Bernaditi

Polly.'s page

No posts. Alias of gemmik.


Full Name

Polly

Race

| HP: 8/8 | AC 13 (T12, FF 12) | CMB: -3 CMD: 8 | F:+0 R:+3 W:+4 | Init +1 (+3 if luck in pool)] | Perc +6 (+1 vs. traps), SM +2, Bluff +6, Diplomacy +6

Classes/Levels

| Speed 30 ft., Climb 20 ft. | Inspiration: 5/5 | Luck: 2/2 | Active Conditions: None

Languages

Common, Grippli, Halfling

Strength 6
Dexterity 12
Constitution 10
Intelligence 13
Wisdom 14
Charisma 15

About Polly.

Polly hates to eat bugs (gross!). She is proper, girly, and tries to eat with the best manners.

Statistics:

Polly
Male Grippli Investigator (sleuth) 1
LN Small Humanoid (grippli)
Init +1 (+2 higher if luck in pool); Senses Darkvision 60 ft., Perception +6 (+1 vs. traps)

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DEFENSE
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AC 13, touch 12, flat-footed 12 (+1 armour, +1 Dex, +1 size)
hp 8 (1d8)
Fort +0, Ref +3, Will +4
…1 luck: opportunistic evasion

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OFFENSE
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Speed 30 ft., Climb 20 ft.
Melee dagger -1 (1d3-2/19-20)
…toxic skin (1/day) -1 touch (Fort DC 11, 1/round for 6 rounds, 1d2 Dex)
Ranged hand crossbow +2 (1d3/19-20)

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STATISTICS
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Str 6, Dex 12, Con 10, Int 13, Wis 14, Cha 15
Base Atk +0; CMB -3; CMD 8
Traits civilized
Feats extra inspiration (+3)
Skills Bluff +6 (1R), Diplomacy +6 (1R), Disguise +6 (1R), Knowledge (engineering) +5* (1R), Knowledge (geography) +5* (1R), Knowledge (local) +6* (1R), Knowledge (nobility) +6* (1R), Perception +6 (1R)
Daring, Inspiration
(8 points; 6 class, 1 INT, 0 race, 1 favoured class)
Abilities inspiration (5 points), sleuth’s luck (2 points), trapfinding
Proficiencies light, simple, hand crossbow, rapier, sap, shortbow short sword, swordcane, net
Languages Common, Grippli, Halfling

Special Abilities:

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SPECIAL ABILITIES
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Deeds
Daring (Ex): A sleuth can spend 1 luck point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll d6 and add the result to the check. He can choose to add this die after he rolls. If the d6 roll is a natural 6, he rolls another d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Intelligence modifier (minimum 1).
Opportunistic Evasion (Ex): When a sleuth succeeds at a Reflex saving throw against an effect that still deals damage on a successful save, he can spend 1 luck point as an immediate action to instead take no damage for that effect.
Sleuth’s Initiative (Ex): As long as the sleuth has at least 1 luck point, he gains a +2 bonus on initiative checks. Furthermore, if he has the Quick Draw feat, his hands are free and unrestrained, and the weapon is not hidden, he can draw a single light or one-handed melee weapon as part of the initiative check. (Unlike with swashbuckler deeds, this does not have to be a piercing weapon.)

Sleuth’s Luck (Ex): Luck Pool: 2 points
A sleuth gains a fluctuating pool of luck, measuring her ability to get out of scrapes. At the start of each day, a sleuth has a number of luck points equal to her Charisma modifier (minimum 1). Her luck goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats, magic items, and spells that grant either grit or panache points can also grant a sleuth luck points equal to the amount of grit or panache they grant. A sleuth spends luck to accomplish deeds (see below), and regains luck in the following ways. This and the 1st-level deeds below replace alchemy. A sleuth cannot take the alchemist discovery talent or any investigator talent that affects alchemy.
Gaining Luck
- Rolling a Natural 20 on a Knowledge or Sense Motive Check: While on an investigation, a sleuth regains luck by uncovering secrets. Rolling a natural 20 on these skill checks while actively investigating causes the sleuth to regain 1 luck point. Such skill checks made for more mundane reasons (such as normal research or using Sense Motive to gain information during normal bargaining or while gambling) do not regain luck for the sleuth. Determining which skill checks qualify is up to the GM.
- Rolling a 6 or Higher on an Inspiration Roll: When a sleuth rolls an inspiration die while on an investigation and the die comes up a 6 or higher, she regains 1 luck point. (If she rolls multiple inspiration dice at a time, she regains 1 luck point if the total is 6 or higher.) Like regaining luck via a natural 20 on a qualifying skill check, inspiration checks made for more mundane reasons don’t qualify for regaining luck. The GM is the final arbitrator for what rolls qualify. It’s possible for a investigator to regain 2 luck points on the same Skill check, if both the qualifying skill check is a natural 20 and any inspiration roll made is a 6 or higher.

Toxic Skin Once per day as a swift action, a grippli can create a poison that can be applied to a weapon or delivered as a touch attack. Alternatively, the grippli can smear the poison on its own body as a standard action, affecting the first creature to hit it with an unarmed strike or natural weapon. The poison loses its potency after 1 hour. The grippli is immune to its own poison. This racial trait replaces swamp stride and camouflage. Grippli Poison: Skin or weapon—contact or injury; save Fort DC 10 + 1/2 the grippli’s Hit Dice plus its Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage; cure 1 save.

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear dagger, hand crossbow, bolts (20)
Possessions armoured kilt
Money 0 GP 0 SP 0 CP