Zokar Elkarid

Captain Smegly Rumpus's page

14 posts. Alias of Johnny_Panic.


Full Name

Captain Smegly Rumpus

Race

Mighty Half-Giant

Classes/Levels

Thinkly oucher

Gender

Male

Size

12'10"

Age

28

Alignment

CG

Languages

Common Gaint

Strength 30
Dexterity 14
Constitution 26
Intelligence 15
Wisdom 30
Charisma 13

About Captain Smegly Rumpus

Lady Zal-azra Qlin-zra-Zal Investigator Questioner archetype

Description

Lady Zal as she is known, is tall, slim noble elf, blond/white hair with green eyes under her smocked glasses. Her clothing is that of an officers uniform, Black and gold, long coat, Boots, Gloves and peeked cap. Well made, simple and robust. She has a fighting knife in one boot and When in MW compact Light crossbow hanging from her belt.

Personality: She is a noble, well spoken, good manners and very well educated. A bit snobbish at times, but its an act. Under that foppishness is a whip sharp hard mind, highly cunning, always thinking and assessing everything and everyone. She always has a plan.

Crunch

Init +3; Senses: Dark vision 60; Perception +4 [+1Traps] [detect magic constant]
[Move 30']

STATISTICS
[20 Point Buy]

Str [12][+1][10][2p]
Dex [16][+3][12][5p][+2Race]
Con [10][+0][08][2p][-2Race]
Int [18][+4][14][7p][+2Race][+1Level]
Wis [12][+1][12][2p]
Cha [12][+1][12][2p]

OFFENSE
Base Atk +3;
RA +6 [+3BAB+3Dex]
MA +4 [+3BAB+1Str]
CMB +4; CMD +20

Weapons:
Dagger TH+4 DMG1d4+1 x2 R20'
MW Light Crossbow TH+7 DNG1d8+1 x2 R80'

DEFENSE
AC 18/22, touch 14/18 flat-footed 14/18
(10 +5Armor* +3Dex, +0dodge, +0natural, +0size +1Deflection)
Armor attunement +1.

5th
hp 25/25 5x(1d8+0con)
Fort [+01][+1Class+0Con]
Ref_ [+09][+4Class+3Dex]
Will [+05][+4Class+1Wil]

Defensive Abilities:
Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
At 5nd level, an investigator gains a +4 bonus on all saving throws against poison.

Feats
Race
1:

Levels
1: Eschew Materials
You can cast many spells without needing to utilize minor material components.
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
2: Breadth of Experience
Although still young for your kind, you have a lifetime of knowledge and training.
Prerequisites: Dwarf, elf, or gnome; 100+ years old.
Benefit: You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.
3:Extra Investigator Talent [Empathy]
You learn a new way to use your training and inspiration.
Prerequisite(s): Investigator talent class feature.
Benefit: You gain one additional investigator talent. You must meet the prerequisites for this investigator talent.
Special: You can take this feat multiple times. Each time you do, you gain another investigator talent.

Item's
1:

Campaign
1:

Weapon Proficiency
Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.[Class]
Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon. [race]

[class]

Traits:
1:Lesser Noble [‎Regional]
You come from an aristocratic family, though your family has long since lost any power or prestige it once had.
Benefit: You gain a +1 trait bonus on Diplomacy and Knowledge (nobility) checks. In addition, your starting money is increased by 100
2:Focused Mind
Your childhood was dominated either by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand.
Benefit: You gain a +2 trait bonus on concentration checks.
3:-

DrawBack
1:Sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. [Race]
2:-

Skills
Skill Ranks per Level: 6+4 Int modifier +1DC 11x5=[+55]

