Occultist

Donnell "The Fox"'s page

Organized Play Member. 1,036 posts (3,150 including aliases). No reviews. No lists. No wishlists. 4 Organized Play characters. 11 aliases.


Full Name

Donnell "The Fox"

Race

| HP: 57/57 | AC: 22 (18 FF, 16 Tch) | CMB: 6, CMD: 21, FF: 17 | F: +8, R: +14, W: +11 | Init: +8 (+10 urban)| Perc: +15 | Locate Traps +20 | Disarm Traps +21

Classes/Levels

| Speed 20ft | Inspiration 9/9 | Harrow Points: 2 | +6 vs Poison, +2 vs Fear, +3 vs Traps | Active effects: Heightened Awareness (+2 Perc & Know); Resist Fire (20); Heroism (+2 attacks, saves, skills); Darkvision; Comp Lang; See Invis

Gender

Male CG Halfling Investigator 10

About Donnell "The Fox"

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Stats
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Donnell "The Fox"
CG Male Halfling Investigator 10

STR: 10 (0) --------------------
Stats
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Donnell "The Fox"
CG Male Halfling Investigator 10

STR: 10 (0)
DEX: 16 [18] (+3) [+4]
CON: 12 (+1)
INT: 16 [18] (+3) [+4]
WIS: 13 (+1)
CHA: 12 (+1)

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Defense
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AC 22, flat-footed 18, touch 16
HP: 57 (1d8 = 5+Con/lvl)

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

Fort: 3B+1S+1R+1Tr+2ClRes = +8
Ref: 7B+4S+1R+2ClRes = +14
Will: 7B+1S+1R+2ClRes = +11
+2 vs. Fear
+6 vs. Poison
+3 vs. Traps
Evasion

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Offense
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Speed 20 ft
Initiative: +8, +10 urban (Dex + feat)

BAB = +7/+2
Size mod: +1 hit
Dex mod: +4 hit

Melee
+1 Human Bane Rapier +9/+4, 1d4+1, 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

Ranged
+1 Light XBow +13/+8, 1d6+1 (Pt Blnk: +14/+9, 1d6+2), crit 19
Hand XBow +12/+7, 1d3 (Pt Blnk: +13/+8, 1d3+1)
Dagger +12/+7 (+13/+8 MW), 1d3 (Pt Blnk: +13/+8 (+14/+9 MW), 1d3+1), crit 19

CMB +6; CMD 21; FF 17

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Abilities
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Feats
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

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

Skills

Codes:
S=Stat; C=Class skill; R=Rank; Ra=Racial; Tr=Trait;
E=Equipment

Acrobatics: 3S+3C+1R+2Ra = +10
Appraise: 3S+3C+1R = +8
Bluff: 1S+3C+1R = +5 (+1d6) (+3 circlet)
Climb: 0S+3C+1R+2Racial = +6
Craft (Alchemy): 3S+3C+7R = +14 (+1/level to create alchemical items; can be used to id potions as per Detect Magic)
Craft (Books): 3S+3C+1R = +8
Craft (Locks): 3S+3C+1R = +8
Craft (Traps): 3S+3C+1R = +8
Diplomacy: 1S+3C+6R+1Tr = +11 (+1d6) (+3 circlet)
Disable Device: 3S+3C+9R = +16 (Disarm Traps: +21) (+1d6) (+2 MW Thieves' Tools)
Disguise: 1S+3C+1R = +5 (+1d6) (+3 circlet)
Escape Artist: 3S+3C+1R = +8
Fly: +3S+4R = +8
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 = +9 (+1d6)
Knowledge (Dungeoneering): 3S+3C+1R = +8 (+1d6)
Knowledge (Engineering): 3S+3C+1R = +8 (+1d6)
Knowledge (Geography): +3S+3C+1R = +8 (+1d6) (+2 Urban)
Knowledge (History): 3S+3C+1R = +8 (+1d6)
Knowledge (Local): 3S+3C+3R+1Tr = +11 (+1d6)
Knowledge (Nature): 3S+3C+1R = +8 (+1d6)
Knowledge (Nobility): 3S+3C+1R = +8 (+1d6)
Knowledge (Planes): +3S+3C+1R = +8 (+1d6)
Knowledge (Psionics): +3S+3C+1R = +8 (+1d6)
Knowledge (Religion): +3S+3C+3R = +10 (+1d6)
Linguistics: 3S+3C+10R = +17 (+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 = +5
Sense Motive: 1S+3C+5R = +9 (+1d6)
Sleight of Hand: 3S+3C+5R = +12 (+1d6) (+4 to hide objects in scarf; +5 in Concealing Pocket)
Spellcraft: 3S+3C+5R = +12 (+1d6)
Stealth: 3S+3C+5R+4Ra = +16 (+2 Urban)
Survival: 1S+3C+1R+1Tr = +6 (+2 Urban)
Swim: +0S+5R = +5
Use Magic Device: 1S+3C+5R = +9 (+3 circlet)

