Donnell "The Fox"'s page

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Full Name

Donnell "The Fox"


| HP: 40/57 | AC: 19 (16 FF, 14 Tch) | CMB: 6, CMD: 19, FF: 16 | F: +7, R: +12, W: +10 | Init: +7 (+9 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +20


| Speed 20ft | Inspiration 7/8 | Harrow Points: 3 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heroism, Heightened Awareness (+2 attacks, saves, skills; further +2 Perception & Knowledge); Sickened (-2 all rolls)


Male CG Halfling Investigator 10

About Donnell "The Fox"

Donnell "The Fox"
CG Male Halfling Investigator 10

STR: 10 (0)
DEX: 16 (+3)
CON: 12 (+1)
INT: 16 (+3)
WIS: 13 (+1)
CHA: 12 (+1)

AC 19, flat-footed 16, touch 14
HP: 57 (1d8 = 5+Con/lvl)

B=Base; S=Stat; R=Racial; Tr=Trait; ClRes=Cloak of Resistance

Fort: 3B+1S+1R+1Tr+1ClRes = +7
Ref: 7B+3S+1R+1ClRes = +12
Will: 7B+1S+1R+1ClRes = +10
+2 vs. Fear
+6 vs. Poison
+3 vs. Traps

Speed 20 ft
Initiative: +7, +9 urban (Dex + feat)

BAB = +7/+2
Size mod: +1 hit
Dex mod: +3 hit

+1 Human Bane Rapier +9/+4, 1d4, crit 18 (vs. humans: +11/+6, 1d4+2d6+3)
Heavy Mace +8/+3, 1d6
Shortsword +8/+3, 1d4, crit 19
Dagger +8/+3 (+9/+4 MW), 1d3, crit 19

+1 Light XBow +12/+7, 1d6+1 (Pt Blnk: +13/+8, 1d6+2), crit 19
Hand XBow +11/+6, 1d3 (Pt Blnk: +12/+7, 1d3+1)
Dagger +11/+6 (+12/+7 MW), 1d3 (Pt Blnk: +12/+7 (+13/+8 MW), 1d3+1), crit 19

CMB +6; CMD 19; FF 16


Point Blank Shot (+1 attack & +1 damage if w/in 30')
Precise Shot (no penalty to shoot into melee)
Rapid Reload (Light Crossbow): Reload as a free action
Rapid Shot: Extra crossbow attack / round (all at -2 to attack)
Improved Initiative: +4 initiative rolls

Personal Addiction (Shiver): +1 Fort
Friend in every town: +1 Knowledge (Local); +1 Diplomacy
Orphaned: +1 Survival (& class skill)


S=Stat; C=Class skill; R=Rank; Ra=Racial; Tr=Trait;

