Ratfolk Troubleshooter

Jixxe's page

96 posts. Alias of Herkymr the Silly.


Full Name

investigator/inquisitor of Abadar AC= 17/13/13 Init +3 Perception +6

Race

hp 13/13 Fort +3, Ref +3, Will +3 |judgement 1/1| inspiration 6/6 |spells inv UL& 2/2 & inq 2/2| Inquisitor =detect charm/persuasive goad |Investigator=Prepped = Reduce person/Shadow hand

Classes/Levels

Hero points 1

Homepage URL

Pic

About Jixxe

Statistics:
Male ratfolk (Gestalt Investigator/Inquisitor) 1
LN Small Humanoid (Human) Hero point1
Init +3; Senses Perception +3
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DEFENSE
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AC 17, touch 10, flat-footed 10 (+4 armor, +2 dex, +0 shield, +1 size)
Mithril shirt +4(6)acp(0)spell(10%) light
hp 13
Fort +3, Ref +3, Will +3
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OFFENSE
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Speed 30 ft.(35 see cowardly)

Melee
Heavy Mace +1
d6-1 Bludgeon crit x2 4 lbs
Dagger
+1(1d3-1 p or s)

Ranged
Revolver [Cold Iron] +4
1d6 Crit ×4 Range 20 ft. Misfire 1 Capacity 6 bludgeon & pierce wt. 4lbs.
40 Shells
dagger
+4 (d3-1 P or S)

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STATISTICS
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Str 9, Dex 15, Con 10, Int 17, Wis 13, Cha 12
Base Atk +1; CMB -3; CMD 9

Traits
Goblin Watcher: Spending so much time watching the goblins as they scrounged through the discarded junk and seeing what they made out of the garbage, you developed an eye for spotting the most useful and valuable discarded items. You gain a +1 trait bonus on Perception and Appraise checks, and a +5 trait bonus on Appraise checks to determine the most valuable item visible in a treasure hoard.
Ratfolk avenger You protect your own. You gain a +1 trait bonus on weapon damage rolls against opponents you have witnessed dealing damage to one of your allies.
Eldritch Auditor: You are a magically adept merchant who has learned tricks to protect your own goods, or you serve a city as an impartial auditor who guards against arcane trickery in the bazaars. You gain a +2 trait bonus on Spellcraft checks and Will saves to identify an item’s true properties, such as against spells like magic aura.
Deft Dodger Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.
Drawbacks
Cowardly: You might face dangerous situations with bravado, but you are constantly afraid. Your base speed when frightened and fleeing increases by 5 feet, and the penalties you take from having the cowering, frightened, panicked, or shaken conditions increase by 1. If you would normally be immune to fear, you do not take these penalties but instead lose your immunity to fear (regardless of its source).

Feats 1) Skill Focus – D. Device
2) Skill Focus - Alchemy
3)Amateur Gunslinger
4)Alertness
Skills (9 points; 6 class, 3 INT)
Ability/ranks/feats/misc
Acrobatics 4 (2+2)
Alchemy 9(3+2+3+0+1)
Appraise 4 (3+0+1) untrained( +5 trait special)
Bluff 2(2+0+0) untrained
Diplomacy 2(1+1)
D. Device 6(2+2+3)
Intimidate +5(2+2+0+1) untrained
K. Arcana 5(3+2)
K planes 4 (3+1)
Perception 6(1+2+1+2) (+1traps)
S. Motive 5 (1+2+2+1)
Spell craft 4(3+1)
Stealth 8 (2+2+0+4)
Non-Standard Skill Bonuses
+4 stealth size(added)
+2 k. arcana & planes for monster lore
Use Wisdom not cha on bluff and Intimidate
+1 trait to perception and appraise
+5 trait appraise to determine most expense item in hoard.

Languages Common, undercommon, elven, gnome

Special Abilities:

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SPECIAL ABILITIES
Investigator
Trapfinding An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.
Inspiration: 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.

Cunning initiative, detect alignment, track

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Inquisitor
Domain: Heresy Inquisition= Use Wisdom not cha on bluff and Intimidate
Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.

Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.

Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.

Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.

Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.

Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.

Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1)

Spells:

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Spells
Investigator (extracts)
Inquisitor 5/3
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0th (at will)
Inquisitor brand/detect magic/detect poison/ sift, oath of anonymity
1st (3/day)

Inquisitor detect charm/persuasive goad/adhesive spittle
InvestigatorPrepped Reduce person/Shadow hands
investigators extracts known :
Reduce person / Shadow hands/ cure light/ identify/crafter’s fortune, hedging weapons

Gear/Possessions:

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GEAR/POSSESSIONS
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UniformGrey Over Coat/ Black boots/Pants, undergarment / waistcoat / shirt
cold Iron Agents badge
MW backpack

investigators kit. = an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin
Holster and shell belt. Empty sack
Pathfinder Pouch
Documents showing you are an Agent.

Other Gear average lock, bottle (2), camouflaged canvas(Urban) (sq. yd.)[UW] (2), compass[APG], crowbar, drill[APG], flask, hemp rope (50 ft.), huge treasure chest, inside pocket[UW], investigator starting formula book, jug, marbles[APG], mirror, peasant's outfit, sack (5), sealing wax (2), sewing needle, soap (2), spell component pouch, string or twine[APG], thieves' tools, twine (50')[APG], vest, vial (5), wrist sheath[UE], 10 wax zombie cogs

Money 20 GP 0 SP 0 CP


poisons & info:

(5) drow poison

(5)Dhabba spittle

(1) ice troll phlegm = Type injury; Save Fortitude DC 14
Frequency 1/round for 4 rounds
Effect 1d2 Dex damage and target’s skin turns bright blue until the Dex damage is completely healed; Cure 1 save


magic items info:

Bracelets of the fey touched
Aura: Faint Enchantment
CL: 4
Scaling: Bauble
Slot: Wrist
Price: 480 gp
Category: Wondrous Item
Description
These bracelets are crafted from thin yet surprisingly durable silver, and they glitter and sparkle faintly in moonlight or shadow. The wearer can activate the bracelets once per day as a free action to gain a +4 competence bonus on a Bluff or Stealth check.

Construction
Requirements Craft Wondrous Item, charm person, invisibility, creator must be fey; Cost 825 gp

6th Level: The wearer can activate the bracelets to increase the DC of the next enchantment spell she casts by 1 instead of gaining a bonus on a skill check.
8th Level: The bracelets can be used twice per day, but no more than once per hour.

Appears in: Scaling Items

Background:

10 min back ground:
Step 1: Write 5 background and concept elements that you feel are important to your image of the character

Personal Code of Conduct
--Won't fight anyone unarmed unless they initiate aggression
-- Won't deny anyone the chance to surrender once
-- Won't deny anyone a warm bed and full belly
-- Won't let disrespect to his God's Shrines go unpunished
--Won’t break his word if he specifically says “you have my word”

Traps fascinate him because he learns a lot about the creator through the mechanisms used to create the trap.
He is small for his race and has always been told he was too small to do anything big. This is a constant irritant to him and pisses him off. He will try to prove anyone wrong if the challenge him with “your too little to...”
He is fascinated by poison of all kinds. He wishes he had a poisonous bite or spit. It is his one big wish.
However, he hates snakes of all kinds

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

Character: To collect 100 different poisons and to have used atleast half of them.

Player: It would be fun to have him create several poisons as his specialty item instead of just those found in the manuals

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.
Secret he is aware of: There is a “den” of natural wererats under the city. They oppose the local thief’s guild.
Secret involving him, not known by him: His father was one of the wererats informants for a spy network they run.

Step 4: Describe at least three people that are tied to the character.
Two of them are friendly to the character, one is hostile.

Mercial Grumplebotte a gnome alchemist who started his curiosity on poisons. Also he is a member of the local thief’s guild but Jixxe doesn’t know it.

Jaris a fellow ratfolk= Rival inquisitor of Abadar. He focus’s on keeping the black-markets functioning as part of his ideals to his God. They have been in constant conflict since they first joined the “priesthood.” It has resulted in everything but actual bloodshed between them.

Liandrana = A high elf sorcerous that holds the answer to why his brother owes the guild a debt. He does not know who she is or that she has the means to cancel the debt. He just thinks that she is a family friend.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1.He remembers being wrapped in newspapers and hidden in a small area just inside a church when he was very young.

2. He will lick his lips or atleast run his tongue across his teeth, every time someone mentions his family. The mention of them makes him somewhat nervous for some reason.

3. He likes to chew anise seeds and has messed more than one “crime scene” up by spitting the juice while he thinks. He does this habitually and without conscious thought to what he is doing.