Languages
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.

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Special Abilities
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Racial
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: 2
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).

Inspiration
(lvl/2 + Int) = 9/day (9/9)
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.

Traps
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

Poison
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): 4 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 15
5/day (Level 2) DC 16
4/day (Level 3) DC 17
2/day (Level 4) DC 18

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Extracts Known
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*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)
Ant Haul: Carrying capacity triples (2hr/lvl)
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, 1min/lvl
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
Barkskin: +4 AC (natural armor), 10 min/lvl
Blood Armour: If take at least 5 dam (P or S), gain +1 AC, max +5 (1 min/lvl).
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
Enshroud Thoughts: Warded against mental prying (10min/lvl)
False Life: Gain temporary hit points = 1d10 + 1/lvl (for 1hr/lvl)
Fire Breath: Breath weapon x3 (4d6, 2d6, 1d6).
Fox's Cunning: +4 INT (1 min/lvl)
*Invisibility: 1 min/lvl; +40 Stealth stationary, +20 moving
Owl's Wisdom: +4 WIS (1 min/lvl)
Protection from Arrows: DR 10/magic ranged weapons (10 hp/lvl or 1 hr/lvl)
Resist Energy: Resist 20 (goes up to 30 at lvl 11) for acid, cold, electricity, fire, or sonic; 10min/lvl
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
Adjustable Disguise: Disguise Self, but can change with a swift action 1/lvl
*Channel Vigour: Focus the energy of your mind, body, and spirit into a specific part of your being. 1rd/lvl
Cure Serious Wounds: 3d8 + 1/lvl
Darkvision, Communal: 60' darkvision, 1h/lvl, divide duration by creatures touched
Displacement: 50% miss chance (1 min/lvl)
*Fly: Fly at 60, 1min/lvl
Heroism: +2 bonus on attack rolls, saves, skill checks; 10min/lvl
Monstrous Physique I: Assume the form (and some abilities) of any Small or Medium monstrous humanoid (1min/lvl)
Protection from Energy: Immunity to damage for 12hp/lvl for 10min/lvl (doesn't stack with Resist)
Remove Curse: Remove all curses on an object or a creature (caster level check)
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)

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Gear
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Crossbow Bolts
7x Bolts
3x Bolts (Black Adder Venom: DC11; 1d2 CON; 1/rd *6)
6x Bolts (Blue Whinnis Poison: DC14; 1 CON, 1d3 hr unconscious; 1/rd *2)
6x Bolts (Drow Poison: DC13; unconscious 1min, unconscious 2d4 hr; 1/min *2)
0x Bolts (Giant Wasp Poison: DC18; 1d2 DEX; 1/rd *6)
3x Bolts (Starving Nettle: DC15; 1d3 DEX and CON & nauseated by food; 1/day *8)
3x Bolts (Woundweal: DC18; Heal checks -10 & magical healing DC25 caster level check; 1/day *2)

10x Bolts (Adamantine Blanched)
7x Bolts (Silver Blanched)
10x Bolts (Cold Iron)

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

Backpack, Belt Pouch, 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)
24 days' regular rations
Bedroll and blanket
Books about the Cinderlands (history, biology, etc)

Mortician's tools (MW) (100gp value) - Dead Warrens
Surgery tools (20gp value) - Dead Warrens
Healer's Kit
Disguise Kit

