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About Decker FinchBackground Questionnaire:
What are five things about your character’s concept and background, five things that you think are the most essential parts of your character?
1) Decker was born a mindless thrall on a chattel farm in Geb, first gaining his sentience at the age of 24. He was purchased by a gnome due to his unique birthmarks over each ear. 2) Possessing a keen intellect and inquisitive mind, Decker is always on the hunt for the next big discovery, dutifully cataloguing all the beings and locations he encounters along the way. 3) Between expeditions as a Pathfinder Field Agent, Decker supports himself as an investigator that takes on both public and private jobs. 4) Words are Decker's first weapon of choice. 5) Decker's constant desire for new experiences has given him a devil-may-care attitude, as well as a slew of bad habits including addictions to pesh, tobacco, and alcohol. What are five things someone would notice about your characters appearance?
What are two goals that your character has?
What are three memories that your character has?
What are five small things that make your character happy?
Botting Instructions:
In Combat Decker makes Knowledge checks against monsters as he engages them, and uses his Longspear to fight them at a distance. Against dangerous enemies, he activates Shield. If a foe seems too powerful for him to engage in melee, is flying, or if he is dangerously low on health, Decker will fight at range with javelins. Whenever an enemy spellcaster casts a spell that isn’t immediately recognizable (such as when the target successfully saves, the caster self-buffs, or spells with casting times of at least 1 round), he uses Spellcraft to identify what was/is being cast.
Out of Combat Decker uses his expansive Knowledges to solve problems when he can, and uses his Orator feat to actively participate in and influence social encounters. He prefers using Diplomacy or Bluff before resorting to using Intimidate. Using Disable Device he can pick locks, he has trapfinding for disabling magic traps, and if no party member has detect magic, he can mix Identify to identify any particularly interesting magic items. On all Knowledge, Linguistics, or Spellcraft checks he uses his Inspiration, and he makes Knowledge (Planes) checks with Knowledge (Religion) checks via Forbidden Knowledge. If a lock seems particularly important or a trap particularly dangerous, Decker will remove his armor to boost his Disable Device to +6. He will mix Monkey Fish or Expeditious Retreat to overcome obstacles that can’t be circumvented by mundane means, and Comprehend Languages if he fails to understand a language with Linguistics alone. If an action may have repercussions for himself or the Pathfinder Society, Decker will mix and use Disguise Self beforehand to keep his name clear. Dice Rolls:
Combat Rolls
[Dice=Initiative]1d20+3[/dice] [Dice=Longspear Attack]1d20+3[/dice] [Dice=Longspear Damage]1d8+4[/dice] [Dice=Javelin Attack]1d20+1[/dice] [Dice=Javelin Damage]1d6+3[/dice] Skill Rolls
-------------------- Information -------------------- XP 0 PP 0 Fame 0 PFS ID 2377118-2 Faction Grand Lodge Male Half-Elf Investigator (Empiricist) 1 LG Medium Humanoid (Elf, Human) Init +3 Senses Perception +4 Low-Light Vision -------------------- Defense -------------------- AC 15 Touch 11 Flat-footed 14 (+4 Armor, +1 Dexterity) CMD 14 HP 9 (1d8+1) Fort +1 Ref +3 Will +2 -------------------- Offense -------------------- BAB+0 CMB +3 Speed 30 ft. Melee Longspear +3 (1d8+4/x3) Ranged Javelin +1 (1d6+3/x2); 30 ft. Level 1 Extracts (2/day) Disguise Self, Shield, Comprehend Languages, Identify, Monkey Fish, Expeditious Retreat -------------------- Statistics -------------------- Str 16 Dex 12 Con 12 Int 18 Wis 10 Cha 7 Feats Skill Focus (Linguistics), Orator Traits Forbidden Knowledge, Adopted, Etymologist Racial Traits Adaptability, Darklands Guide, Sophisticate, Jungle Affinity, Low-Light Vision Special Abilities Alchemy, Trapfinding, Inspiration Favored Class (Investigator) Bonuses +1 Skill Point Languages Common, Elven, Celestial, Abyssal, Infernal, Draconic, Osiriani, Tien Skills Linguistics +14, Knowledge (Arcana +8), Knowledge (Dungeoneering +8), Knowledge (Engineering) +8, Knowledge (Geography) +8,Knowledge (Nature) +8, Knowledge (Nobility) +8, Knowledge (Religion) +8, Spellcraft +8, Knowledge (History) +6, Knowledge (Local) +6, Disable Device +4, Perception +4 Equipment Longspear w/ weapon cord, 2 javelins, leather lamellar armor, pickpocket’s outfit, common backpack, masterwork tool of Linguistics (pocket thesaurus), chalk, charcoal, empty vial, signal whistle, shovel, lamp, 2 torches, collapsible plank, 50 feet of rope, grappling hook, 2 pitons, 50 feet of twine, fishhook, flint and steel, sewing needle, parchment, bell Total Carried 75.5 lbs. Coin 22 GP, 9 SP, 8 CP |