About Osric FerretMale sylph investigator (empiricist) 1
Defense:
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex) HP 7 (1d8-1) Fort -1, Ref +5, Will +3 Offense:
Speed 35 ft., climb 20 ft. Melee dagger +3 (1d4+2/19-20) or sword cane +3 (1d6+2) Ranged dagger +3 (1d4+2/19-20) Spells/Extracts:
Spell-Like Abilities (CL 1st; concentration +0) 1/day—feather fall Investigator (Empiricist) Extracts Prepared (CL 1st; concentration +5) 1st—cure light wounds, polypurpose panacea Investigator (Empiricist) Extracts Known 1st—cure light wounds, detect secret doors, identify, polypurpose panacea, true strike, urban grace Statistics:
Str 14 +2, Dex 16 +4, Con 8 -1, Int 18 +5, Wis 12 +1, Cha 8 -1 BAB +0; CMB +2; CMD 15 Feats Weapon Finesse Traits seeker, wind-carried voices SQ +1 skill point, alchemy (alchemy crafting +1), breeze-kissed, feather fall, inspiration (4/day), like the wind, trapfinding +1 Skills:
Acrobatics +7; (Ranks:1, +3 class, +4 Dex, -0 ACP) Appraise +4; (Ranks:0, +0 class, +4 Int) Bluff -1; (Ranks:0, +0 class, -1 Cha ) Climb +14; (Ranks:1, +3 class, +2 Str, -0 ACP, +8 racial) Craft (alchemy) +8 (+9 to create alchemical items); (Ranks:1, +3 class, +5 Int) Diplomacy -1; (Ranks:0, +0 class, -1 Cha ) Disable Device +8; (Ranks:1, +3 class, +3 Dex, -0 ACP, +1 Trapfinding) Disguise -1; (Ranks:0, +0 class, -1 Cha ) Escape Artist +3; (Ranks:0, +0 class, +3 Dex, -0 ACP) Fly +3 (Ranks:0, +3 Dex, -0 ACP) Heal +1; (Ranks:0, +0 class, +1 Wis) Intimidate -1; (Ranks:0, +0 class, -1 Cha ) Knowledge (arcana) +8; (Ranks:1, +3 class, +4 Int) Knowledge (dungeoneering) +8; (Ranks:1, +3 class, +4 Int) Knowledge (engineering) -; (Ranks:0, +0 class, +4 Int) Knowledge (geography) -; (Ranks:0, +0 class, +4 Int) Knowledge (history) +8; (Ranks:1, +3 class, +4 Int) Knowledge (local) +8; (Ranks:1, +3 class, +4 Int) Knowledge (nature) -; (Ranks:0, +0 class, +4 Int) Knowledge (nobility) -; (Ranks:0, +0 class, +4 Int) Knowledge (other) -; (Ranks:0, +0 class, +4 Int) Knowledge (planes) -; (Ranks:0, +0 class, +4 Int) Knowledge (religion) -; (Ranks:0, +0 class, +4 Int) Perception +6; (Ranks:1, +3 class, +1 Wis, +1 trait) Profession (barrister) +5; (Ranks:1, +3 class, +1 Wis) Ride +3; (Ranks:0, +3 Dex, -0 ACP) Sense Motive +5 (+6 to discern lies); (Ranks:1, +3 class, +1 Wis) Sleight of Hand +7; (Ranks:1, +3 class, +3 Dex, -0 ACP) Spellcraft -; (Ranks:0, +0 class, +4 Int) Stealth +3; (Ranks:0, +0 class, +3 Dex, -0 ACP) Survival +1; (Ranks:0, +1 Wis) Swim +2; (Ranks:0, +2 Str, -0 ACP) Racial Modifiers +8 climb Languages Common, Ifrit, Maker Script, Oread, Sylph, Undine Equipment and Encumberence:
Weapons and Ammo dagger, sword cane Armor and Defense leather armor Combat Gear Other Gear backpack (alchemy crafting kit, waterproof bag (formula book, scroll box (ink, inkpen, paper (5), parchment (5)))), bandolier (dagger, extracts), belt pouch (coins), belt pouch (chalk (5), flint and steel, mirror), explorer's outfit, thieves' tools Coins 7 gp, 6 sp, 6 cp Carrying Capacity L / M / H - 58 / 116 / 175 lbs. Encumberence Light Load (34.38 lbs.) Tracked Resources:
Breeze-Kissed (1/day) - 0/1 Dagger - 0/1 Feather Fall (1/day) - 0/1 Inspiration (+1d6, 4/day) (Ex) - 0/4 Special Abilities:
+1 Skill Point (FCB) +1 Skill Point Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Armor Proficiency (Light) When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks. Breeze-Kissed (1/day) +2 AC versus nonmagical ranged attacks. Bull rush/trip with air 1/day within 30 ft. Climb (20 feet) You have a Climb speed. Darkvision (60 feet) You can see in the dark (black and white only). Feather Fall Can cast feather fall 1/day. Inspiration (+1d6, 4/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save. Like the Wind +5 to your base speed. Simple Weapon Proficiency - All Proficient with all simple weapons. Trapfinding +1 Gain a bonus to find or disable traps, including magical ones. Weapon Finesse Can use Dex to attack with light and certain other weapons. Shields give ACP penalty to attack rolls. Background:
Osric Ferret was born seventy seven years ago in Light. He was the second child, followed by three more. His parents worked helping to form the mithral golems for the war effort. Upon coming of age, Oswin (the eldest child, nearly ten years Osric's senior) left to fight the Darkness. Within two years, his older brother was dead. The fighting had been rough and to keep up with the Ifrit and Oread warriors, Oswin had turned to Soot. Soot changed Oswin, making him take foolhardy risks. When he wasn't on Soot, he was dark and depressed, prone to violent outbursts. Oswin went deep into debt to support his habit. Eventually he could not repay his debts and the drug runners took their payment in flesh. Oswin breathed his last breath creating a dose of Gasp. Since that time Osric has been the grim protector of his family. He gave up his alchemical studies to train with the town guard in Light. Once his younger siblings had grown, he began ranging further afield from home in search of criminals. Several years ago, his travels brought him to Hearth. He found the Dims in need of law. Finding lodging was easier than he had expected. Since then, work has been steady, if not exactly plentiful. He continues to search out leads to drug trafficking, especially Gasp. 10-minute Background: Step 1: Background and Concept elements (at least 5) (history, description, personality)
Step 2: Goals (one character, one player)
Step 3: Secrets (one known, one unknown)
Step 4: People (at least two allies/friends and one adversary)
Step 5: Three Memories, Mannerisms, or Quirks
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