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Stitch Steeltoe's page

913 posts. Organized Play character for Massee.


Full Name

Stitch Steeltoe

Race

HP: 65/65 | Steel Shield 20/20 | AC: 23 | F: +11, R: +10, W: +12 | Perc (T): +10 | Hero Point: 1

Classes/Levels

| Speed: 25ft. | Active Conditions:

Gender

Male Goblin Inventor 5

Strength 10
Dexterity 16
Constitution 14
Intelligence 19
Wisdom 16
Charisma 10

About Stitch Steeltoe

Tommy 'Stitch' Steeltoe | 202046-2009 | 151.74g |
Male Goblin Inventor 5 (56xp) (Trained in inventor class DC21) | Impossible Lands: Alkenstar
Small Humanoid of the Envoy' Alliance | Senses: Darkvision, Trained Perception: +10

LANGUAGES: Common, Goblin, Dwarven, Gnomish, Sakvroth (Undercommon), Orcish, Necril

DEFENSE: Trained in: Light armor, Medium armor, Unarmored defense
AC: 22 HP: 65 Speed 25 ft. Expert Fort: +11 Trained Reflex: +10 Expert Will: +12 (Fire Resist 2, DC10 vs Persistent Fire)

TEMP GEAR:

x1 [dice=Moderate Healing Potion]3d8+10[/dice]

OFFENSE: Expert in Simple, Martial, and Unarmed Attacks
[dice=Ranged: +1 Striking Dueling Pistol1d20+13[/dice] [dice=Damage (P/B)(Fatal D10)]2d6[/dice]
[dice=Ranged: Overdrive: +1 Striking Dueling Pistol]1d20+13[/dice] [dice=Damage (P/B)(Fatal D10)]2d6+3[/dice]
[dice=Melee: Dueling Pistol (Reinforced Stock)(Finesse)]1d20+12[/dice] [dice=Damage (B)]1d4[/dice]
[dice=Melee: Overdrive: Dueling Pistol (Reinforced Stock)(Finesse)]1d20+12[/dice] [dice=Damage (B)]1d4+3[/dice]
[dice=Melee: Overdrive: Dagger (Finesse)]1d20+12[/dice] [dice=Damage (P/S)]1d4+3[/dice]
[dice=Medicine vs DC15]1d20+13;2d8[/dice]
[dice=Medicine vs DC20]1d20+13;2d8+10[/dice]
[dice=Medicine, Risky Surgery vs DC15]1d8 Slashing Damage;1d20+13+2;4d8[/dice]
[dice=Medicine, Risky Surgery vs DC20]1d8 Slashing Damage;1d20+13+2;4d8+10[/dice]
[dice= ◆ Healer's Gloves]2d6+7[/dice]

SKILLS: ACP: 0
[dice=Trained in Acrobatics (DEX)]1d20+10[/dice]
[dice=Trained in Arcana (INT)]1d20+11[/dice]
[dice=Trained in Athletics (STR)]1d20+7[/dice]
[dice=Expert in Crafting (INT)]1d20+14[/dice]
[dice=Expert in Deception (CHA)]1d20+10[/dice]
[dice=Expert in Goblin Lore (INT)]1d20+13[/dice]
[dice=Trained in PFS Lore (INT)]1d20+11[/dice]
[dice=Trained in Underworld Lore (INT)]1d20+11[/dice]
[dice=Expert in Medicine (WIS)]1d20+13[/dice]
[dice=Trained in Nature (WIS)]1d20+10[/dice]
[dice=Trained in Occultism (INT)]1d20+11[/dice]
[dice=Trained in Religion (WIS)]1d20+10[/dice]
[dice=Trained in Society (INT)]1d20+11[/dice]
[dice=Trained in Stealth (DEX)]1d20+10[/dice]
[dice=Trained in Thievery (DEX)]1d20+10[/dice]

CLASS: INVENTOR
Overdrive ◆: [dice=Overdrive: Standard Craft Check, DC20?]1d20+14[/dice]
*Crit Success: +5 damage to personal and construct innovation damage rolls for 1 minute.
*Success: +3 damage to personal and construct damage rolls for 1 minute.
*Failure: +1 fire damage to strikes.
*Crit Failure: You and construct innovation each take 1 fire damage equal to half your level rounded up.