Some bits of Cindermaw's skin
Skull of a Sklar-Quah woman killed by the Cinderlander

Money: 1 gp, 13 sp, 23 cp
(4000gp in chests - see party loot page)
IO Thod 1500gp

Ideas:

Vest, All Tools (1800)
Spectacles of Understanding (3000)
Gloves of Reconnaissance (2000)
Sheath of Bladestealth (5000)
Boro Bead (1st 1000; 2nd 4000; 3rd 9000)
Cauldron of Brewing (3000)

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Magical Items
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Armour/Weapons
+1 Mithral chain shirt (Max Dex +6)

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

Rings
Ring of Protection +1 (AC deflection)
Ring of Evasion: if making a Reflex save for half damage, successful save = no damage

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

Headband
Headband of Intellect: +2 INT

Neck
Amulet of Natural Armour +1 (AC natural)

Shoulders
Cloak of Resistance +2: All saves

Belt
Belt of Dexterity +2

Boots
Boots of the Cat: Minimum falling damage, always land on feet

Rods, Staffs, Wands
Rod of Wonder

Wand of Cure Light Wounds (35 charges)
Wand of Slow (10 charges)
Wand of Dimension Door (19 charges)

Miscellany
Concealing Pocket: 4" pocket that conceals magical auras and provides +5 Sleight of Hand for contents (contains Marble Elephant figurine)

Efficient Quiver: 3 chambers (60 arrows; 18 javelins; 6 spears or equivalent). Retrieve items as from a regular quiver or scabbard.

Figurine of Wondrous Power - Marble Elephant (also turns into an elephant-sized statue; valued at 26,000gp)

Formula Alembic (use a drop from a potion to find its equivalent alchemical formula)

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).

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

Hybridization Funnel

Key of Lock Jamming

Traveler's Any-tool

Alchemical
8x Alchemist's fire
3x Alchemical preserves
5x Alchemist's kindness
3x Antiplague
3x Antitoxin
5x Flash powder
1x Fungal stun vial
5x Holy Water
3x Liquid Ice
1x Marker Dye
5x Night tea
3x Pellet grenade, silver
1x Silver blanch
1x Smelling salts
2x Smoke pellets
3x Smokestick
3x Tangleburn
4x Tanglefoot bags
5x Thunderstone
10x Tindertwigs

Potions/Scrolls
5x Potion Cure Light Wounds

Poisons
1x doses Blue Whinnis Poison
2x doses Medium Spider Venom (DC14; 1d2 STR; 1/rd *4)
1x doses Ossivane (DC18; 1d3 DEX; 1/rd *6 if move)
1x doses Woundweal
x doses Wyvern Poison (DC17; 1d4 CON; 1/rd *6)

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Other
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"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."

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Background
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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).

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Description & Personality
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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?).

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Notes:
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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.

To-do list:
- Become Krojun's sibling (Nalharest)
[strike]- Get eaten by, then escape, Cindermaw (Skurak)[/strike]
- Get Akram's endorsement (Truthspeaker)
- Retrieve the Thrallkeepers' Mark (Thrallkeeper)
- Take the Trial of the Totem (Initiation)
- Kill the Cinderlander

DEX: 16 [18] (+3) [+4]
CON: 12 (+1)
INT: 16 [18] (+3) [+4]
WIS: 13 (+1)
CHA: 12 (+1)

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Defense
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AC 22, flat-footed 18, touch 16
HP: 57 (1d8 = 5+Con/lvl)

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

Fort: 3B+1S+1R+1Tr+2ClRes = +8
Ref: 7B+4S+1R+2ClRes = +14
Will: 7B+1S+1R+2ClRes = +11
+2 vs. Fear
+6 vs. Poison
+3 vs. Traps
Evasion

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Offense
--------------------
Speed 20 ft
Initiative: +8, +10 urban (Dex + feat)

BAB = +7/+2
Size mod: +1 hit
Dex mod: +4 hit

Melee
+1 Human Bane Rapier +9/+4, 1d4+1, 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

