Eagle Knight

Joeseph Hill's page

162 posts. Organized Play character for Anthorg.


Full Name

Joeseph Hill

Race

| HP: 9/9 (2 NL) | AC: 16, T: 13, FF: 13 | CMB: 0, CMD: 13 | F: +2, R: +5, W: +2 | Init: +3 | Perc: +4, SM: +4

Classes/Levels

| Speed 30ft | Inspiration: 0/6 | Active conditions: none | Harrow Points: 1

Gender

M NG Human (Cheliaxian) Investigator (Empiricist) 1

Size

M

Age

46

Alignment

NG

Deity

Cayden Cailean

Location

Korvosa

Languages

Common, Shoanti, Varisian, Elven

Occupation

Private Investigator

Strength 10
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 10
Charisma 8

About Joeseph Hill

Appearance
Joseph Hill looks like a man who only grooms once a month. His beard is mischaven, his hair is uncombed and in need of a cut and the dirt under his nails are very visible whenever he isn't wearing his gloves. He wears a stained hat and unmatching boots. His slender body gives the impression that he is malnutritioned which gives an eerie feeling when combined with his tired eyes and dark eye bags underneath them. The only indication of any elegance comes with a cane which he carries and deftly manipulates. The trained eye can also spot armor underneath his shirt. He constantly chews on tobacco, and people who know him associate this with a surrogate for shiver, a drug he was addicted to. But this gives him an unpleasant smell.

Background
Joseph is son of Chieliaxian immigrants who came to Korvosa to find a peaceful life. His father Antonio was a failed engineer who was searching for work more often than working, and his mother Sylvia tried to bring money to the family in her own way, staying out late at night. Both of Joseph's parents died of illness when he was 16 years old. Despite the poverty and the hardships, he had a happy childhood until his parents died.

Antonio always tried to give Joseph the notion that he was to join the Korvosan Guard in order to get out of their miserable life. The boy needed to wear armor everyday, even when playing with his friends, in order to get used to it. After his father died, however, Joseph couldn't bring himself to remove the armor. Although he never succeeded in joining the Guard, he was very clever and always knew how to get himself into and out of trouble. He eventually made a living as an apprentice to Theobald, a renowned alchemist from the Acadamae.

Much to his master's dismay, Joseph seemed much more interested in matters of everyday life than the misteries of the arcane. With his newfound influence, Joseph spent most of his time trying to do things for the less fortunate people of the city. One day Theobald became tired of his apprentice's behaviour and let go of him.

Theobald decided to open a small office for himself, where he could do investigations on demand for people who were deemed not important enough by the city authorities. But sitting in that office thinking about his parents, his lost loves and opportunities, all the injustice in the world drove Joseph into a depression which made him turn to illegal substances. He became addicted to shiver, an aggressive drug made from a tropical spider's venom. After almost dying, Joseph put himself together with a new resolve for his life. He reopened his office and decided that his addiction was a man's fault. He would bring that man down, not only for himself, but also for all the other lives he ruins.

Personality
At first impression, most people who meet Joseph would describe him as disgruntled, rude and uncaring. Although he has a hard character, he cares deeply about others, particularly those of least fortunate origin. He has problem with authority, especially those who think themselves better than others, but he is loyal and always sees a task to the end. Most of his small reputation comes from his dedication to finishing anything he starts.

Basic Info:

STR 10, DEX 16, CON 12, INT 16, WIS 10, CHA 8
Human (Cheliaxian)
Male
Medium Size
NG Investigator lvl 1 (Empiricist archetype)
BaB 0
Init +3; Senses: Perception +4
CMB +0 (0BaB)
CMD 13 (0BaB +3dexterity +10)
Favored Class Investigator (+1 skill point)

Defense
AC 16, touch 13 flat-footed 13 (+3 Armor +3 Dexterity) (add 4 Shield bonus with Shield extract)
HP 9 (8 (lvl 1) + 1 (1*1Con))
Fort +2 (+0 base +1 Con +1 Trait)
Ref +5 (+2 base +3 Dex)
Will +2 (+2 base)

Offense
Speed 30 ft
Melee Sword cane +3 (1d6/20x2)
Ranged Dagger +3 (1d4/19-20x2) - Range increment 10ft
Space 5 ft, Reach 5 ft

Inspiration:

Pool: 6
Free use: Knowledge, Linguistics, Spellcraft

Extracts:

CL 1

DC: 13+extract level

Extract level (Slots per day): Prepared
1 (2): Shield, FREE SLOT

Formula book
1: Comprehend Languages, Cure Light Wounds, Disguise Self, Expeditious Retreat, Keen Senses, Shield

Traits, feats, skills and languages:

Traits:
Drug Addict: Personal Addiction: You were the addict. You blame Gaedren for your brush with death and hate how his drugs are causing similar problems among other youths. Fortunately, your body recovers quickly from toxins, and you gain a +1 trait bonus on Fortitude saving throws.
Armor expert: You have worn armor as long as you can remember, either as part of your training to become a knight’s squire or simply because you were seeking to emulate a hero. Your childhood armor wasn’t the real thing as far as protection, but it did encumber you as much as real armor would have, and you’ve grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

Feats:
Lvl 1 - Weapon Finesse
Human - Exra inspiration

Skills (6 class +3 Int +1 Human +1 Fav class = 11 ranks/level):
Diplomacy +3 (1 Rank -1 Cha +3 Class skill)
Disable Device +8 (1 Rank +3 Dex +3 Class skill +1 Trapfinding)
Escape Artist +7 (1 Rank +3 Dex +3 Class skill)
Knowledge arcana +7 (1 Rank +3 Int +3 Class skill)
Knowledge local +7 (1 Rank +3 Int +3 Class skill)
Knowledge nature +7 (1 Rank +3 Int +3 Class skill)
Perception +4 (1 Rank +3 Class skill) (add 1/2 level to locate traps, minimum 1)
Sense Motive +4 (1 Rank +3 Class skill)
Spellcraft +7 (1 Rank +3 Int +3 Class skill)
Stealth +7 (1 Rank +3 Dex +3 Class skill)
Use Magic Device +3 (1 Rank -1 Cha +3 Class skill)

Background skills:
Craft alchemy +7 (1 Rank +3 Int +3 Class skill) (add investigator level as competence bonus to create alchemical item)
Knowledge engineering +7 (1 Rank +3 Int +3 Class skill)

Languages: Common, Shoanti, Varisian, Elven

Equipment:

Magical gear

Normal gear
- Dagger x2
- Sword cane
- Studded leather
- Backpack
- Caltrops x2
- Crowbar
- Grappling hook
- Inkpen
-- Ink
- Hooded lantern
-- Oil x1
- Belt pouch
- Hemp rope
- Sewing needle
- Vial x5
- Waterskin

Money left: 0.2

Money transactions:

Money tracked in gp. Sp and cp are tracked in decimals

Spent
Starting gear - 104.8

Earned
105gp - Starting money

Race abilities:

Ability Score Modifiers: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Class abilities:

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: 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.

[b]Ceaseless observation[b/]: An empiricist’s ability to notice the minutiae of almost everything that happens around him allows him to make shrewd and insightful calculations about people and even inanimate objects. At 2nd level, an empiricist uses his Intelligence modifier instead of the skill’s typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information.

This ability replaces poison lore and poison resistance.