Ratfolk Troubleshooter

Nicodemus of NIMH's page

63 posts. Organized Play character for Uktar.


Full Name

Nicodemus of NIMH

Race

| Perc: +15 +1d6(+2 v traps), SM: +7+1d6 | Speed 20ft+10 | Inspired Panache 2/5 | Inspiration 2/5 |

Classes/Levels

Active Conditions: Trap Sense+1, Re-roll avail, Mutagen, Longstrider, Mage Armor, Shield

Gender

Swashbuckler 1/Investigator 5 | HP: 46 | Current AC: 20+9/ 17+2 Tch/ 14+7 FF | Current CMB: +3, CMD: 19 | F: +4, R: +13+2, W: +5-1 (+2 v Disease & Illusion, Trap Sense+1) | Init: +7

Strength 11
Dexterity 22
Constitution 13
Intelligence 18
Wisdom 10
Charisma 7

About Nicodemus of NIMH

bot instructions & macros:

Nicodemus likes to use words to defuse situations, and will try diplo first, if viable (usually with aplomb).
Often opens combat by taking long arm extract and using reach for AoO, rather than charging in. Then will try and reposition to help others get flank, using Parry and Riposte (or Acro with P&R as backup against truly dangerous foes). Against foes with 5' reach, will attack and move 10'+ back, using P&R or acro/P&R, in order to set up AoO with reach.

[dice=Diplomacy]1d20+1d6+12[/dice]

[dice=All Knowledges]1d20+1d6+8[/dice]

[dice=PARRY w/ Mithral Rapier ]1d20+13[/dice]
[dice=Mithral Rapier Attack]1d20+13[/dice][dice=magic silver piercing dmg]1d4+7[/dice]
[dice=Studied Mithral Rapier Attack]1d20+13+2[/dice][dice=magic silver piercing dmg]1d4+7+2[/dice]

[dice=PARRY w/ c.i. Rapier ]1d20+12[/dice]
[dice=c.i. Rapier Attack]1d20+12[/dice][dice=cold iron piercing dmg]1d4+6[/dice]
[dice=Studied c.i. Rapier Attack]1d20+12+2[/dice][dice=c.i. piercing dmg]1d4+6+2[/dice]

[dice=crossbow attack]1d20+12[/dice][dice=cold iron piercing dmg]1d6[/dice]
[dice=alchemical attack]1d20+11[/dice]
[dice=holy water dmg]2d4[/dice]
[dice=acid or fire dmg]1d6[/dice]

Extracts prepped:
1st level: Long Armx2, Shieldx2, open slot
2nd lvl: Alchemical Allocation, See Invisibility, Investigative Mind

PFS# 100685-14
Faction: Sovereign Court

Nicodemus of NIMH
Male Ratfolk
Inspired Blade (Swashbuckler) 1/ Empiricist (Investigator) 5
NG Small Humanoid (Ratfolk)
Init +7; Senses Darkvision 60', Perception +15 Sense Motive +7
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Defense
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AC 20, touch 17, flat-footed 14 (+3 armor, +6 Dex, +1 size)
hp 46 (1d10+5d8+6+5)
Fort +4, Ref +13, Will +5 ;
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Offense

Speed 20 ft.
Melee +1 Mithral Rapier +12 (1d4+7/18-20)
c.i. rapier +11 (1d4+6/18-20)
c.i. cestus +5 (1d2/19-20)

Ranged darkwood light underwater crossbow +12 (1d6/19-20)
Alchemical Weapons +11 (varies/20) 10'range
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Statistics:

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Str 11, Dex 22, Con 13, Int 18, Wis 10, Cha 7
Base Atk +4; CMB +3; CMD 19
Feats Weapon Finesse(Rapier Only-Inspired Blade bonus), Weapon Focus-Rapier (I.B. bonus) Fencing Grace (1st lvl), Combat Reflexes (3rd), Extra Investigator Talent-Quick Study (5th)

Traits Student of Philosophy (Basic-Social), Resilient(Basic-Combat)

