Pathfinder Module: Plunder & Peril (PFRPG)

Decker Finch's page

3 posts. Organized Play character for Headbutt.


Race

Male LG Half-Elf Investigator (Empiricist) 1 | AC:15 T:11 FF:14 | CMD 14 | F+1 R+3 W+2 | Init +3 | Perc +4 SM+0; Low-Light Vision | Inspiration: 4/4 |

Classes/Levels

Speed 30 ft. | Extracts: 1st 2/2 | Conditions: None

Age

51

Deity

Magdh

Location

Hails from Geb, now lives in Absalom

Occupation

Private Investigator

About Decker Finch

Background 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?
1) Being of Mwangi heritage, Decker's skin and hair are both dark.
2) The brown overcoat he's nearly always wearing is dirty, stained and torn, contributing to an overall disheveled appearance.
3) A length of green cord is wrapped around his neck, dangling down and folding into a green three-pointed knot on his chest.
4) Just above each ear is a pair of pale, circular birthmarks. Decker keeps his hair trimmed around them so that they may remain visible, and paints small black circles in their centers to represent the eyes of Magdh.
5) One of his teeth has been replaced with a gold tooth.

What are two goals that your character has?
1) To have his writings published publicly, in the style of (or possibly as) a Pathfinder Chronicle.
2) To visit Magdh in the Forest Pools of the First World. While simply seeing her would be monumentous, he also desires to partake in her future vision.

What are three memories that your character has?
1) Early in Decker’s career, he assisted the Pure Legion of Rahadoum in the investigation of an underground church of Shelyn, eventually resulting in their discovery. The worshippers were executed as per the laws of the city, but Decker saw it as an injustice and the guilt still weighs heavily on him for being involved.
2) While high on hallucinogens, Decker danced through the streets amongst a crowd of undead during a festival parade in Yled. The image of grinning skeletons and laughing ghouls partying alongside him is a fond memory of his.
3) While still adjusting to his newfound sentience, Decker's father used copies of Pathfinder Chronicles to teach him about Golarion. Sitting and listening to the gnome tell tales of heroic adventures helped spark the lust for adventure Decker now has.

What are five small things that make your character happy?
1) Cigars, especially those from Molthune. When down to his last cigar, Decker typically leaves it unlit and takes only dry puffs until he can get more.
2) Celebrating a successful job with a cold glass of Alkenstar Ice Wine.
3) The smell of leather.
4) Dancing, though he’s not particularly good at it.
5) Solving logic puzzles such as crosswords, puzzle cubes, and riddles.


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
[Dice=Diplomacy]1d20+1d6+14[/dice]
[Dice=Bluff]1d20+1d6+14[/dice]
[Dice=Intimidate]1d20+1d6+14[/dice]
[Dice=Linguistics]1d20+1d6+14[/dice]
[Dice=Knowledge (Arcana)]1d20+1d6+8[/dice]
[Dice=Knowledge (Dungeoneering)]1d20+1d6+8[/dice]
[Dice=Knowledge (Engineering)]1d20+1d6+8[/dice]
[Dice=Knowledge (Geography)]1d20+1d6+8[/dice]
[Dice=Knowledge (Nature)]1d20+1d6+8[/dice]
[Dice=Knowledge (Nobility)]1d20+1d6+8[/dice]
[Dice=Knowledge (Religion)]1d20+1d6+8[/dice]
[Dice=Knowledge (History)]1d20+1d6+6[/dice]
[Dice=Knowledge (Local)]1d20+1d6+6[/dice]
[Dice=Spellcraft]1d20+1d6+8[/dice]
[Dice=Disable Device]1d20+4[/dice]
[Dice=Perception]1d20+4[/dice]


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Information
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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
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Defense
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AC 15 Touch 11 Flat-footed 14 (+4 Armor, +1 Dexterity)
CMD 14
HP 9 (1d8+1)
Fort +1 Ref +3 Will +2
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Offense
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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
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Statistics
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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