Ranged
+1 Light XBow +13/+8, 1d6+1 (Pt Blnk: +14/+9, 1d6+2), crit 19
Hand XBow +12/+7, 1d3 (Pt Blnk: +13/+8, 1d3+1)
Dagger +12/+7 (+13/+8 MW), 1d3 (Pt Blnk: +13/+8 (+14/+9 MW), 1d3+1), crit 19

CMB +6; CMD 21; FF 17

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Abilities
--------------------

Feats
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

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

Skills

Codes:
S=Stat; C=Class skill; R=Rank; Ra=Racial; Tr=Trait;
E=Equipment

Acrobatics: 3S+3C+1R+2Ra = +10
Appraise: 3S+3C+1R = +8
Bluff: 1S+3C+1R = +5 (+1d6) (+3 circlet)
Climb: 0S+3C+1R+2Racial = +6
Craft (Alchemy): 3S+3C+7R = +14 (+1/level to create alchemical items; can be used to id potions as per Detect Magic)
Craft (Books): 3S+3C+1R = +8
Craft (Locks): 3S+3C+1R = +8
Craft (Traps): 3S+3C+1R = +8
Diplomacy: 1S+3C+6R+1Tr = +11 (+1d6) (+3 circlet)
Disable Device: 3S+3C+9R = +16 (Disarm Traps: +21) (+1d6) (+2 MW Thieves' Tools)
Disguise: 1S+3C+1R = +5 (+1d6) (+3 circlet)
Escape Artist: 3S+3C+1R = +8
Fly: +3S+4R = +8
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 = +9 (+1d6)
Knowledge (Dungeoneering): 3S+3C+1R = +8 (+1d6)
Knowledge (Engineering): 3S+3C+1R = +8 (+1d6)
Knowledge (Geography): +3S+3C+1R = +8 (+1d6) (+2 Urban)
Knowledge (History): 3S+3C+1R = +8 (+1d6)
Knowledge (Local): 3S+3C+3R+1Tr = +11 (+1d6)
Knowledge (Nature): 3S+3C+1R = +8 (+1d6)
Knowledge (Nobility): 3S+3C+1R = +8 (+1d6)
Knowledge (Planes): +3S+3C+1R = +8 (+1d6)
Knowledge (Psionics): +3S+3C+1R = +8 (+1d6)
Knowledge (Religion): +3S+3C+3R = +10 (+1d6)
Linguistics: 3S+3C+10R = +17 (+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 = +5
Sense Motive: 1S+3C+5R = +9 (+1d6)
Sleight of Hand: 3S+3C+5R = +12 (+1d6) (+4 to hide objects in scarf; +5 in Concealing Pocket)
Spellcraft: 3S+3C+5R = +12 (+1d6)
Stealth: 3S+3C+5R+4Ra = +16 (+2 Urban)
Survival: 1S+3C+1R+1Tr = +6 (+2 Urban)
Swim: +0S+5R = +5
Use Magic Device: 1S+3C+5R = +9 (+3 circlet)

Languages
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.

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Special Abilities
--------------------

Racial
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: 2
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).

Inspiration
(lvl/2 + Int) = 9/day (9/9)
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.

Traps
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

Poison
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): 4 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 15
5/day (Level 2) DC 16
4/day (Level 3) DC 17
2/day (Level 4) DC 18

--------------------
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)
Ant Haul: Carrying capacity triples (2hr/lvl)
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, 1min/lvl
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
Barkskin: +4 AC (natural armor), 10 min/lvl
Blood Armour: If take at least 5 dam (P or S), gain +1 AC, max +5 (1 min/lvl).
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
Enshroud Thoughts: Warded against mental prying (10min/lvl)
False Life: Gain temporary hit points = 1d10 + 1/lvl (for 1hr/lvl)
Fire Breath: Breath weapon x3 (4d6, 2d6, 1d6).
Fox's Cunning: +4 INT (1 min/lvl)
*Invisibility: 1 min/lvl; +40 Stealth stationary, +20 moving
Owl's Wisdom: +4 WIS (1 min/lvl)
Protection from Arrows: DR 10/magic ranged weapons (10 hp/lvl or 1 hr/lvl)
Resist Energy: Resist 20 (goes up to 30 at lvl 11) for acid, cold, electricity, fire, or sonic; 10min/lvl
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
Adjustable Disguise: Disguise Self, but can change with a swift action 1/lvl
*Channel Vigour: Focus the energy of your mind, body, and spirit into a specific part of your being. 1rd/lvl
Cure Serious Wounds: 3d8 + 1/lvl
Darkvision, Communal: 60' darkvision, 1h/lvl, divide duration by creatures touched
Displacement: 50% miss chance (1 min/lvl)
Fly: Fly at 60, 1min/lvl
Heroism: +2 bonus on attack rolls, saves, skill checks; 10min/lvl
Monstrous Physique I: Assume the form (and some abilities) of any Small or Medium monstrous humanoid (1min/lvl)
Protection from Energy: Immunity to damage for 12hp/lvl for 10min/lvl (doesn't stack with Resist)
Remove Curse: Remove all curses on an object or a creature (caster level check)
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)