Explode (Unstable): ◆◆
[dice=Explode: Unstable: 5' Radius Fire Damage around Meat Wagon vs Basic Reflex DC21]5d6[/dice]
[dice=Unstable Flat Check DC15]1d20[/dice]
*Crit Failure: Meat Wagon takes 1 fire damage per level.

CONSTRUCT INNOVATION: Meat Wagon
Projectile Launcher: Your construct has a mounted dart launcher, embedded cannon, or similar armament. Your innovation gains a ranged unarmed attack that deals 1d4 bludgeoning or piercing damage (you choose when you pick this modification). The attack has the propulsive trait and a range increment of 30 feet.

CLASS FEATS:
Haphazard Repair: ◆: Feat 1: Inventor, Unstable
You quickly fix your innovation, at the cost of its stability. You Repair your innovation almost immediately. You don't have to place the innovation on a flat surface, but you do need to be adjacent to it (including holding or wearing it), as well as having a repair kit as normal.
[dice=Craft: Haphazard Repair vs DC20?]1d20+14;30[/dice] [dice=Unstable Flat Check DC15]1d20[/dice]
*Crit Failure: Meat Wagon takes 1 fire damage per level.

Searing Restoration: ◆: Feat 2: Fire, Healing, Inventor, Manipulate, Unstable
They told you there was no way that explosions could heal people, but they were fools… Fools who didn’t understand your brilliance! You create a minor explosion from your innovation, altering the combustion to cauterize wounds using vaporized medicinal herbs. You or a living creature adjacent to you regains 1d10 Hit Points. In addition, the creature you heal can attempt an immediate flat check to recover from a single source of persistent bleed damage, with the DC reduction from appropriate assistance. At 3rd level, and every 2 levels thereafter, increase the healing by 1d10. Special If your innovation is a minion, it can take this action rather than you, though because it’s not a living creature, it can’t use the ability on itself.
[dice=Searing restoration]3d10[/dice]
[dice=Unstable Flat Check DC15]1d20[/dice]

Advanced Construct Companion: Feat 4: You've upgraded your construct companion's power and decision-making ability. It becomes an advanced construct companion. During an encounter, even if you don't use the Command a Minion action, your construct companion can still use 1 action on your turn that round to Stride or Strike.

SKILL FEATS:
Risky Surgery: Your surgery can bring a patient back from the brink of death, but might push them over the edge. When you Treat Wounds, you can deal 1d8 slashing damage to your patient just before applying the effects of Treat Wounds. If you do, you gain a +2 circumstance bonus to your Medicine check to Treat Wounds, and if you roll a success, you get a critical success instead.

Inventor: Feat 7: Downtime, General, Skill
You are a genius at Crafting, easily able to determine how things are made and create new inventions. You can spend downtime to invent a common formula that you don’t know. This works just like the Craft activity: you spend half the Price of the formula up front, attempt a Crafting check, and on a success either finish the formula by paying the difference or work for longer to decrease the Price. The difference is that you spend the additional time in research, design, and development, rather than in creating an item. Once it’s complete, you add the new formula you invented to your formula book.

Battle Medicine: ◆: Feat 1: General, Healing, Manipulate, Skill
Requirements You are holding healer's tools, or you are wearing them and have a hand free
You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

Quick Repair: Feat 1(3): General, Skill
You take 1 minute to Repair an item. If you’re a master in Crafting, it takes 3 actions. If you’re legendary, it takes 1 action.

Additional Lore (Goblin) (From Goblin Lore (5)): Feat 1 : General Skill: Source Player Core pg. 252 2.0
Your knowledge has expanded to encompass a new field. Choose a Lore skill subcategory. You become trained in it. At 3rd, 7th, and 15th levels, you gain an additional skill increase you can apply only to the chosen Lore subcategory. Special You can select this feat more than once. Each time you must select a new subcategory of Lore and you gain the additional skill increases to that subcategory for the listed levels.

GENERAL FEATS
Shield Block: Trigger The monster has its shield raised and takes damage from a physical attack. Effect The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield’s Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield.