Acrobatics: 3S+3C+1R+2Ra = +9
Appraise: 3S+3C+1R = +7
Bluff: 1S+3C+1R = +5 (+1d6) (+3 circlet)
Climb: 0S+3C+1R+2Racial = +6
Craft (Alchemy): 3S+3C+7R = +13 (+1/level to create alchemical items; can be used to id potions as per Detect Magic)
Craft (Books): 3S+3C+1R = +7
Craft (Locks): 3S+3C+1R = +7
Craft (Traps): 3S+3C+1R = +7
Diplomacy: 1S+3C+6R+1Tr = +11 (+1d6) (+3 circlet)
Disable Device: 3S+3C+9R = +15 (Disarm Traps: +20) (+1d6) (+2 MW Thieves' Tools)
Disguise: 1S+3C+1R = +5 (+1d6) (+3 circlet)
Escape Artist: 3S+3C+1R = +7
Fly: +3S+4R = +7
Handle Animal: 1S+2R = +3 (+3 circlet)
Heal: 1S+3C+5R = 9 (+1d6)
Intimidate: +1S+3C+1R-4Ra = +1 (+1d6) (+3 circlet)
Knowledge (Arcana): +3S+3C+2R = +8 (+1d6)
Knowledge (Dungeoneering): 3S+3C+1R = +7 (+1d6)
Knowledge (Engineering): 3S+3C+1R = +7 (+1d6)
Knowledge (Geography): +3S+3C+1R = +7 (+1d6) (+2 Urban)
Knowledge (History): 3S+3C+1R = +7 (+1d6)
Knowledge (Local): 3S+3C+3R+1Tr = +10 (+1d6)
Knowledge (Nature): 3S+3C+1R = +7 (+1d6)
Knowledge (Nobility): 3S+3C+1R = +7 (+1d6)
Knowledge (Planes): +3S+3C+1R = +7 (+1d6)
Knowledge (Psionics): +3S+3C+1R = +7 (+1d6)
Knowledge (Religion): +3S+3C+3R = +9 (+1d6)
Linguistics: 3S+3C+10R = +16 (+1d6)
Perception: 1S+3C+9R+2Ra = +15 (+1d6) (+2 Urban) (Locate Traps: +20)
Profession (Herbalist): +1S+3C+1R = +5 (+1d6)
Profession (Sailor): +1S+3C+1R = +5 (+1d6)
Profession (Scribe): +1S+3C+1R = +5 (+1d6)
Profession (Smuggler): +1S+3C+1R = +5 (+1d6)
Ride: +3S+1R = +4
Sense Motive: 1S+3C+5R = +9 (+1d6)
Sleight of Hand: 3S+3C+5R = +11 (+1d6) (+4 to hide objects on body (scarf))
Spellcraft: 3S+3C+5R = +11 (+1d6)
Stealth: 3S+3C+5R+4Ra = +15 (+2 Urban)
Survival: 1S+3C+1R+1Tr = +6 (+2 Urban)
Swim: +0S+5R = +5
Use Magic Device: 1S+3C+5R = +9 (+3 circlet)

Abyssal, Aquan, Common (Taldane), Draconic, Dwarven, Elven, Gnomish, Goblin, Halfling, Infernal, Necril, Orcish, Shoanti, Group-specific sign language, Varisian

Weapon and Armour Proficiencies
All simple weapons.
Hand crossbow, Rapier, Sap, Shortbow, Shortsword, Sword cane.
Light armour, no shields.

Special Abilities

Small: +1AC, +1attack, -1CMB, -1CMD, +4 Stealth
Slow: 20ft. mvmnt
Fearless: +2 save vs fear
Lucky: +1 all saves
Keen Senses: +2 Perception
Sure-footed: +2 Acrobatics & Climb

Harrow Points
Seven Days to the Grave

Card: The Wanderer
Total points: 3
Arcane Wrath: A PC with levels in a class that grants
bonus spells based on his Intelligence score can spend a
Harrow Point to increase the power of a spell from that
class’s spell list as he casts it. He increases the DC of that
spell by 2 and gains both a +4 bonus on caster level checks
to overcome spell resistance and a +2 bonus on any attack
rolls for that spell.

Flash of Insight: A PC can spend a Harrow Point to
attempt a check for a skill that requires training and in
which he has no ranks. He gains a one-time +5 insight
bonus on this check.

Intelligence Rerolls: A PC can spend a Harrow Point to
reroll an Intelligence-based check. He must abide by the
new result (although if he has additional Harrow Points
remaining, he can use them to attempt additional rerolls).

(lvl/2 + Int) = 8/day (8/8)
0pt = Add 1d6 to Knowledge, Linguistics, Spellcraft, Diplomacy,
Heal, Perception, Profession, and Sense Motive
1pt = Add 1d6 to any skill check
2pt = Add 1d6 to attack or saving throw

Keen Recollection: Attempt any Knowledge skill untrained

Expanded Inspiration: Use inspiration on trained Diplomacy, Heal, Perception, Profession, and Sense Motive without expending inspiration

Underworld Inspiration: Use inspiration on trained Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand without expending inspiration.

Infusion: An infused extract can be imbibed by a non-alchemist to gain its effects.

Rogue Talent - Terrain Mastery (Urban: buildings, streets, and sewers): +2 Initiative, Knowledge (Geography), Perception, Stealth, and Survival in this terrain. Leaves no trail and cannot be tracked.

