Mirror Universe Quinn CR 4
XP 1200
Male human investigator (relentless inspector) 4
LE Medium humanoid (human)
Init +1; Perception +9
----- Defense -----
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 31 (4d8+8)
Fort +3, Ref +6, Will +7; +2 vs. emotion and fear effects
----- Offense -----
Speed 30 ft.
Melee mwk club +6 (1d6+2), sap +5 (1d6+2 nonlethal)
Ranged dagger +4 (1d4+2)
Extracts Prepared (CL 4)
2nd—barkskin, focused scrutiny
1st—enlarge person, expeditious retreat, shield (2)
----- Tactics -----
Before Combat Quinn drinks his extract of shield and then studies his target as a swift action.
During Combat Quinn begins combat by power attacking, attempting to intimidate his target to gain an edge.
Morale Quinn is a smart combatant, and knows when he is outmatched. If he hasn’t gained the upper hand after three rounds, or is reduced to below half health, he flees combat. He will attempt to learn more about his targets before returning with well-equipped backup.
----- Statistics -----
Str 14, Dex 12, Con 12, Int 18, Wis 12, Cha 12
Base Atk +3; CMB +5; CMD 16
Feats Extra Investigator Talent, Hurtful, Power Attack
Skills Acrobatics +5, Appraise +8, Bluff +8, Climb +6, Craft (alchemy) +15, Diplomacy +6, Disable Device +10, Disguise +7, Escape Artist +5, Intimidate +8, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +9, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Perception +9, Sense Motive +10, Sleight of Hand +5, Spellcraft +8, Stealth +6, Use Magic Device +6; Armor Check Penalty -0
Traits disillusioned, thrune informant
Languages Common, Kelish, Osiriani, Infernal, Skald
SQ alchemy, inspiration (6/day), interrogation, investigator talents (quick study, perceptive tracker), keen mind, keen recollection, poison lore, studied combat, studied strike +1d6, swift alchemy
Combat Gear acid(2), alchemist's fire(2), antiplague, antitoxin, meditation tea, smoke stick, potion of countless eyes, potion of fly, potion of heroism, soothe syrup, twitch tonic Other Gear +1 mithral chain shirt, wand of infernal healing (2 charges), alchemy crafting kit, dagger(2), mwk club, cloak of resistance +1, backpack, waterskin mwk thieves' tools, smelling salts, formula book containing (all prepared 1st-level extracts plus ant haul, comprehend languages, crafter's fortune, detect secret doors, disguise self, enlarge person, keen sense; all prepared 2nd-level extracts); 8 gp
----- Special Abilities -----
Alchemy (Su) Quinn can identify potions with a Craft (alchemy) check by examining them for 1 round. He can brew extracts each day from his book, similar to preparing spells.
Disillusioned (Ex) Quinn gains a +2 trait bonus on Will saving throws against emotion and fear effects.
Inspiration (Ex) Quinn can spend 1 use of inspiration to add 1d6 to a skill check after rolling. For Knowledge, Linguistics, Spellcraft he can add the 1d6 for free. He can also spend two uses to add to an attack roll or saving throw after rolling. For saving throws, this takes an immediate action.
Interrogation(Ex) Quinn is a master of harrying others until they cooperate with his investigations and adds +2 to Intimidate checks made to influence a creature’s attitude and to Sense Motive checks.
Keen Mind (Ex) Quinn’s strong, analytical mind resists attacks and hazards that would muddy his clear thoughts, He gains a +1 bonus on Perception checks and Will saves.
Keen Recollection (Ex)Quinn can attempt all Knowledge skill checks untrained.
Perceptive Tracking (Ex) Quinn can use Perception instead of Survival to both find and follow tracks, using the same DCs listed under the Survival skill.
Poison Lore(Ex) Quinn never poisons himself when putting poison on a weapon. He can identify poisons with 1 minute of study by succeeding at a Knowledge (nature) check for natural poisons or Knowledge (arcana) check for magical poisons (DC = the poison’s save DC). If he succeeds, he can spend another minute to attempt a Craft (alchemy) check at the same DC to neutralize it.
Studied Combat (Ex) Quinn can use a swift action to study his enemy’s moves and gain a +2 insight bonus to melee attack and damage rolls against that enemy for 4 rounds or until he ends it with a studied strike. The damage is precision damage, and it isn’t multiplied on critical hits. Quinn can only have one enemy studied at a time, and if he wants to study an enemy he already studied that day, he must spend 1 use of inspiration.
Studied Strike (Ex) Quinn can end his studied combat early to add 1d6 extra precision damage to a successful melee attack against his target. He must be able to see the target well, and the damage doesn’t multiply on a critical hit or affect creatures immune to sneak attacks.
Thrune Informant (Ex) As an agent of House Thrune, Quinn gains a +1 trait bonus on Diplomacy checks to gather information, disguise checks, and Knowledge (local) checks.