Mayor

Mordecai Magrath's page

11 posts. Alias of CampinCarl9127.


Full Name

Fintan "Mordecai" Magrath

Race

Tiefling?

Classes/Levels

Investigator (Antiquarian) 1

Gender

Male

Size

Medium

Age

99

Alignment

CN

Languages

Common, Infernal

Strength 12
Dexterity 17
Constitution 14
Intelligence 16
Wisdom 12
Charisma 9

About Mordecai Magrath

Statistics:
Male Tiefling Investigator (Antiquarian) 1
Medium Outsider (Native)
Init +3; Senses Perception +5
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DEFENSE
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AC 16, touch 13, flat-footed 13 (+1 Armor, +2 VAP, +3 dex)
hp 27
Fort +4, Ref +7, Will +6 (+1 vs traps, -2 vs swarms)
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OFFENSE
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Speed 30 ft.

Melee Rapier +6 (1d6+1)
Sword Cane +6 (1d6)
Dagger +6 (1d4)

Ranged *Standard action ranged attacks within 30 feet add Int to damage*
Revolver +5 (1d8)
Double-Barreled Shotgun +5 (1d8)
Double-Barreled Shotgun +1/+1 (2d8/2d8)
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STATISTICS
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Str 11, Dex 17, Con 14, Int 20, Wis 15, Cha 8
Base Atk +2; CMB +2; CMD 15
Feats Precise Shot, Focused Shot, Weapon Focus (light blades)
Traits Student of Philosophy, Pragmatic Activator
Drawbacks Haunting Regret
Skills (11 points; 6 class, 3 Int, 2 background)
ACP -0
(2) Acrobatics +8
(1) Appraise +9
(2) Athletics +5
(2) Bluff +10 (-6 to feint)
(2) Diplomacy +10* (-6 to gather info)
(3) Disable Device +10
(2) Escape Artist +8
(1) Heal +6*
(1) Knowledge (arcana) +9*
(1) Knowledge (dungeoneering) +9*
(1) Knowledge (engineering) +9*
(1) Knowledge (geography) +9*
(1) Knowledge (history) +9*
(2) Knowledge (local) +10*
(1) Knowledge (nature) +9*
(1) Knowledge (nobility) +9*
(1) Knowledge (planes) +9*
(1) Knowledge (religion) +9*
(1) Linguistics +9*
(3) Perception +8* (+1 vs traps)
(3) Sense Motive +8*
(1) Sleight of Hand +7
(2) Spellcraft +10*
(3) Stealth +9
(3) Use Magic Device +11
Non-Standard Skill Bonuses
*Inspiration (+1d6) applies to these skills automatically
+1/2 level on disable device (class)
+1/2 level on perception vs traps (class)
Languages Common, Infernal, Osiriani, Kelish, Necril

Special Abilities:

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SPECIAL ABILITIES
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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.

Criminal (+2 Dex, -2 Cha) As an unscrupulous independent or as a member of an underworld organization, you live a life of crime. Perhaps you’ve turned over a new leaf and are trying to go straight. But more likely, you’re still in the thick of it.

Student of Philosophy You use your Int modifier instead of Cha on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true.

Haunting Regret You take a –2 penalty on saves vs the distraction of swarms and mind-affecting effects, and on concentration checks.

ABP (Resistance +1) At 3rd level, the character gains a +1 resistance bonus on all saving throws.

ABP (Armor Attunement +1) The character can attune herself to one suit of armor or clothing per day. The attuned set gains a +1 enhancement bonus at 4th level.

ABP (Weapon Attunement +1) The character can attune herself to any one weapon per day. The attuned weapon gains a +1 enhancement bonus at 4th level.

Relic Magic Relic magic functions as the alchemy class feature, except as noted. An antiquarian begins play with a collection of religious trinkets that functions as his formula book, with each trinket functioning as a formula. Instead of creating extracts, an antiquarian casts spells as though he were an arcane spellcaster, which means he can affect other creatures with his spells.

Inspiration (6/6)* The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier. As a free action he can expend one use of inspiration to add 1d6 to the result of a check. This choice is made after the check is rolled and before the results are revealed. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration. Inspiration can also be used on attacks and saves at the cost of expending two uses of inspiration.

Trapfinding An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.

Item Lore At 2nd level an antiquarian can discern whether an item is magical simply by studying it for 1 round. Once he identifies a magic item in this way, he can use Spellcraft to attempt to identify the properties of the magic item as if he had used detect magic. Furthermore, he can detect whether an item is cursed if his check to identify the magic item exceeds the DC by 5.

Curse Resistance At 2nd level an antiquarian gains a +2 bonus on saves against curses. This bonus increases to +4 at 5th level and to +6 at 8th level. At 11th level, the antiquarian becomes completely immune to curses.

Investigator Talent At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent.

Expanded Inspiration An investigator can use inspiration on Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration.

Trap Sense At 3rd level an investigator gains a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps.

Extracts:

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Extracts
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1st (2/day)
Cure Light Wounds
Identify
Heightened Awareness
Shield
Enlarge Person

Antiquarian Trinkets:

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-43 lb. Medium 44-86 lb. Heavy 87-130 lb.
Current Load Carried 0 lb.

Money 200 GP 0 SP 0 CP

Background:

Appearance and Personality: