Jeeves the Inimitable's page

63 posts. Alias of Branding Opportunity.

Full Name

Jeeves the Inimitable


M Human Ftr2/Inv5, Init +3, HP 60/48, AC 19/13/17, CMD 22, P +14(+16 v/traps), F +6, R +7(+8 v/traps), W +5(+7 v/ill,disb), Buffs: False Life







Strength 18
Dexterity 14
Constitution 13
Intelligence 18
Wisdom 10
Charisma 10

About Jeeves the Inimitable

Male human fighter (lore warden) 2/investigator (empiricist) 5 (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder RPG Advanced Class Guide 30, 100)
LN Medium humanoid (human)
Init +3; Senses Perception +14
AC 19, touch 13, flat-footed 17 (+5 armor, +1 deflection, +2 Dex, +1 natural)
hp 60 (7 HD; 5d8+2d10+22)
Fort +6, Ref +7, Will +5 (+2 save vs. illusion and disbelievable effects)
Defensive Abilities trap sense +1; Resist unfailing logic
Speed 30 ft.
Melee +1 guisarme +11 (2d4+7/×3)
Ranged mwk composite longbow +8 (1d8+4/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 guisarme)
Special Attacks studied combat (+2, 4 rounds), studied strike +1d6
Investigator (Empiricist) Extracts Prepared (CL 5th; concentration +9)
. . 2nd—blur, cure moderate wounds, false life
. . 1st—enlarge person (DC 15), expeditious retreat, long arm[ACG], shield, true strike
Str 18, Dex 14, Con 13, Int 18, Wis 10, Cha 10
Base Atk +5; CMB +9 (+11 trip); CMD 22 (24 vs. trip)
Feats Bodyguard[APG], Combat Expertise, Combat Reflexes, Extra Investigator Talent[ACG], Improved Trip, Phalanx Formation, Power Attack, Weapon Focus (guisarme)
Traits helpful, student of philosophy
Skills Acrobatics +12, Bluff +10 (+14 to lie (as a result of using Int instead of Cha)), Craft (alchemy) +13 (+18 to create alchemical items), Diplomacy +4 (+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 +18, Disguise +10, Heal +4, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (planes) +9, Linguistics +10, Perception +14, Ride +6, Sense Motive +10, Sleight of Hand +7, Spellcraft +8, Stealth +10, Survival +4, Swim +8, Use Magic Device +10
Languages Abyssal, Auran, Common, Dwarven, Elven, Giant, Orc, Undercommon
SQ alchemy (alchemy crafting +5), ceaseless observation, inspiration (6/day), investigator talents (expanded inspiration[ACG], trap spotter, underworld inspiration[ACG]), keen recollection, trapfinding +2
Combat Gear arrows (50), potion of fly, wand of cure light wounds (50 charges); Other Gear +1 mithral chain shirt, +1 guisarme, mwk composite longbow (+4 Str), amulet of natural armor +1, cloak of resistance +1, cracked dusty rose prism ioun stone, headband of vast intelligence +2, ioun torch ioun stone[APG], ring of protection +1, traveler's any-tool[UE], alchemy crafting kit[APG], bandolier[UE], concealable thieves' tools[UI], healer's kit, investigator starting formula book, masterwork backpack[APG], spell component pouch, 313 gp
Special Abilities
Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+4)
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Improved Trip You don't provoke attacks of opportunity when tripping.
Inspiration (+1d6, 6/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Phalanx Formation Allies don't provide soft cover to opponents when wielding a reach weapon.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Studied Combat (+2, 4 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +1d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +2 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
Jeeves has worked for other people all of his life, as have generations of his family before him. His grandfather served in the retuinue of Duke Haemish of Keoland for over forty years before falling in the Battle of Seven Hills, while his father and aunt both were servants to the 2nd Earl of Frogmotham before dying in the fire that killed the Earl and his family.