Toughness: Feat 1: General: Source Player Core pg. 263 2.0
Your body can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1.

STATS:
Strength: 10
Dexterity: 16
Constitution: 14
Intellect: 19
Wisdom: 16
Charisma: 10

EQUIPMENT:

Leather Armor +1
Dueling Pistol +1 Striking w/ Reinforced Stock
Ammunition x20
Dagger
Explorer's Clothing
Backpack
Bedroll
Belt pouch
Mug
Sheath
Healer's Tools
Repair Kit
Firearm Cleaning Kit
Crafter's Eye Piece
Cold Weather Clothing
Healer's Gloves
Thieves' Tool Kit
Ventriloquist's Ring

CONSUMABLES:

Crying Angel Pendant (1)
Rations (1 week)
3 half burnt smokes
1 full tin of chew
1/4 pint of rubbing alcohol
Lesser Healing Potion (1)

GOBLIN ANCESTRY:

Base 6hp, Small Size, 25ft Stride
Ability Boosts: Dexterity, Charisma, Free
Ability Flaw(s):Wisdom

Languages: Common, Goblin, Additional languages equal to your Intelligence modifier (if it's positive). Choose from Draconic, Dwarven, Gnomish, Halfling, Kholo, Orcish, and any other languages to which you have access (such as the languages prevalent in your region: Alkenstar).

Darkvision: You can see in darkness and dim light just as well as you can see in bright light, though your vision in darkness is in black and white.

Heritage: Charhide Goblin: Source Player Core pg. 55 2.0
Your ancestors have always had a connection to fire and a thicker skin, which allows you to resist burning. You gain fire resistance equal to half your level minimum 1). You can also recover from being on fire more easily. Your flat check to remove persistent fire damage is DC 10 instead of DC 15, which is reduced to DC 5 if another creature uses a particularly appropriate action to help.

Vandal: Feat 5: Goblin: Source Player Core pg. 57 2.0
You have a knack for breaking and dismantling things. Putting them back together is the boring part, so you largely don't bother with that. You become trained in Thievery. If you would automatically become trained in Thievery (from your background or class, for example), you instead become trained in a skill of your choice. In addition, whenever you hit with a Strike against a trap or an unattended object, you ignore the first 5 points of the object's Hardness.

BACK-ALLEY DOCTOR BACKGROUND:

Source Guns & Gears pg. 122

You're the medic many turn to when a more official clinic or healer might not be available. You may specialize in stitching up bullet wounds or have a standing, confidential deal with a criminal syndicate to provide your services any time of day or night. In either case, you've perhaps turned to the adventuring life because a former client is unhappy with your work or members of the local constabulary have been asking too many questions.

Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost (INT).

You're trained in the Medicine skill, and the Underworld Lore skill. You gain the Risky Surgery skill feat.

INVENTOR REMASTERED:

Source: Guns & Gears pg. 15

Key Ability: INTELLIGENCE: At 1st level, your class gives you an ability boost to Intelligence.

Hit Points: 8 plus your Constitution modifier. You increase your maximum number of HP by this number at 1st level and every level thereafter.

Unstable: Unstable actions are experimental applications of your innovation that even you can’t fully predict. When you take an unstable action, attempt a DC 15 flat check immediately after applying its effects. This DC is 13 if you’re legendary in Crafting. On a failure, the innovation malfunctions in a spectacular (though harmless) fashion, such as a belch of smoke or shower of sparks, and it becomes incapable of being used for further unstable actions. On a critical failure, you also take an amount of fire damage equal to half your level. You can spend 10 minutes retuning your innovation and making adjustments to return it to functionality, at which point you can use unstable actions with that innovation again. To take an unstable action, you must be using your innovation (for example, wearing an armor innovation or wielding a weapon innovation). If you have a minion innovation, some unstable actions are taken by the minion instead of you. In these cases, only the minion can take that action, and the minion needs to have been Commanded that turn to take the action. If you critically fail the flat check, the minion takes the damage instead of you. Some actions have an Unstable Function entry, which you can use to add the unstable trait for a bigger benefit. If you’re unable to use unstable actions, you can still use the action normally, but you can’t use the unstable function.

