Fetchling

'Jack of Shadows''s page

141 posts. Organized Play character for JAF0.


Full Name

Jack of Shadows

Race

wayang investigator (empiricist)/2 | -22 *

Classes/Levels

skills:
acro 3, apprs 4, craft alch 9, diplo 8, disable 9, escape 3, kn hist 8, kn religion 8, kn engrg 8, kn local 8,kn nat 8, kn nob 8, kn planes 8, kn rel 8, ling 8, perc 9/10 traps, splcrft 8, stlh 8, sm 4, umd 9

Gender

HP 19/19; AC 16 13t 13f; f 2, r 6, w 3; bab 1, melee +2, ranged +5; cmb 0, cmd 13; init +3; inspir 4/5; wclw 48; folio reroll 1/1 |

Size

S 3/4" 33 lbs , black hair, violet eyes, dark plum-grey skin

Age

47

Alignment

N

Deity

Irori

Location

pfs # 52335-22

Languages

wayang, common, draconic, infernal, abyssal, aklo, undercommon

Strength 8
Dexterity 16
Constitution 14
Intelligence 18
Wisdom 10
Charisma 11

About 'Jack of Shadows'

Jack of Shadows
Male wayang investigator (empiricist) 2
N Small humanoid (wayang)
Init +3; Senses darkvision 60 ft.; Perception +11
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Defense
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AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
hp 17 (2d8+4)
Fort +2, Ref +6, Will +3; +2 vs. shadow spells
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Offense
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Speed 20 ft.
Melee dagger +1 (1d3-1/19-20) or
sap +1 (1d4-1 nonlethal)
Ranged light crossbow +5 (1d6/19-20)
Investigator (Empiricist) Extracts Prepared (CL 2nd; concentration +6)
1st—adhesive spittle ACG (DC 15), heightened awareness ACG, shield
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Statistics
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Str 8, Dex 16, Con 14, Int 18, Wis 10, Cha 10
Base Atk +1; CMB -1; CMD 12
Feats Additional Traits
Traits alchemical prodigy (thuvia), - custom trait -, soul drinker, - custom trait -
Skills Acrobatics +3 (-1 to jump), Craft (alchemy) +4 (+6 to create alchemical items), Diplomacy +9 (+13
to gather information (You can use your Intelligence Modifier instead of Charisma)), Disable Device +10,
Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge
(geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge
(nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +9, Perception +11, Spellcraft +8,
Stealth +13, Use Magic Device +9; Racial Modifiers +2 Perception, +2 Stealth
Languages Abyssal, Aklo, Common, Draconic, Infernal, Thassilonian, Tien, Wayang
SQ alchemy (alchemy crafting +2), ceaseless observation, inspiration (5/day), light and dark, shadow
magic, trapfinding +1
Combat Gear crossbow bolts (50), wand of cure light wounds ; Other Gear leather armor, dagger, light
crossbow, sap, traveler's any-tool UE, belt pouch, investigator starting formula book, masterwork
backpackAPG, silk rope (50 ft.), thieves' tools, 59 gp
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Special Abilities
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Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+4)
Darkvision (60 feet) You can see in the dark (black and white only).
Inspiration (+1d6, 5/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to
attack or save.
Light and Dark (1/day) (Su) As an imm action, treat positive/negative energy as if undead for 1 min.
Shadow Magic (Ex) Wayangs add 1 to the DC of any saving throws to resist spells of the shadow
subschool that they cast.
Shadow Resistance +2 on saves vs. shadow spells.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

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wayang racial features:

Ability Score Racial Traits: Wayang are nimble and cagey, but their perception of the world is clouded by shadows. They gain +2 Dexterity, +2 Intelligence, and –2 Wisdom.

Type: Wayangs are humanoids with the wayang subtype.

Size: Wayangs are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their CMB and to CMD, and a +4 size bonus on Stealth checks.

Base Speed: Wayangs have a base speed of 20 feet.

Languages: Wayangs begin play speaking Common and Wayang. Wayangs with high Intelligence scores can choose from the following: any human language, Abyssal, Aklo, Draconic, Goblin, Infernal, Nagaji, Samsaran, and Tengu.

Shadow Resistance: Wayangs get a +2 racial bonus on saving throws against spells of the shadow subschool.

Lurker: Wayangs gain a +2 racial bonus on Perception and Stealth checks.

Shadow Magic: Wayangs add +1 to the DC of any saving throws against spells of the shadow subschool that they cast. Wayangs with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day—ghost sound, pass without trace, and ventriloquism. The caster level for these effects is equal to the wayang’s level. The DC for these spells is equal to 10 + the spell’s level + the wayang’s Charisma modifier.

Darkvision: Wayangs can see in the dark up to 60 feet.

Light and Dark (Su): Once per day as an immediate action, a wayang can treat positive and negative energy effects as if she were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute once activated.

traits:

Soul Drinker There is a dark hunger in you that rejoices when you or an ally slays a foe. Once per day when an enemy creature is killed, you may, as an immediate action, gain a number of temporary hit points equal to the slain foe’s Hit Dice. These temporary hit points last for 1 minute. This is a supernatural ability. (faction)

Student of Philosophy You were trained in a now-defunct philosophical tradition—such as that of the now-destroyed magic universities or astrologers—and learned to use logic and reason to persuade others. Benefit(s): You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat). (social)

Helpful You always know the best way to assist your companions, be it assisting them with a task, defending them in battle, or helping them place a well-aimed strike. Benefit(s): When using the aid another action, you grant your ally a +3 bonus instead of a +2 bonus. (combat)

Mystery Initiate You were initiated into a mystery cult in your youth, and learned secrets that turned your understanding of your faith and the world on its head. This experience has given you a knack for lateral thinking. Benefit(s): Once per day, you may reroll any Knowledge skill check. You must decide to use this ability after the first roll is made but before the results are revealed. You must take the second result, even if it is worse. (faith)

feats:

Additional Traits Benefit: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose.

investigator class features:

Class Skills 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). Skill Ranks per Level: 6 + Int modifier.

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.

Alchemy (Su) Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.

When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.

Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator’s level as the caster level.

An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.

Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.

An investigator uses the alchemist formulae list to determine the extracts he can know. An investigator can prepare an extract of any formulae he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is equal to 10 + the extract’s level + the investigator’s Intelligence modifier.

An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator’s or an alchemist’s formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.

Inspiration (Ex) 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 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.

empiricist class features:

Ceaseless Observation (Ex) An empiricist’s ability to notice the minutiae of almost everything that happens around him allows him to make shrewd and insightful calculations about people and even inanimate objects. At 2nd level, an empiricist uses his Intelligence modifier instead of the skill’s typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information. This ability replaces poison lore and poison resistance.

extracts known:

Adhesive Spittle
Ant Haul
Cure Light Wounds
Monkey Fish
Shield
crafter's fortune
heightened awareness

extracts for the day:

shield
adhesive spittle
heightened awareness

equipment:

clothing
studded leather armor
belt pouch
flint and steel
dagger
sap
mess kit
silk rope 50'
soap
trail rations 5 days
waterskin
light crossbow
20 normal bolts
20 cold iron bolts
thieves' tools
formula book
Wand CLW
traveler's anytool
1362 gp 3 sp

plans:

3rd level feat: deific obedience prereq: 3 ranks know religion