Arayam Bismut

Jeffram the Tinker's page

3 posts. Alias of Paizo Fan.


About Jeffram the Tinker

Jeffram the Tinker
Male Human Machinesmith 1
LN Medium Humanoid (human)
Init +3; Senses Perception +3
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Defense
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AC 17, touch 14, flat-footed 13 (+4 Dex, +3 armor)
hp 7 (1d8-1)
Fort +1, Ref +6, Will -1
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Offense
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Speed 30 ft.
Melee heavy mace +2 (1d8/x2)
Ranged light crossbow +4 (1d8/19-20/x2)
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Statistics
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Str 14, Dex 18, Con 8, Int 18, Wis 8, Cha 14
Base Atk +0; CMB +2; CMD 15
Feats Point Blank Shot, Precise Shot
Traits Dangerously Curious, Careful Combatant, Grim Optimism
Drawback Nervous
Skills Appraise* (Int) +8, Disable Device* (Dex) +8, Fly (Dex) +4, Knowledge (arcana)* (Int) +9, Knowledge (dungeoneering)* (Int) +8, Knowledge (engineering)* (Int) +8, Knowledge (geography) (Int) +4, Knowledge (nature)* (Int) +8, Knowledge (planes) (Int) +4, Perception* (Wis) +3, Spellcraft* (Int) +8, Use Magic Device* (Cha) +7 (* signifies trained skill)
Languages Common
SQ repair 1d6 (7/day), greatwork, prototypes, darkvision 60'
Other Gear analyzer, light crossbow, heavy mace, studded leather, blueprint book 12gp
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Special Abilities
analyzer (eye slot) (3 charges/day) (detect magic and detect poison at will, deathwatch and true strike for 1 charge) (+machinesmith level to kn (arcana))
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blueprint book
1st Level Prototype Blueprints - expeditious retreat, feather fall, grease, mage armor, obscuring mist, shield
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repair repair 1d6 points of damage to broken items
Careful Combatant When using the withdraw action, both the first and second squares of your movement are not considered threatened by any opponents you can see, rather than just the first square.
Dangerously Curious Gain +1 to UMD and UMD is always a class skill.
Nervous Whenever you take 10 on an ability check or skill check that imparts any penalty for failure (aside from wasted time), you treat your check as if you had rolled an 8 instead of a 10, even if you are able to take your time.
Grim Optimism As a standard action, you can joke about a troublesome situation to lighten the load of dealing with it for yourself and others. You and all allies within 30 feet who can hear you gain a +2 morale bonus on saving throws against fear and pain effects for 1d4 rounds. A character cannot benefit from this effect more than once in 24 hours.
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