Initial Proficiencies: At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception: Trained in Perception
Saving Throws: Expert in Fortitude, Trained in Reflex, Expert in Will
Skills: Trained in Crafting, Trained in a number of additional skills equal to 3 plus your Intelligence modifier
Attacks: Trained in simple weapons, Trained in martial weapons, Trained in unarmed attacks
Defenses: Trained in light armor, Trained in medium armor, Trained in unarmored defense
Class DC: Trained in inventor class DC

◆ OVERDRIVE: Inventor, manipulate. Frequency once per round
Temporarily cranking the gizmos on your body into overdrive, you try to add greater power to your attacks. Attempt a Crafting check that has a standard DC for your level.
Critical Success: Your gizmos go into a state of incredible efficiency called critical overdrive, adding great power to your attacks. Your Strikes deal additional damage equal to your Intelligence modifier for 1 minute. After the Overdrive ends, your gizmos become unusable as they cool down or reset, and you can’t use Overdrive for 1 minute.
Success: Your gizmos go into overdrive, adding power to your attacks. As critical success, except the additional damage is equal to half your Intelligence modifier.
Failure: Your gizmos whine concerningly and begin to smoke. Your Strikes deal 1 additional fire damage.
Critical Failure: Whoops! Something explodes. You take fire damage equal to half your level (rounded up), and you can’t use Overdrive again for 1d4 rounds as your gizmos reset.
Special: When under the effects of Overdrive, you can still use the Overdrive action. You can’t extend your Overdrive’s duration this way, but you can turn an overdrive into a critical overdrive if you critically succeed. A failure has no effect on your current Overdrive, and you end your Overdrive on a critical failure.

Innovation: While you're always creating inventions, there's one that represents your preeminent work, the one that you hope— with refinement—might change the world. Choose one innovation. Your innovation's level is equal to your level. If your innovation is destroyed, you can spend 1 day of downtime and attempt a Crafting check with a high DC for your level; on a success, you rebuild it. An innovation only works due to your constant maintenance and tinkering, and therefore has no market Price.

Construct Innovation: Source Guns & Gears pg. 17
Your innovation is a mechanical creature, such as a clockwork construct made of cogs and gears. It's a prototype construct companion, and you can adjust most of its base statistics by taking feats at higher levels, such as Advanced Companion. If you use the Overdrive action, your construct gains the same Overdrive benefits you do, and it also takes the same amount of fire damage on a critical failure. You know how to spend additional time directing, controlling, or programming your construct innovation for a more complex plan of action. You can spend 2 actions to Command instead of 1 when commanding your construct companion; your construct companion can then use an additional action (normally 3 actions, rather than 2). Choose one initial construct modification to apply to your innovation, either from the following or from other initial construct modifications to which you have access. These modifications alter the construct's abilities or form.

◆◆ EXPLODE: FIRE INVENTOR MANIPULATE UNSTABLE
You intentionally take your innovation beyond normal safety limits, making it explode and damage nearby creatures without damaging the innovation... hopefully. The explosion deals 2d6 fire damage with a basic Reflex save to all creatures in a 5-foot emanation around you (if you’re wearing or holding the innovation) or around your innovation (if your innovation is a minion). At 3rd level, and every level thereafter, increase your explosion’s damage by 1d6. If you have the breakthrough innovation class feature, you can choose either a 5-foot or 10-foot emanation for the area when you use Explode; if you have the revolutionary innovation class feature, you can choose a 5-foot, 10-foot, or 15-foot emanation.

Peerless Inventor: You are constantly inventing, and your skill at crafting is unimpeachable. You gain the Inventor skill feat, even if you don't meet its prerequisites.

Shield Block: You gain the Shield Block general feat, a reaction that lets you reduce damage with your shield.

Expert Overdrive: Level 3: You've increased your skill in crafting, and you can put your devices into a more powerful state of overdrive. You become an expert in Crafting, and on a successful use of Overdrive, you increase the additional damage by 1.

