitable, Annalise takes over the business. She is quite intelligent but still has to care for three young daughters so she is unable to make the business successful and is slowly going bankrupt. Albrecht returns from Lepidstadt in order to assist her.

Albrecht Jaeger
Human investigator 4 (Advanced Player's Guide, 55)
LG, Medium, Human, Humanoid
Heritage versatile heritage
Background scout
Perception +10 (+11 when using Pursue a Lead, +9 to detect traps)
Languages Common, Draconic, Dwarven, Skald, Sylvan, Varisian
Skills Acrobatics +7, Athletics +5 Arcana +10, Crafting +12, Diplomacy +6, Forest Lore +10, Intimidation +6, Medicine +10, Nature +8, Occultism +10, Religion +8, Society +10, Stealth +7, Survival +8, Thievery +9
Str 10 (+0), Dex 14 (+2), Con 12 (+1), Int 18 (+4), Wis 14 (+2), Cha 10 (+0)
Other Items studded leather armor, dagger, +1 striking rapier, sap, shortbow, alchemist's tools, arrows (34), backpack, batches of infused reagent, bedroll, chalks (10), crowbar, extra ink and paper writing set, flint and steel, Formula book, healer's tools, rations (1 week)s (2), replacement pick, repair kit, Pyrite rat, rope (foot)s (50), soap, thieves' tools, torches (5), waterskin, writing set, basic crafter's book, purse (5cp)
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AC 20; Fort +7; Ref +10; Will +10; +1 vs. attacks from traps
HP 44
Clue In [R] (concentrate, investigator) Frequency once per 10 minutes Trigger Another creature attempts a check to investigate a lead you’re pursuing. Effect You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you’re conveying information verbally.
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Speed 25 feet
Melee [1] dagger +8 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4 P
Melee [1] rapier +9 or 11 (disarm, deadly d8, finesse), Damage 2d6 P
Melee [1] sap +5 (nonlethal, agile), Damage 1d6 B
Ranged [1] lesser acid flask +7 (thrown 20 ft., acid, alchemical, bomb, consumable, infused, splash), Damage 1 A +1d6 persistent Acid +1 A splash
Ranged [1] dagger +8 (versatile S, thrown 10 ft., agile, finesse), Damage 1d4 P
Ranged [1] shortbow +8 (deadly d10, range increment 60 feet, reload 0), Damage 1d6 P
Devise A Stratagem [1] (concentrate, fortune, investigator) Frequency once per round Effect You assess a foe’s weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a d20. If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike’s attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks.
When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your Strike uses an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it’s a melee weapon with the thrown trait), or a sap.
If you’re aware that the creature you choose is the subject of a lead you’re pursuing, you can use this ability as a free action.
Ancestry Feats Natural Ambition, Natural Skill (Athletics, Intimidation)
Class Feats That's Odd[APG], Trap Finder[APG]
General Feats Incredible Initiative, Ancestral Paragon
Skill Feats Alchemical Crafting, Battle Medicine, Forager, Forensic Acumen[APG], Continual Recovery, Assurance-Medicine, ward medic
Other Abilities advanced alchemy, quick alchemy, forensic medicine, infused reagents, keen recollection

Formulas:
Acid flask, lesser
Alchemist's fire, lesser
Antidote, lesser
Antiplague, lesser
Bottled lightning, lesser
Drakeheart mutagen, lesser
Elixir of life, minor
Sunrod