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About JixxeStatistics:
Male ratfolk (Gestalt Investigator/Inquisitor) 1
LN Small Humanoid (Human) Hero point1 Init +3; Senses Perception +3 ------------------------------ DEFENSE ------------------------------ 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 ------------------------------ OFFENSE ------------------------------ Speed 30 ft.(35 see cowardly) Melee
Ranged
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Traits
Feats 1) Skill Focus – D. Device
Languages Common, undercommon, elven, gnome Special Abilities:
------------------------------ 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 -----------------------------
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).
Spells:
------------------------------ Spells Investigator (extracts) Inquisitor 5/3 ------------------------------ 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:
------------------------------ GEAR/POSSESSIONS ------------------------------ 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
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 (1) ice troll phlegm = Type injury; Save Fortitude DC 14
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
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.
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
Traps fascinate him because he learns a lot about the creator through the mechanisms used to create the trap.
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.
Step 4: Describe at least three people that are tied to the character.
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.
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