+11 Acrobatics*(+3dex, +5rank +3class)<
+08 Appraise(+4int, 1rank +3class)<
+09 Bluff(+1cha, +5rank +3class)< [+1d6]
+01 Climb*(+1str, 0rank)
+07 Craft(--)(+4int, 0rank +3class)<
+10 Diplomacy(+1cha, +5rank +3class +1Trait)< [+1d6]
+10 Disable Device (+4int, +1rank +3class +2Item)< [+1d6]
+05 Disguise(+1cha, +1rank +3class)< [+1d6]
+07 Escape Artist(+3dex, +1rank +3class)<
+05 Heal (+1wis +1rank +3class)< [+1d6]
+05 Intimidate(+1cha, +1rank +3class)< [+1d6]
+10 Linguistics(+4int +3rank +3class)[+1d6]<
+09 Perception(+1wis, +5rank +3class)< [+2 vs traps] [+1d6]
+04 Ride (+4Dex 0ranks)
+01 Perform (+1Cha +0Rank)
+10 Profession (Law Enforcement) (+4Int +1Rank +3Class+2feat)< [+1d6]
+09 Sense Motive(+1wis, +5rank +3class)< [+1d6]
+07 Sleight of Hand(+3dex, +1rank +3class)< [+1d6]
+10 Spellcraft(+4int, 3rank +3class)<
+10 Stealth(+3dex, 4rank +3class)< [+1d6]
+01 Survival(+1Wis 0rank)
+01 Swim (+1Str 0rank)
+06 Use Magic Device(+1cha, +2rank +3class)<

^Knowledge (Arcana)(Int)+12{+1rank,+4Int +3class+2Feat+2Class}[+1d6]
^Knowledge (Dungeoneering)+12{+1rank,+4Int +3class+2Feat+2Class}[+1d6]
^Knowledge (Engineering)(Int)+12{+1rank,+4Int +3class+2Feat+2Class}[+1d6]
^Knowledge (Geography)(Int)+12{+1rank,+4Int +3class+2Feat+2Class}[+1d6]
^Knowledge (History)(Int)+12{+1rank,+4Int +3class+2Feat+2Class}[+1d6]
^Knowledge (Local)(Int)+12{+1rank,+4Int +3class+2Feat+2Class}[+1d6]
^Knowledge (Nature)(Int)+12{+1rank,+4Int +3class+2Feat+2Class}[+1d6]
^Knowledge (Nobility)(Int)+12{+1rank,+4Int +3class+2Feat+2Class}[+1d6]
^Knowledge (Planes) (Int)+12{+1rank,+4Int +3class+2Feat+2Class}[+1d6]
^Knowledge (Religion) (Int)+12{+1rank,+4Int +3class+2Feat+2Class}[+1d6]

+11 Concentration (+4int +5CL +2Trait)

Elves receive a +2 racial bonus on Perception checks
+2 bonus on skill checks for all Knowledge skills in which she is trained
When attempting a Sense Motive check, the investigator makes two d20 rolls and takes the higher result.

Special Abilities
Inspiration no cost (Ex)
Can use inspiration on any Knowledge, Linguistics, Stealth, Bluff, Disable Device, Disguise, Intimidate, Sleight, Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided she’s trained in the skill.

Race Elf
Standard Racial Traits
Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.

Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.

Defense Racial Traits
Elven Immunities:
Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Feat and Skill Racial Traits
Keen Senses:
Elves receive a +2 racial bonus on Perception checks.
Magical Racial Traits
Fey-Sighted You gain detect magic as a constant spell-like ability, with a caster level equal to your character level.
This racial trait replaces elven magic.

Offense Racial Traits
Weapon Familiarity:
Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Senses Racial Traits
Darkvision
Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf's ancestry, and can lead to persecution within the elf's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.

Class --> InvestigatorQuestioner archetype L5

BAB+3
Saves +F1/R+4/W+4
Alignment: Any.
Hit Die: d8.
Parent Classes: Alchemist and rogue.
Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
Skill Ranks per Level: 6 + Int modifier.
The investigator’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Weapon and Armor Proficiency
Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

Spell Casting
Spellcasting
A questioner casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a questioner must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against a questioner’s spell is equal to 10 + the spell’s level + the questioner’s Intelligence modifier.

Like other spellcasters, a questioner can cast only a certain number of spells of each spell level per day. He knows the same number of spells and receives the same number of spell slots per day as a bard of his investigator level, including for cantrips. In addition, he receives bonus spells per day if he has a high Intelligence score.