Skills:
Acrobatics+15,
Appraise+8,
Bluff+7,
Climb+4,
Diplomacy+12+1d6,
Disable Device+19,
Disguise-2,
Escape Artist+15,
Fly+6,
Heal+4+1d6,
Intimidate+2,
Linguistics+8+1d6,
Perception+15+1d6,
Sense Motive+7+1d6,
Sleight-of-Hand+10,
Spellcraft+13+1d6
Stealth+14,
Survival+0,
Swim+4,
UMD+11
Kn-ALL:+8+1d6
Craft-Alchemy+22

Languages Common, Aklo, Draconic, Halfling, Undercommon, Ancient Osiriani, Azlanti

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Racial Abilities:

SLOW SPEED: Ratfolk have a base speed of 20 feet.
DARKVISION: Ratfolk can see in the dark up to 60 feet.
TINKER: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.
CHEEK POUCHES can hold & carry up to 1 cubic foot & 10 lbs, such as light weapons, potions, scrolls, and similar objects. Can transfer to/from cheek as a SWIFT action. As a MOVE action that provokes an attack of opportunity, the ratfolk can instead massage all of the items held in the cheek pouches onto the ground in the square it occupies. As long as the ratfolk has at least one object in its cheek pouches, its speech is difficult to understand, and it has a 20% spell failure chance when casting spells with verbal components. This racial trait replaces swarming.
CLEANLINESS: Ratfolk strive to keep themselves and each other immaculately clean, to make it difficult for disease to spread. A ratfolk with this racial trait gains a +2 bonus on saving throws against disease, and whenever she exceeds the save DC to recover from a disease effect by 5 or more, she is treated as though she had succeeded at two consecutive saving throws. This racial trait replaces rodent empathy.

Inspired Blade/Swashbuckler stuff:
INSPIRED FINESSE (Ex)
Gain Weapon Finesse with rapier (counts as having the Weapon Finesse feat for meeting feat prereqs) & gain Weapon Focus (rapier) as bonus feat. Replaces swashbuckler finesse.

INSPIRED PANACHE (Ex) 5/DAY
Each day, gains a number of panache points = CHA modifier (min 1) & INT modifier (min 1),Unlike other swashbucklers, an inspired blade gains no panache from a killing blow. She gains panache only from scoring a critical hit with a rapier.

OPPORTUNE PARRY & RIPOSTE(Ex): when foe makes a melee attack a/g you, spend 1 panache point & expend an AoO to attempt to parry. Make an attack roll as if she were making an AoO; –2 penalty for each size category attacker is larger. If result is greater than attack, it automatically misses. Must declare use after attack is announced, but before it's Rolled. Upon a successful parry & if have at least 1 panache point, can attack as an immediate action a/g creature whose attack she parried, provided it's within reach.

DERRING-DO (Ex): Can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier min 1).

DODGING PANACHE (Ex):
take IMMEDIATE ACTION to spend 1 panache point to move 5 feet; grants dodge bonus to AC = CHA mod (min 0) against the triggering attack. Doesn't negate attack, which is resolved as if the swashbuckler had not moved. This is not a 5-foot step; it provokes AoO from creatures other than the one who triggered. Can only perform this deed while wearing light or no armor, and light load. (ONLY USE to step out of reach of Multiple Attacks)

Empiricist/Investigator stuff:
ALCHEMY (Su) When using Craft (alchemy) to create alchemical item, gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions, must hold for 1 rd.
Extracts can be dispelled by dispel magic & similar effects, using investigator’s lvl as caster lvl. Extract remains potent for 1 day. Mixing an extract takes 1 minute.
Gains one new formula for any level that he can create @ each new lvl. Can also add formulae just like a wizard, using the same costs, pages, and time requirements. Can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. Does not need to decipher arcane writing before copying that formulae.

INSPIRATION (Ex)
Inspiration pool = 1/2 investigator level + INT mod (min 1).
Refreshes each day.
As FREE action, expend one point to add 1d6 to the result of skill check, including any on which he takes 10 or 20. Choice is made AFTER rolled and BEFORE Results. An investigator can only use inspiration once per check or roll. Can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained.
Inspiration can also be used on ATTACK rolls and SAVES, expending TWO uses of inspiration. For SAVES, it is an IMMEDIATE ACTION rather than a free action.

