Whiskifiss

Jib Skivven's page

25 posts. Alias of Roycilo.


Race

| HP: 15/21| AC: (23)19 (15 Tch, 15 Fl)| CMB: +3, CMD: 15 | F: +4, R: +2, W: +7| Init: +4 | Perc:+7, SM:+7

Classes/Levels

| Speed 20ft | Inspiration 4/4 | Extracts: 1st 1/4 Active conditions: Shield

Gender

Male NG Ratfolk Investigator 3

Languages

Common, Aklo, Undercommon, Goblin

Strength 10
Dexterity 18
Constitution 12
Intelligence 16
Wisdom 12
Charisma 9

About Jib Skivven

Character Sheet:

HP: 21

AC: 19

Touch: 15

Flat-Footed: 15

Initiative: +4

Speed: 20 ft

Base Attack Bonus: +2

Melee: +3

Combat Maneuver Bonus: +3

Combat Maneuver Defense: 15

Fort: +2

Ref: +7

Will: +4

Skills:
Acrobatics: +10 = 3 Ranks, +3 Class Skill, +4 Dex
Climb: +6 = 3 Ranks, +3 Class Skill
Disable Device: +12 = 3 Ranks, +3 Class Skill, +4 Dex, +2 Circumstance
Escape Artist: +10 = 3 Ranks, +3 Class Skill, +4 Dex
Knowledge (Arcana): +7 = 1 Rank, +3 Class Skill, +3 Int
Knowledge (Dungeoneering): +9 = 3 Ranks, +3 Class Skill, +3 Int
Knowledge (Engineering): +7 = 1 Rank, +3 Class Skill, +3 Int
Knowledge (Geography): +7 = 1 Rank, +3 Class Skill, +3 Int
Knowledge (History): +7 = 1 Rank, +3 Class Skill, +3 Int
Knowledge (Local): +7 = 1 Rank, +3 Class Skill, +3 Int
Knowledge (Nature): +7 = 1 Rank, +3 Class Skill, +3 Int
Perception: +7 = 3 Ranks, +3 Class Skill, +1 Wis
Sense Motive: +7 = 3 Ranks, +3 Class Skill, +1 Wis
Stealth: +14 = 3 Ranks, +3 Class Skill, +4 Dex, +4 Size

Feats:
Point-Blank Shot
Precise Shot

Class Features:
Alchemy: When using Craft (alchemy) to create an alchemical item, Jib gains a competence bonus equal to his class level on the skill check. In addition, Jib 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.

Inspiration: 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: Jib adds 1 to Perception skill checks made to locate traps and to Disable Device checks. He can use Disable Device to disarm magical traps.

Poison Lore: Jib cannot accidentally poison himself when applying poison to a weapon. If the investigator spends 1 minute physically examining the poison, he can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison's saving throw DC). Lastly, once a poison is identified, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison's saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. Jib has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.

Poison Resistance: Jib gains a +2 bonus on all saving throws against poison.

Investigator Talent:
Trap Spotter
Keen Recollection: Jib can attempt all Knowledge skill checks untrained.

Trap Sense: Jib gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps.

Extracts Prepared:
1st Level: Blurred Movement, Monkey Fish, Shield, True Strike

Racial Traits:
Cornered Fury: Jib is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class.
Darkvision: Ratfolk can see perfectly in the dark up to 60 feet
Skulk: Jib gains a +2 racial bonus on Stealth checks, and takes only a –5 penalty on Stealth checks made to hide from creatures he has distracted with a Bluff check (rather than the normal –10 penalty).
Unnatural: Jib takes a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receives a +2 dodge bonus to AC against animals. An animal's starting attitude toward him is one step worse than normal.

Favored Class Option:
+3 Skill Points

Extracts Prepared
1st Level:

Traits
Armor Expert: When Jib wears armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Meticulous Concoction: Once per day, Jib can extend the duration of one extract he imbibes by 2 rounds.

Equipment
+1 Studded Leather Armor
Alchemy Crafting Kit
Backpack
Bedroll
Belt Pouch
Boro Bead
Elixir of Hiding
Flint and Steel
Formula Book
Hand Crossbow
Ink
Inkpen
Iron Pot
Mess Kit
Origami Swarm (Folded like rats)
Shortbow
Soap
Stubborn Nail
Sword Cane
Tanglefoot Bag
Torches (10)
Trail Rations (5 days)
Universal Solvent
Waterskin

GP Expenditures:
-1025 for +1 Studded Leather Armor
-45 for Sword Cane
-100 for Hand Crossbow
-30 for Shortbow
-40 for Alchemist's Kit, Itemized Above
-1000 for Boro Bead
-300 for Origami Swarm
-250 for Elixir of Hiding
-100 for Stubborn Nail
-50 for Universal Solvent
-50 for Tanglefoot Bag

Currency Carried:
9 GP
8 SP
10 CP