Faxon

Jake Spade's page

2 posts. Organized Play character for Lawrence Smith 2.


Full Name

Jake Spade

Race

| Speed 30ft | Inspiration (+1d6, 7/day) (Ex) - 7/7 | Extracts 1-5/5; 2-4/4 | Panache 5/5 | Defensive Abilities: trap sense +2; Resist cold 5, electricity 5, fire 5, negative energy 10, unfailing logic

Classes/Levels

| Special Attacks: deeds (derring-do, dodging panache, opportune parry & riposte), studied combat (+3, 4 rounds), studied strike +2d6 | Conditions: None.

Gender

Male tiefling Investigator (Empiricist) 6/Swashbuckler (Inspired Blade) 1| | HP: 54/54 | AC: 22 (15 Tch, 18 Fl) | CMB: +5, CMD: 20 | F: +6, R: +12, W: +8 | Init: +4 | Perc: +14, SM: +8

Size

5'11", 140 lbs.

Age

64

Special Abilities

Darkvision, Fiendish Resistance, Light from Darkness, Pass for Human, Fiendish Sorcery, Skilled

Alignment

Chaotic Good

Deity

Milani

Location

Born and raised in Isger. Fled to Andoran.

Languages

Abyssal, Ancient Osiriani, Common, Daemonic, Infernal, Tien

Occupation

Crafter of Alchemical Sundries

Strength 10
Dexterity 18
Constitution 14
Intelligence 18
Wisdom 14
Charisma 10

About Jake Spade

Jake Spade
Male tiefling investigator (empiricist) 6/swashbuckler (inspired blade) 1 (Pathfinder RPG Advanced Class Guide 30, 56, 100, 125, Pathfinder RPG Bestiary 264)
CG Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +14
--------------------
Defense
--------------------
AC 22, touch 15, flat-footed 18 (+5 armor, +1 deflection, +4 Dex, +2 shield)
hp 54 (7 HD; 6d8+1d10+14)
Fort +6, Ref +12, Will +8 (Intimidate DC for a lycanthrope to demoralize you is 2 higher than normal, +2 save vs. illusion and disbelievable effects); once a scenario, move action, +2 competence bonus on a single save in the next minute, +1 luck bonus to saves while within 5' of a helpless ally; once, as immediate action, split damage, + 5 resistance bonus on savs vs spells/effects with death descriptor, Absorbs attacks inflicting negative levels, up to the gem's remaining charges (5), Failing a save vs a compulsion effect, you can try a new save at the end of your turn (same DC)
Defensive Abilities trap sense +2; Resist cold 5, electricity 5, fire 5, negative energy 10, unfailing logic
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 keen adamantine rapier +11 (1d6+5/15-20) or
. . cold iron dagger +5 (1d4/19-20) or
. . unarmed strike +5 (1d3 nonlethal)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (5), studied combat (+3, 4 rounds), studied strike +2d6
Spell-Like Abilities (CL 7th; concentration +7)
. . 1—corruption resistance (vs evil hr/lvl on self)[APG] (DC 12)
Investigator (Empiricist) Extracts Prepared (CL 6th; concentration +10)
. . 2nd—ablative barrier[UC], alchemical allocation[APG], barkskin, false life
. . 1st—expeditious retreat, heightened awareness[ACG], long arm[ACG], shield, true strike
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 18, Wis 14, Cha 10
Base Atk +5; CMB +5; CMD 20
Feats Combat Reflexes, Extra Investigator Talent[ACG], Extra Investigator Talent[ACG], Fencing Grace[UI], Weapon Focus (rapier)
Traits ex-asmodean, isgeri orphan, student of philosophy
Skills Acrobatics +14 (+16 on any single skill check in the next minute), Appraise +8, Bluff +6 (+8 vs nobility while on the Isle of Kortos, +8 to influence residents of Brevoy, +7 to influence crusaders of Mendev, +10 to lie (as a result of using Int instead of Cha)), Climb +6, Craft (alchemy) +17 (+23 to create alchemical items), Diplomacy +4 (+6 vs lycanthopes, +6 vs dwarves, +6 vs nobility while on the Isle of Kortos, +6 to influence residents of Brevoy, +5 to influence crusaders of Mendev, +6 when negotiating with fetchlings, +8 to gather information (You can use your Intelligence Modifier instead of Charisma), +8 to persuade others but not to gather information (as a result of using Int instead of Cha)), Disable Device +19, Disguise +17, Escape Artist +8, Heal +8, Intimidate +4 (+6 vs lycanthopes, +6 vs nobility while on the Isle of Kortos, +6 to influence residents of Brevoy, +5 to influence crusaders of Mendev), Knowledge (arcana) +8 (+9 on ALL Knowledge checks attempted while you are in the Grand Lodge), Knowledge (dungeoneering) +9, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +9 (+11 regarding the Aspis Consortium), Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +9 (+10 regarding demons), Knowledge (religion) +9, Linguistics +8, Perception +14, Ride +8, Sense Motive +8, Sleight of Hand +8, Spellcraft +8, Stealth +10, Survival +9 (+11 to avoid becoming lost), Swim +4, Use Magic Device +14; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Ancient Osiriani, Common, Daemonic, Infernal, Tien