TRAPFINDING: Add 1/2 level to Perception made to locate and Disable Device checks. Can use Disable Device to disarm magical traps.

TRAP SENSE: +1 on Reflex saves v Traps

STUDIED COMBAT(Ex)
MOVE action (SWIFT!) to study a single enemy he can see. Add 1/2 investigator level as an insight bonus on MELEE Attacks & DMG. Effect lasts INT mod rounds (minimum 1) or until he deals damage with a studied strike (bonus d6), whichever comes first. This bonus is precision damage, & not multiplied on a critical hit.
Can only have ONE target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, he cannot become the target of the same investigator’s studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.

STUDIED STRIKE (Ex)
Can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting studied target with MELEE Att, deal additional damage. +1d6 at 4th level, increases by 1d6 for every 2 levels (to a maximum of 9d6 at 20th level). This is precision damage and is NOT multiplied on crit; immune to sneak attacks are also immune to studied strike.
Can be nonlethal dmg if doing nonlethal dmg.
Must be able to see the target well enough to pick out a vital spot & must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.

Extra Investigator Talent Feat:
QUICK STUDY: CAN use SWIFT Action instead of Move action to Study

Investigator Talent: Alchemist Discovery:
MUTAGEN: 1 hour to brew a dose, remains potent until used. Can only maintain one dose at a time
CHOOSE:
+4 Strength/ -2 Int
+4 Dex/ -2 Wisdom
+4 Con/ -2 Cha
+2 natural armor bonus
10 minutes per alchemist level.
non-alchemist drinks mutagen FORT save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a

EXPANDED INSPIRATION: (Ex) Can use inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he’s trained in the skill.

EMPIRICIST:
CEASELESS OBSERVATION(Ex) Can use INT mod instead of the typical for Disable Device, Perception, Sense Motive, & UMD. Can also use INT mod instead of CHA on any Diplomacy checks made to gather information. Replaces poison lore and poison resistance.

UNFAILING LOGIC (Ex)
+2 insight bonus on all Will saves against illusion spells or spell-like abilities that allow a save to disbelieve. In addition he can spend one point from his inspiration pool as an IMMEDIATE action to use his Intelligence bonus instead of her Wisdom bonus on all such saves for one round. At 8th level, the empiricist’s insight bonus increases to +4. At 16th level, he gains immunity to all illusion spells and spell-like abilities that allow a save to disbelieve the effects.
This ability replaces swift alchemy.

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Boons:

2-Star GM Re-roll (Portfolio)
Chron#1: Ratfolk boon (2017 GM boon)
#2: Allies from Andoran: Lady Morilla remembers and rewards her allies well
#5: Infiltrator: One-shot, when making stealth check, choose one ally. Both roll, and BOTH use the better of the 2 rolls for their stealth check
Sun Orchid Sleuth: 2-Shot: +2 on Charisma-based skill check when attempting to convince someone to reveal sensitive info. (Free to use 1/scenario when in Thuvia)
#6: Amatatsu Scion: can take ten on Kn-Nobility and Kn-History regarding Tian Xia
Five Storm's Ruin: One/day as free action, lasts 1 minute: +1 morale on attack, dmg & saves v. oni subtype
#8: Clockwork Insight: 2-shot: add 1d6 to disable device or add 1d6 to AC v triggered trap
Earth Affinity
Grave Treader's Inspiration: 3-shot: increase your inspiration die by 1 step (i.e. becomes 1d8)
#9: Earth Affinity
Ungrounded Veteran: 3-shot: +2 on
- Acro to balance on narrow or slippery surface
- Climb
- Kn-Planes to ID creature
- Profession (Soldier)
Wish Exposure (Sov Court): If received benefits of Wish whose "details appear in an adventure", increase those benefits by 50%
#10: Eliza's Insight: 1-shot: roll twice on skill check to notice or decipher a clue as part of an investigation
The Real Lofton's Aid: One-shot: If sent to jail or imprisoned, cross boon off to negate cost in prestige or gold of securing release from imprisonment
#11: Heaven's Redemption: 1-shot: can change patron diety and get free atonement, other stuff
Heavenly Scholar: 2-Shot: add 1d6 to Kn-Religion check (use after rolling but BEFORE results known)
#12: Linnormhide Armor
Personal Guard (Sov Court): gain Bodyguard follower: noncombatant, EXCEPT: gain +1 to AC v crit confirmation rolls. Also, if take damage from crit or sneak attack, can choose bodyguard to absorb 20 damage from the attack, but kills follower. Can be replaced with new recruit for 4 prestige between adventures
Rare Weapons