Locate traps = add 1/2 lvl to Perception check (+5)
Disable traps = add 1/2 lvl to Disable Device check (+5)
Trap Sense = +3 bonus on Reflex saving throws to avoid traps; +3 dodge bonus to AC against attacks by traps

Cannot accidentally poison himself
Id poisons with Knowledge(Arcana or Nature)
Neutralise poison with Craft(Alchemy)
+6 save vs. poison

Ranged Study
Use a move action to study single target: +5 hit; +5 dam
Duration (Int): 3 rounds, or until Studied Strike hits
One target at a time; same individual can only be targeted once/24h, unless expend 1 inspiration.
Damage not multiplied on crits.

Studied Strike
Use a free action on studied target: +4d6 damage
Damage not multiplied on crits; immunity to sneak attack negates.

Swift Alchemy
Halve the amount of time to create alchemical items.
Apply poison to a weapon as a move action (instead of standard).

Create Alchemical Extracts
6/day (Level 1) DC 14
5/day (Level 2) DC 15
4/day (Level 3) DC 16
1/day (Level 4) DC 17

Extracts Known
*prepared today

Level 1

*Adhesive Spittle: As per tanglefoot bag; range 15', auto-hit
(takes two rounds to use - one to put in your mouth and one to spit)
*Comprehend Languages: Understand all spoken and written languages.
Crafter's Fortune: +5 on next Craft check
Cure Light Wounds: Heal 1d8 +5
Detect Undead: Sense the presence, strength, and direction of undead auras.
Disguise Self: Changes appearance (add +10 to Disguise skill)
Enlarge Person: Hgtx2, Wgtx8; +2Str, -2 Dex, -1Att and AC
*Expeditious Retreat: Adds 30' to base land speed.
Heightened Awareness: +2 Perception & Knowledge; +4 Initiative
Identify: Per Detect Magic with +10 to Spellcraft checks
Shield: +4 AC & negates magic missile
Stonefist: No AoO for unarmed strike; 1d4 dam
*True Strike: +20 attack, negates concealment
*(Unused slot)

Level 2
*Alchemical Allocation: Gain potion’s benefits without consuming it.
Animal Aspect: Gain some of the beneficial qualities of an animal
Blur: 20% miss chance (concealment)
Bull's Strength: +4 STR, 1 min/lvl
*Cat's Grace: +4 DEX, 1 min/lvl
Cure Moderate Wounds: Cures 2d8 damage + 10
Detect Thoughts: Detect surface thoughts, 60' cone, 1min/lvl
False Life: Gain temporary hit points = 1d10 + 1/lvl (for 1hr/lvl)
*Invisibility: 1 min/lvl; +40 Stealth stationary, +20 moving
Restoration, Lesser: dispels magically reduced ability scores. Also eliminates fatigue.
See Invisibility: Reveals invisible creatures or objects, 10min/lvl
Spider Climb: 10 min/lvl; climb speed of 20 feet
Vomit Swarm: Vomit forth a swarm of wasps
*(Unused slot)

Level 3
*Channel Vigour: Focus the energy of your mind, body, and spirit into a specific part of your being. 1rd/lvl
Darkvision, Communal: 60' darkvision, 1h/lvl, divide duration by creatures touched
*Fly: Fly at 60, 1min/lvl
Heroism: +2 bonus on attack rolls, saves, skill checks; 10min/lvl
Remove Disease: Cures all diseases (1d20 + caster level) vs DC. The spell also kills some hazards and parasites, including green slime and others.
*Water Breathing: 2hr/lvl
(Unused Slot)

Level 4
*Freedom of Movement: Move normally despite impediments.
(Unused Slot)


Crossbow Bolts
13x Bolts
3x Bolts (Black Adder Venom)
2x Bolts (Blue Whinnis Poison)
3x Bolts (Drow Poison)
1x Bolts (Giant Wasp Poison)
10x Bolts (Adamantine Blanched)
7x Bolts (Silver Blanched)
10x Bolts (Cold Iron)

Dagger (MW) [1d4, (19)x2, 10 ft.]