SQ alchemy (alchemy crafting +6), ceaseless observation, inspiration (7/day), inspired panache, investigator talents (expanded inspiration[ACG], mutagen[UM], quick study[ACG], underworld inspiration[ACG]), keen recollection, light from darkness, mutagen (+4/-2, +2 natural armor, 60 minutes), pass for human, trapfinding +3
Combat Gear mutagen[APG], potion of cure serious wounds, potion of fly, wand of cure light wounds (48 charges), healer's kit; Other Gear +1 mithral chain shirt, +1 mithral buckler, +1 keen adamantine rapier, cold iron dagger, belt of incredible dexterity +2, cloak of resistance +1, handy haversack, hat of disguise, headband of vast intelligence +2, pathfinder pouch, ring of protection +1, traveler's any-tool[UE], wayfinder[ISWG], bedroll, belt pouch, climber's kit, disguise kit, earplugs[APG], fishhook (2), flint and steel, grappling hook, masterwork thieves' tools, mug/tankard, pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], portable alchemist's lab[APG], sewing needle, signal whistle, silk rope (50 ft.), smoked goggles[APG], string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, wrist sheath, spring loaded, wrist sheath, spring loaded, alexandrite gem (glows as affected by continual flame heightened to a 3rd-level spell [cl 5th]) (worth 750 gp), 1,711 gp, 9 sp, 7 cp
--------------------
Tracked Resources
--------------------
Cold iron dagger - 0/1
Corruption Resistance (vs evil, 1 hr/lvl on self, 1) - 0/1
Disguise kit (10 uses) - 0/10
Disguise Self (At will) - 0/0
Healer's kit - 0/10
Inspiration (+1d6, 7/day) (Ex) - 0/7
Light (At will) - 0/0
Mutagen: +4 Dex, -2 Wis, +2 Nat AC - 0/1
Panache Pool (5/day) - 0/5
Potion of cure serious wounds - 0/1
Potion of fly - 0/1
Trail rations - 0/7
Wand of cure light wounds (48 charges) - 0/48
--------------------
Special Abilities
--------------------
Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+4)
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white only).
Deeds
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Energy Resistance, Negative energy (10) You have the specified Energy Resistance against Negative Energy attacks.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Fencing Grace Use Dexterity on rapier damage rolls
Inspiration (+1d6, 7/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Light From Darkness Gain incorruptable ART as long as you are not evil.
Mutagen This discovery gives the alchemist the mutagen class ability, as described in the Advanced Player's Guide. (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutage
Mutagen (DC 17) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 60 minutes.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Pass for Human You can pass for human, and count as a humanoid (human) for all purposes.
Quick Study (Ex) Use studied combat as a swift action.
Studied Combat (+3, 4 rounds) (Ex) As a swift action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +2d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Underworld Inspiration (Ex) Free Inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand (if trained).
Unfailing Logic +2 (Ex) +2 save vs. illusion and disbelievable effects
--------------------
Jake Spade is a tall, thin hellspawn from Isger, born sometime during the devastation of the Goblinblood Wars, one of the thousands of orphans left to the tender mercies of the Church of Asmodeus. Jake was placed in a monastery outside Citadel Dinyar, base of operations of the Order of the Godclaw Hellknights. Jake resisted all efforts to indoctrinate him in the ways of the Prince of Devils, and the “devil nuns” abused him mercilessly. One halfling slave, a gardner, surruptitiously introduced him to devotion to Milani, the Everbloom, patron of all those who fight against oppression and unjust rule. Jake wears a blood-red rose as a sign of his devotion. As a teenager, Jake fled to Andoran and spent years fighting alongside the Isgeri rebels. Despairing of the rebels’ prospects, Jake joined the Liberty’s Edge faction of the Pathfinder Society, a more inspiring outlet for his passion and talent.

Lost Magic of Lozo Boon: Once per scenario, before you deal fire damage to a creature using a spell, spell-like ability, or supernatural ability, you can reduce that creature’s fire resistance by amount equal to your character level for 1 round; this cannot reduce the resistance to below 0.