Consortium Agent

Jebediah Goodfellow's page

133 posts. Organized Play character for Gavmania.


Full Name

Jebediah Goodfellow

Race

Human Init+2, AC 15 (T12, FF13) HP9/9 F/R/W +1/+5/+2

Classes/Levels

Investigator (Empiricist) 1 inspiration 2/5

Gender

Male

Size

5'7"

Age

20

Special Abilities

Alchemy, Heart of the Streets, Inspiration, Trapfinding, Weapon Finesse

Alignment

Chaotic Good

Location

Flint

Languages

Common, Draconic, Dwarven, Elven, Primordial, Sylvan

Occupation

RHC Constable

Strength 12
Dexterity 15
Constitution 13
Intelligence 18
Wisdom 10
Charisma 8

About Jebediah Goodfellow

stats:
JEBADIAH GOODFELLOW
Male Human investigator 1
CG medium humanoid (human)
Init +2; Senses Perception +4,
Languages Common, Draconic, Dwarven, Elven, Sylvan

Combat stats:
AC 15, touch 12, flat-footed 13
hp 9 (1HD)
Fort +1, Ref +4, Will +2
Speed 20 ft. (4 squares)
Melee rapier +2 (1d6+1/18-20)
Melee dagger +2 (1d4/19-20)
Ranged dagger (thrown) +2 (1d4+1/19-20)
Ranged acid (flask) +2 (1d6)
Face 5 ft. Reach 5 ft.
Base Atk +0; CMB +1; CMD 13

Special Qualities:
Alchemy, Bonus Feat, Heart of the Streets, Inspiration, Trapfinding, Weapon and Armor Proficiency, Weapon Finesse,

Feats:
Additional Traits, Bludgeoner, Weapon Finesse

traits:
Pragmatic activator, Student of philosophy

Skills:

Acrobatics +5, (Ranks1, +2Dex, +3Class, -1Armor)
Appraise +4, (Int+4)
Artistry +4, (Int+4)
Bluff -1, (Cha-1)
Climb +4, (Ranks 1, +1Str, +3Class, -1Armor)
Craft (Alchemy) +8, (Ranks1, +4Int, +3Class)
Craft (Untrained) +4, (+4Int)
Diplomacy +8, (Ranks1, +4Int, +3Class)
Disable Device +5, (Ranks1, +2Dex, +3Class, -1Armor)
Disguise -1, (Cha-1)
Escape Artist +1, (Dex+2, Armor-1)
Fly +1, (Dex+2, Armor-1)
Intimidate -1, (Cha-1)
Heal +4, (Ranks1, +0Wis, +3Class)
Knowledge (Arcana) +8, (Ranks1, +4Int, +3Class)
Knowledge (Dungeoneering) +8, (Ranks1, +4Int, +3Class)
Knowledge (Engineering) +8, (Ranks1, +4Int, +3Class)
Perception +4, (Ranks1, +0Wis, +3Class)
Perception (Trapfinding) +5, (Ranks1, +0Wis, +3Class, +1Level)
Perform (Untrained) -1, (Cha-1)
Ride +1, (Dex+2, Armor-1)
Spellcraft +4, (Int+4)
Stealth+5, (Ranks1 +2Dex +3Class -1Armor)
Swim +4, (Ranks1, +1Str, +3Class, -1Armor)
Use Magic Device +8, (Ranks1, +4Int, +3Class)

Possessions:
Rapier
Daggerx3
Case
Studded Leather
Sunrodx5
Tindertwigx5
Acid (flask)x7
Alchemists kit
Formula Book
Blanket
Potion - Aid x2
Potion - waterbreathing
Purse (contains 18gp, 11sp, 9cp)
Mirror
Shaving Kit
Signal whistle
Cold Iron Dagger x3
Cold Iron Rapier
100' Silk Rope
Masterwork Backpack
Pitons x10
Canteen
Compass
Hammer
Iron spikex10
Sheet Paper x10
String 50'
Waterskin
Waterproof Bag
Bell
Shovel, folding
Trail rations x6
Antitoxinx2
Smokestick x2
Potion CLW x2 (1 used)
Thunderstonex2
Tanglefoot Bag
Cold Iron Pellet grenadex2 (1 used)
Potion Monkey Fishx2 (used)
Scroll - Pyrotechnics (useable by anyone)


abilities:
Alchemy Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts. When using Craft (alchemy) to create an alchemical item, you gain a competence bonus equal to 1 on the skill check. In addition, you can use Craft (alchemy) to identify potions as if using detect magic. You 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 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 formula list (Pathfinder RPG Advanced Player's Guide 32) to determine the extracts he can know. An investigator can prepare an extract of any formula 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.
Bonus Feat Humans select one extra feat at 1st level.
Disposable Simulacrum (Theme Feat) You pull out a pre-assembled gadget, tie it to your life force, and animate it so it can recreate one of your fighting techniques. Benefit: You gain a contraption. When deactivated it weighs 5 lbs. and can fit in a pouch or pocket, but as a standard action, you may activate the contraption and place it in an unoccupied adjacent space, at which point it becomes a Small creature. The contraption has the same AC and saves as you, hit points equal to one-quarter your total, and the construct subtype. It has a speed of 20 ft., but only moves if you direct it. You can deactivate the contraption as a swift action. If reduced to 0 hit points, the contraption is automatically deactivated and you must spend an hour making repairs before you can activate it again. Choose a single task that you can normally perform as a standard action, such attacking with a specific weapon, casting a specific spell, or directing a mount. As long as the contraption is within 30 ft., you can spend a standard action to have the contraption perform the chosen task. Spells cast through the contraption count towards your daily spell limit as though you cast the spell. Since it is a simulacrum, the contraption does the task as if you were performing the action in its space. It uses your stats, and if making a weapon attack it even functions as if it had your weapon. At the GM’s discretion, it can also take closely related minor tasks, like reloading a ranged weapon, but otherwise the contraption can take no other actions on its own. Special: You can acquire only one theme feat.
Heart of the Streets Humans from bustling cities are skilled with crowds. They gain a +1 bonus on Reflex saves and a +1 dodge bonus to Armor Class when adjacent to at least two other allies. Crowds do not count as difficult terrain for them. This racial trait replaces the skilled racial trait.
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 of 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 5. 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.
Pragmatic Activator While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
Student of Philosophy 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).
Trapfinding An investigator adds 1 to Perception skill checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.
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.

background:
Names Jeb. Jebediah Goodfellow, son of Alexandr Godfolov - yeah, I know, but when he got off the boat the immigration officer said that Godfolov wasn't a suitable name; nobody could spell it or pronounce it, so on official documentation it was changed to Goodfellow. As in Professor Goodfellow, you know - professor of Applied Alchemy at Pardwright University. Well, as a result I had the run of the university from a young age. When I was really young, it was fun to find all the nooks and crannies and spy on the students, as I got older I began to pay attention to the lectures and found I could understand most of them. I began to attend in earnest, visiting many different lectures there, from my father's applied alchemics to Military science. I was able to understand all of them but have neglected to specialize, seeing worth in cross-disciplinary applications.

My lecture attendance coincided with many attendees from RHC, and my association with them began when the RHC began an investigation on university grounds. Finding the case of interest, I was able to reach conclusions before the investigating officer, and often found myself steering the investigation subtly onto the right track. My perspicacity was noticed by the investigating officer, who in turn recommended me for recruitment to the RHC. Seeing that it would involve many more interesting cases where I would be able to field test my accumulated knowledge, and that otherwise my life would go nowhere, I applied. I have had several interesting cases since and started to make a name for myself