Backpack, Belt Pouch, Bolt Quiver x4, Alchemical components pouch
Formula Book, Alchemist's kit
MW Thieves' tools (+2 Disable Device)
Pipe, tobacco, small flask
Pocketed scarf (+4 Sleight of Hand to conceal small objects on self)
Crossed bandoliers (holding 8 objects each)

Mortician's tools (MW) (100gp value)
Surgery tools (20gp value)
Healer's Kit

Money: 533 gp, 13 sp, 23 cp
(4000gp in chests - see party loot page)


Efficient Quiver
Boots of the cat
Daredevil boots
Sandals of Quick Reaction

Magical Items
+1 Mithral chain shirt (Max Dex +6)
Cloak of Resistance: +1 all saves

+1 Human bane rapier (vs humans = a +3 weapon, and +2d6 damage)
Light Crossbow (+1) [1d6+1, (19)x2, P]
Silver Dagger (unknown)

Wand of Cure Light Wounds (35 charges)

Harrow deck containing Zellara's spirit (Identify 3/d; Illusion 1/d; Harrow readings)

Handy Haversack: Holds up to 100 lbs (12 cubic feet), but only weighs 5 lbs. Needed items always at the top: Retrieve items with Move action (no AoO).

Traveler's Any-tool

Circlet of Persuasion: +3 competence bonus on Charisma-based checks.

Key of Lock Jamming

Hybridization Funnel

Formula Alembic

3x Smokestick
2x Smoke pellets
5x Flash powder
1x Fungal stun vial
4x Tanglefoot bags
5x Thunderstone
3x Alchemical preserves
5x Alchemist's kindness
10x Tindertwigs
6x Alchemist's fire
5x Holy Water
3x Antitoxin
3x Antiplague
5x Night tea
1x Smelling salts
5x Liquid Ice
1x Pellet grenade, silver
2x Tangleburn
1x Silver blanch
1x Marker Dye

5x Cure Light Wounds

2x doses Medium Spider Venom
1x doses Drow Poison
3x doses Blue Whinnis Poison

"A favour of your choosing. If you want you can 'cash in' the favour for a 1,000 gold item or you can hang onto it. If you prefer something a little more abstract, you can define the favour when you want at an appropriate point in the story."

"250 gold of various Varisian artwork, etc."


Orphaned (or abandoned) as a child by his already neglectful parents (who manned the halfling-only cargo ships), Donnell was forced to survive on his own on the docks and streets of Korvosa. An unusually bright and nimble street urchin, "The Fox" as he became known (for these attributes as much as for his dirty red hair), charmed his way into the care of various individuals (here a student of the Academae, there an old alchemist, etc). The Fox gathered as much knowledge as he could from these individuals, before ultimately betraying them for his next hit of Shiver.

Early on, Gaedren Lamm reached out to this boy, teaching him to steal, to wheedle, to deceive, while slowly tightening the noose of addiction. When he realized what was happening, Donnell ran. Hiding under the docks, he nearly died overcoming the withdrawal - only his pure, undiluted hatred for Lamm keeping him alive.

Resolving to put an end to that life of self-abuse and deception, The Fox put out his shingle (as it were) - using his multitude of skills to help the poor, the dock rats, the street trash, to find who or what they'd lost for a nominal fee (sometimes just some component to use in crafting an extract; sometimes no more than a crust of bread). All the while, waiting for a way to take down Lamm - legally or permanently (and preferably the latter).

Description & Personality

At quick glance, you might think Donnell a human child of about 6 - and a small one at that. At about 3'1, Donnell barely surpasses 30lbs. This emaciated halfling is clothed mainly in rags - tattered shirt, vest, and pants - his meager earnings spent on more important things (pipe tobacco, for instance).

For the bulk of his adult life, Donnell's most keen desire was to see an end to Gaedren Lamm. Although thoroughly unsatisfied with the speed of Lamm's demise (Donnell had fantasized about making Lamm live out the skin-peeling horror of his detox), the combination of this resolution with the chaos of the revolt has left him somewhat out of sorts: who is The Fox now? How can he help the people of his city without pandering to the Guard, the elite, or the clergy (none of whom are worthy of respect, in his opinion - where, for example, were the gods he prayed to when he was dying beneath the docks? Where were the guards to arrest Lamm for his wrong-doings?).

Donnell will spend 5 gp every couple of weeks to maintain a network of boltholes through the city (min. five) - rooftops, underdocks, etc. Each to contain an assortment of coin (totalling 1gp), spare clothing, a dagger, and alchemical components to brew up a couple of extracts.