---------------------
Gear
---------------------

Crossbow Bolts
7x Bolts
3x Bolts (Black Adder Venom: DC11; 1d2 CON; 1/rd *6)
6x Bolts (Blue Whinnis Poison: DC14; 1 CON, 1d3 hr unconscious; 1/rd *2)
6x Bolts (Drow Poison: DC13; unconscious 1min, unconscious 2d4 hr; 1/min *2)
0x Bolts (Giant Wasp Poison: DC18; 1d2 DEX; 1/rd *6)
3x Bolts (Starving Nettle: DC15; 1d3 DEX and CON & nauseated by food; 1/day *8)
3x Bolts (Woundweal: DC18; Heal checks -10 & magical healing DC25 caster level check; 1/day *2)

10x Bolts (Adamantine Blanched)
7x Bolts (Silver Blanched)
10x Bolts (Cold Iron)

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

Backpack, Belt Pouch, 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)
24 days' regular rations
Bedroll and blanket
Books about the Cinderlands (history, biology, etc)

Mortician's tools (MW) (100gp value) - Dead Warrens
Surgery tools (20gp value) - Dead Warrens
Healer's Kit
Disguise Kit

Some bits of Cindermaw's skin
Skull of a Sklar-Quah woman killed by the Cinderlander

Money: 1 gp, 13 sp, 23 cp
(4000gp in chests - see party loot page)
IO Thod 1500gp

Ideas:

Vest, All Tools (1800)
Spectacles of Understanding (3000)
Gloves of Reconnaissance (2000)
Sheath of Bladestealth (5000)
Boro Bead (1st 1000; 2nd 4000; 3rd 9000)
Cauldron of Brewing (3000)

---------------------
Magical Items
---------------------
Armour/Weapons
+1 Mithral chain shirt (Max Dex +6)

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

Rings
Ring of Protection +1 (AC deflection)
Ring of Evasion: if making a Reflex save for half damage, successful save = no damage

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

Headband
Headband of Intellect: +2 INT

Neck
Amulet of Natural Armour +1 (AC natural)

Shoulders
Cloak of Resistance +2: All saves

Belt
Belt of Dexterity +2

Boots
Boots of the Cat: Minimum falling damage, always land on feet

Rods, Staffs, Wands
Rod of Wonder

Wand of Cure Light Wounds (35 charges)
Wand of Slow (10 charges)
Wand of Dimension Door (19 charges)

Miscellany
Concealing Pocket: 4" pocket that conceals magical auras and provides +5 Sleight of Hand for contents (contains Marble Elephant figurine)

Efficient Quiver: 3 chambers (60 arrows; 18 javelins; 6 spears or equivalent). Retrieve items as from a regular quiver or scabbard.

Figurine of Wondrous Power - Marble Elephant (also turns into an elephant-sized statue; valued at 26,000gp)

Formula Alembic (use a drop from a potion to find its equivalent alchemical formula)

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).

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

Hybridization Funnel

Key of Lock Jamming

Traveler's Any-tool

Alchemical
8x Alchemist's fire
3x Alchemical preserves
5x Alchemist's kindness
3x Antiplague
3x Antitoxin
5x Flash powder
1x Fungal stun vial
5x Holy Water
3x Liquid Ice
1x Marker Dye
5x Night tea
3x Pellet grenade, silver
1x Silver blanch
1x Smelling salts
2x Smoke pellets
3x Smokestick
3x Tangleburn
4x Tanglefoot bags
5x Thunderstone
10x Tindertwigs

Potions/Scrolls
5x Potion Cure Light Wounds

Poisons
x doses Blue Whinnis Poison
2x doses Medium Spider Venom (DC14; 1d2 STR; 1/rd *4)
1x doses Ossivane (DC18; 1d3 DEX; 1/rd *6 if move)
1x doses Woundweal
x doses Wyvern Poison (DC17; 1d4 CON; 1/rd *6)

---------------------
Other
---------------------
"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."

---------------------
Background
---------------------

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?).

---------------------
Notes:
---------------------
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.

To-do list:
- Become Krojun's sibling (Nalharest)
[strike]- Get eaten by, then escape, Cindermaw (Skurak)[/strike]
- Get Akram's endorsement (Truthspeaker)
- Retrieve the Thrallkeepers' Mark (Thrallkeeper)
- Take the Trial of the Totem (Initiation)
- Kill the Cinderlander

In Handy Haversack (Donnell)
1 Elixir of Love
1 Elixir of Vision
3 Vermin repellent
1 Bottle of Air

Scrolls
1 Scroll of Dispel Magic
2 Scroll of False Life
1 Scroll of Identify
1 Scroll of Restoration
1 Scroll of Raise dead
1 Scroll of Lesser Restoration
1 Scroll of Sending

1 Map of Korvosa's sewers
2 Keys (Davaulus)
1 Button (fits into something mechanical)
1 MW Knife (key-shaped blade)

Zellara's House
Dead Warrens' library
High Quality Alchemy lab
Alchemy lab from Urgathoa temple

Donnell's Stowed Gear
20 Crossbow bolts
5 Alchemist's Fire
Shortsword
Leather Armour
Hand Crossbow

Treasure chest (med)
125 gp Varisian artwork
2000 gp
1 Potion Cure Light Wounds
Trapped (alchemist fire + marker dye)

Dead Warrens
Alchemy Lab
Notes detailing the creation of blood veil

Donnell's Stowed Gear
20 Crossbow bolts
5 Alchemist's Fire
Heavy Mace
Dagger

Treasure chest (med)
125 gp Varisian artwork
2000 gp
1 Potion Cure Light Wounds
Trapped (alchemist fire + marker dye)

Curse of the Crimson Throne: Party Assets
Eel’s End
Located in Old Korvosa, this dilapidated ship was once the seat of power for the King of Spiders, a local drug kingpin. As of now, Eel’s End operates as the den of sin it once did with Madame Halvara of the House of Clouds operating as a sort of leader there. The Dead Kings have now taken over Eel’s End as their base of operations.
Zellara’s Home
Zellara, the Varisian fortune teller whose ghost now lives in a deck of cards, had a fairly decent home in Midland right by the West Dock. This is a pleasant two-storey house you’ve used as a standard base of operations for a while. There are some basic fortifications. You have moved an alchemy lab and many interesting books here here.
Dead Warrens
These tunnels are situated beneath the Gray, Korvosa’s massive, sprawling graveyard which is owned by the Church of Pharasma. Work has begun for you to fortify this area. This is a sprawling place with the following features:
An ossuary filled with (inanimate) skeletons
Secret crawl spaces allowing for smaller humanoids to move around the warrens at ease
A midden heap that was once entirely corpses - the Pharasmans have cleared this out to lay the bodies to rest
An Exsanguination Chamber used for experimentation on human subjects
A corridor lined with skulls that has two Necrophidius traps.
A large alchemy lab
A series of pits that were used to hold prisoners
A library (which you have cleared out)
A stitchery which was used to create golems
A lovely bedroom with a four poster bed
A secondary bedroom
The Factorium
Set up to combat the blood veil, this warehouse has been converted into Korvosa’s largest alchemy lab. You have it now set up as a business which can return a profit with one complication - it’s on a quarantined island. A staff of twelve work at the Factorium making supplies for sale. You just need to get them to the mainland.