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Gear:

Noble's Outfit
Noble's Bling
Monk's Outfit
Sleeves of Many Garments
Wayfinder
+1 mithral rapier
cold iron tapier
cold iron cestus
darkwood underwater light crossbow
10 cold iron bolts
10 blunt bolts
10 ghost salt blanched cold iron bolts
4 raining bolts,
4 durable adamantine bolts
Headband of INT +2
Cloak of Resistance +1
Belt of Dex +2
Cracked Dusty Rose Prism Ioun Stone
2 spring-loaded wristsheathes
2 bandoliers: 4 holy water, 2 alchemist fire, 2 acid, wands
mw thieves tools

 Wands (UMD)
Longstrider (Personal)
Mage Armor
Infernal Healing: Fast Heal 1 for 10 rounds (detect as evil)
Cure Light Wnds: 1d8+1
Heightened Awareness(UMD): personal, +2 competence on Perception & Knowledges for 10 minutes, or take +4 on initiative.

 Potions:
Heroism
Cure Serious Wnds: 3d8+5
Fly: 5 min, 60’ (good)
Gaseous Form: 5 min
Lesser Restoration: 1d4 ability damage heal
Touch of the Sea: +8 on Swim, can always take 10, anceled can “run” in straight line. No water breathing (in Potion Sponge)
 Handy Haversack containing:
Alchemist's Lab, Bladeguardx3, Alch Greasex4, Vermin Repellentx4, Antitoxinx2, Antiplaguex2, Smog Pelletx3, Air Crystals, Twitch Tonic, Troll Styptic, Bloodblock, Wismuth Salix, Meditation Tea, Padzahr, Cardice Oil, (most other minor alchemical items--he's on his 3rd Inventory Tracking Sheet)
FORMULA BOOK, containing: Level 1 Formulas DC=14 4/day Boro Bead tk Scribe Cost: 10gp Access: 5gp
Ant Haul: 2 hours/lvl, triples carrying capacity
Comp Languages: 10 min/lvl. All spoken and written
Crafter's Fortune: +5 luck on next Craft check, 1 day/lvl until used
Cure Light Wounds: 1d8+lvl (+5 max)
Disguise Self: 10 min/lvl, 1 ft taller/shorter (Halfling), +10 Disguise check, interact gets Will save
Endure Elements: 24 hours, -50 to 140 F no Fort save, no dam pro, nor hazards (lack of air, etc)
Expeditious Retreat: +30’ movement, 1 min/lvl
Identify: +10 bonus to ID magic Items
Long Arm: 1 min/lvl Personal, increase rach with arms by 5’
Monkey Fish: 1 min/lvl Personal, 10’ climb, 10’ swim, no med or heavy armor or load
Negate Aroma: 1 creature/lvl, 1 hour/lvl, can’t track via Scent
Reduce Person: 1 min/lvl +2 Dex, -2 Str, +1 AC * (Wand)
Shield: Personal, +4 Shield AC (v. Incorporeal too), negates Magic Missile, 1 min/lvl
Touch of the Sea: Swim 30’, +8 bonus on Swim Check, can always Take Ten 1 min/lvl
True Strike: +20 insight bonus on next attack roll, no Conceal miss chance

Level 2 Formulas: DC=15 2/day Scribe Cost: 40gp Access: 30gp
Alchemical Allocation: take AA, then drink potion/elixir. Then spit out as free action. One potion per AA.
Bull’s Strength: 1 min/lvl, +4 Str Enhancement
See Invisibility: 10 min/lvl, see Invisible and Ethereal
VOMIT SWARM: Standard Action, 1 round/level