At 5th level and every 3 investigator levels thereafter, a questioner can learn a new spell in place of one he already knows, using the same rules as a bard. In effect, the questioner loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spell the questioner can cast.

A questioner need not prepare his spells in advance. He can cast any bard spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
This ability replaces alchemy.

Inspiration (Ex) [7/day]
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 [+2]
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.

Investigator Talent (Ex) or (Su)
At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once. Investigator talents marked with an asterisk (*) add effects to an investigator’s studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt. The following investigator talents complement the questioner archetype particularly well: expanded inspiration, inspirational expertise, perceptive tracking, rogue talent, and underworld inspiration.

Questioner-Restricted Talents:
A questioner selects investigator talents as normal, except he cannot select the alchemist discovery investigator talent.
This ability alters investigator talents.

-:Underworld Inspiration (Ex)
Benefit: An investigator 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.

-: Expanded Inspiration (Ex) [5th level]
Benefit: An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he’s trained in the skill.

-:Empathy (Ex, Su) [From 5th level feat]
Prerequisite(s): Investigator 5th level
Benefit: When attempting a Sense Motive check, the investigator makes two d20 rolls and takes the higher result. If an investigator uses inspiration on a Sense Motive check, he rolls the inspiration dice twice and takes the higher result. Once per day, the investigator can expend one use of inspiration to target a single creature that he can see and hear within 30 feet. Upon doing so, the investigator detects the surface thoughts of the target’s mind, as if he concentrated for 3 rounds while using the detect thoughts spell, unless the creature succeeds on a Will saving throw. The DC of this save is 10 + 1/2 the investigator’s level + his Intelligence modifier. If the target fails, the investigator can continue to detect the surface thoughts of the target creature for a number of rounds equal to 1/2 his investigator level.

-:Eidetic Recollection (Su) [Bonus talent at 5th level]
Benefit: 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.

Poison Resistance (Ex) [+4]
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.

Know-It-All (Ex) [+2]
At 2nd level, a questioner receives a +1 bonus on skill checks for all Knowledge skills in which he is trained. This bonus increases by 1 at 5th level and every 3 investigator levels thereafter, to a maximum of +6 at 17th level. If he has the perceptive tracking investigator talent, he also adds this bonus on Perception checks to find and follow tracks. At 5th level, the questioner gains the eidetic recollection investigator talent as a bonus talent, ignoring its prerequisites.
This ability replaces poison lore.

Keen Recollection
At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

Trap Sense (Ex) [+2]
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 Strike (Ex) [+1d6]
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.

[SLA]
Detect magic as a constant spell-like ability, with a caster level equal to your character level. [Race]

SPELLS

0level spells [DC14] [6] [At will]
1:Read-magic
2:mage-hand
3:Prestidigitation
4:Mending
5: sift [30' 5 rounds]
6:haunted-fey-aspect [DR1/cold Iron 5rounds]

1level spells [DC15] [4] [4+1/day]
1:Heightened Awareness [50mins]
2:vanish [5rounds]
3:undetectable-alignment [24 hours]
4:cure-light-wounds

2level spells [DC16] [3] [2+1/day]
1:Alter Self [5mins]
2:instant-weapon [5mins]
3:cure-moderate-wounds [2d8+5]

Equipment

Starting cash 5250gp+100gp[trait]

Clothing
Fine Uniform 20gp 1lb

Weapons:
Cold Iron Dagger 1lb 4gp on belt.

Armor:
Mirthal Shirt [In Uniform] [+1ABP] [1100gp] 10lb

Belt: -
Body: -
Chest:-
Eyes: Smocked Glasses [10gp][--lb]
Feet: -
Hands: -
Head: -
Headband:-
Neck: -
Shoulders: -
Wrists: sleeves-of-many-garments 200gp
Ring L: Ring of Sustenance [2500gp]
Ring R: -

None slotted Items
On belt
-:Cold Iron Combat Knife 2lb 4lb
Wayfinder [500gp]+[500gp]
Light at will]
+2 circumstance bonus on Survival
Slotted ioun stone
Cracked Iridescent spindle: Cracked: This stone grants a +4 competence bonus on Constitution checks to hold your breath. Price: 500 gp + Endure elements, as the spell, as well as protection against exposure to vacuum and underwater pressure.
-:MW compact Light Cross bow 325gp 3lb
6 Bolts

Lesser bag of holding 1000gp [3lb holds 50lb]
-:Whistle, signal 8sp --lb
-:Healers Kit [2/10 10gp]
-:Mapmakers kit 20gp 1lb
-:2x Smocked Glasses [20gp][--lb]
-:Note book and pen [--lb 2gc]
-:MW Tools Pick lock.[1lb 100gp]
-:Ref family and travel Papers [--lb]
-:Money left.
-:100 Crossbow Bolts [Rapped]
-:Cold iron Elf Long Sword and scabbard.
-=Carrying Capacity=- .
Light 0-50 lb. Medium 53-80 lbsHeavy 80–120 lbs
-=Current Load Carried=- 21lb [light]
Starting cash
-=Money=- 0 GP 0 SP 0 CP

10mins backstory:

Five things about her background
1. Lady Zal-azra Qlin-zra was born into an old noble elf clan whose gardens and estates spoke of old wealth and power. A younger child hers was to be a life of a well to do marriage to a lesser lord. Her elder brother and sister taking the familt name rights. Hers was a childhood of privileged neglect. Left to do her iwn thing and seen as having no value. In the years thart have past she has more thank once saved tje family names. Yet us always being petered to do tje right thing give up this silliness and get wed.
2. As a child it became clear she was a gifted thinker, her mind running well ahead of her teachers and tutors. By 30 she had read every book in the high tops library. One teacher she respected was a blind Drow called Misrank, old and well traveled. He told her of far off lands and cultures. He also showed her how to craft a mind Palace in which to hold facts and information. To this day she used this skill to remember things.
3. Spells she found she had a gift for. She has her own ideas on this. To her it gives her the power to understand things for her work.
4. When she was of age to be married, by family law she could set a challenge for any suitor. She did and it was just to beat her at Elf chess. To this date non have, so she is, under family law unwed.
5. She has been out into the world. Having fought in more than one war. She will always seek to think her way to victory, out smarting and thinking others. Often with a joke. She has no faith in gods seeing them as just more powerful beings just like her.

Two Goals
1. To learn as much as she can, she loves knowledge and problems.
2. Become immortal and all knowing.

Two Secrets [One known/one unknown]
1. She once uncovered a plot to kill her Brother, the now head of the clan. She switched whine with the poisoned to the plotters and her brother drank it. It was they that died, she then spent 3 mouths killing off one by one the ones that did not die then. Her brother knows nothing of this, but her sister dose.
2. It was her sister at the heart of the plot, but she dropped it and dropped the others in it, once she found Zal telling her of it.

Three People [2 friends 1 enemy]
1. Lord Kilvon Lankily, A human noble she likes who she did some investigating for.
2. Black Heart Reena, I female elf gang boss, who hired Zal once. They like each other and have sent some time in each others company.
3. The Orc smuggler "Offolrog", Zal uncovered his undergraund smuggling root and passed the information on. Offolrog has said he will kill Zal should he ever get his big green hands on her.

Three Memories
1. Looking over a murder scene, winter time and the Inn was locked form the inside. 20 dead bodies, most ripped apart, blood frozen to the walls. The wards still intact and no one left alive. A feeling of excitement working out, what had happened.

2. Standing on the deck of a ship in harbor, a large half-orc coming at her. Sword out, face of teeth and anger. She taking two steps to the left and waiting. His breath as he came close, lifting his word, her counting. He stops looking at her, as if to ask Why are you counting then she gets to zero and the small chemical charge going off. The puff of acid and her pointing at the half-orcs feet. Him looking down nonplussed as the deck gave way and he fell into a hold full of fish.

3. A night on the town with Black Heart Reena, getting drunk and into a bar fight. Hiring a bard and singing rude songs all night.

Notes:

Level Bonuses Gained
1st —
2nd —
3rd Resistance +1
4th Armor attunement +1, weapon attunement +1
5th Deflection +1