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Character history:
Nicodemus had a loving childhood amid the bosom of his large extended family within Chitterhome. Even for his kind, he was particularly quick of both wit and body…and much too prideful of his skills, and his beautiful sable appearance. As he grew older, he took to the study of the rapier as if he were born to it, and soon became a member of the guard traveling with the trade caravans between Chitterhome and Chesed.
Then one fateful day, his life changed forever. Nicodemus had a little free time on his final night in Chesed, and he came across some street sharps who were swindling the yokels with 3-shell monty. Nicodemus decided to lend a hand, and he quickly won back the gullible folk’s money, returning it to them with much aplomb. He was ready to make his escape from the irate sharps…preferably without harming anyone, but he knew he was in little danger: a parry here, perhaps a riposte there if necessary.
But he wasn’t expecting they were just a small cog in the money-grubbing schemes of the Technomancers, and he had picked the wrong time to fleece them. A technomancer had arrived to collect the weekly take, and had observed Nicodemus’ noble act. He had his gearsmen goons capture Nicodemus—both to set an example, and to see if they could bring out his potential in service to the Technomancers.
Nicodemus found himself dragged off to the city of Starfall and forced into servitude at the Numerian Institute of Magical Health. While Nicodemus certainly possessed the innate intelligence to excel in the magical arts, he rebelled against his enslavers, and refused to engage in his studies. If only his sense of honor would’ve allowed him to play along, but he refused—his pride leading to his downfall.
Then they put him through a rather unpleasant series treatments to try and convince him that it’d be good for him to learn the magical arts. After nearly a month of torture, it seemed like they were simply going to put him down…but his sharp tongue earned him the ire of his Technomancer masters, so they decided it was better to let him live in misery. He began a life of chained servitude, though he did learn to keep his mouth shut and focus only on the task at hand. While several opportunities to escape his immediate captivity did present themselves, he knew that he had to do more than just get out of NIMH…he needed a way to get far from Numeria. So most days, he bided his time and dreamt of how he would become a lord, and he would treat his people with kindness and honor…and raise an army to wipe the plague of the Technomancers from the face of Golarion.
So he learned how to use his wits to guide his tongue, and he learned of the dishonor of those who rule by strength and deception. Then, his opportunity for escape finally came. A large shipment filled with broken artifacts from Scrapfall were being shipped off to the alchemists of Katapesh for rare drugs needed to feed the depravity of the Black Sovereign. Nicodemus was able to hide enough supplies in the bottom of the large crate to keep him alive for the journey.
And so he spent the better part of a month locked inside a huge shipping crate, traveling across much of the Inner Sea. But the journey came at a cost: while the artifacts no longer held any real power, they still emitted a strange radiation that left its permanent mark on Nicodemus: his glorious, sleek coat of sable fur was permanently damaged. His pelt was now mangy with bare patches. When the mangy, bedraggled and emaciated Nicodemus emerged from the crate, the alchemists were ready to have him shipped off to the slave pens. But Nicodemus’ quick wits saved him…somewhat. He was able to offer his services for a limited term. The haughty alchemists were amused by his audacity, and assumed he would quickly fail to meet his promises and could then be sold off, ostensibly for more money if he was given time to recuperate. But Nicodemus upheld his bargain, and put forth all his efforts to serve the alchemists as well as he was able.
Along the way, he became fascinated by alchemy—not so much for the explosive arts, but rather for extracts, remedies and the like: he hoped to find a cure to his appearance. Alas, it was not meant to be.
But after a year of diligent service and impeccable manners he gained access to the lower echelon of aristocracy in Katapesh—merely as a trusted servant, but still that is how he came to the attention of Gloriana Morilla, who saw great potential in the quick-witted, silver-tongued Ratfolk. Indeed, he was as well-spoken as many seasoned Agents she knew. And when she learned he was about to complete his service to the alchemists, she offered to sponsor him for entry into the Pathfinder Society.
And so Nicodemus finds himself working for the Society, gaining invaluable experience, making contacts across a broad scope of nations…and biding his time. For he still dreams of raising an army and returning to Starfall to wipe both the Technomancers and their Numerian Institute of Magical Health off the face of Golarion.