Reconfigure: Level 3: You've become an expert in all crafts and are always adjusting your inventions. You can attempt to change the modifications on your innovation by spending 1 day of downtime tinkering with it and attempting a Crafting check, with a high DC for your level. On a success, you can change one modification you've chosen for your innovation to a different modification of the same kind (initial, breakthrough, or revolutionary). If you have any modification feats, on a successful check you can choose to instead retrain a modification feat to a different modification feat. The new feat has to meet the standard restrictions for retraining.

Inventor Weapon Expertise: Level 5: You develop tricks for using your weapons more effectively. Your proficiency ranks for simple and martial weapons and unarmed attacks increase to expert. If you have a weapon innovation, you gain access to the critical specialization effect with your innovation.

CHRONICLES:

Starting Gold 15.00g 0 Envoy's Alliance
1.01 - The Absalom Initiation 14.08g 4 Envoy's Alliance
B16 - Boom Town Betrayal 4.00g 1 Envoy's Alliance
B08 - The Tireless Path 4.00g 1 Envoy's Alliance
B07 - Cleanup Duty 4.00g 1 Envoy's Alliance
B06 - The Road From Otari 4.00g 1 Envoy's Alliance
2.11 - The Pathfinder Trials 14.44g 4 Envoy's Alliance
99.01 - The Second Confirmation 22.60g 4 Envoy's Alliance
99.02 - United in Purpose 22.60g 4 Envoy's Alliance
4.01 - Year of Boundless Wonder 22.60g 4 Envoy's Alliance
B18 - From Family Lost 10.00g 1 Envoy's Alliance
B19 - Grim Tidings 10.00g 1 Envoy's Alliance
Q14 - The Swordlord's Challenge 13.20g 2 Envoy's Alliance
1.07 - Flooded King's Court 38.20g 4 Envoy's Alliance
5.01 - Year of Unfettered Exp 42.00g 4 Envoy's Alliance
5.04 - Necessary Introductions 66.40g 4 Envoy's Alliance
1.14 - Lions of Katapesh 66.40g 4 Envoy's Alliance
5.12 - Mischief in the Maze 64.32g 4 Envoy's Alliance
2.18 - Fanciful March of Urwal 104.00g 4 Envoy's Alliance
2.23 - An Agent's Obligation 104.00g 4 Envoy's Alliance

BOONS:

Engraved Wayfinder (Slotless): To celebrate your success as a Pathfinder agent, Janira gave you a compass lid engraved with your name and a Glyph of the Open Road, symbol of the Pathfinder Society. You can attach this lid to any compass, including a wayfinder, to personalize it.

(0/1)Society Connections (Downtime): Your connections with leaders within the Pathfinder Society help you find opportunities, both new missions and support for your other endeavors. Check the box that precedes this boon when you Earn Income during Downtime to attempt a task of level _____. If you critically fail the check, you still earn the result of a failure for that task.

(0/3)Big Game Hunter (General): Your struggles against the fearsome wildlife of Katapesh and the being manipulating the creatures has made you particularly good at dealing with dangerous animals. Whenever you roll a critical failure on a check to Track an Animal, you can check a box next to this boon to get a failure instead. (#1–14: Lions of Katapesh)

PURCHASABLE LOOT:

Crying angel pendant (level 2; 7 gp)
Lesser healing potion (level 3; 12 gp)
Lesser mistform elixir (level 4; 18 gp)
Greater salve of antiparalysis (level 12; 325 gp)
+1 Short sword (item 2, 35 gp)
Dusty rose prism aeon stone U (item 3; 50 gp)
+1 Longsword (item 2, 35 gp)
Brooch of shielding U (item 2, 30 gp, limit 1)
Dagger of venom (item 5, discounted to 140 gp, limit 1)
Demon mask (item 4, discounted to 79 gp, limit 1)
Wand of comprehend language (item 5, discounted to 150 gp, limit 1)
Wand of heal (item 3, discounted to 56 gp, limit 1)
Wand of manifold missiles (1st-level spell; item 5, discounted to 150 gp, limit 1)
Wand of widening (1st-level spell; item 4, discounted to 94 gp, limit 1)
Aldori dueling swordU (item 1, 2 gp, Pathfinder Lost Omens World Guide 28)
Potion of retaliation, lesser (level 3, 12 gp; Pathfinder Advanced Player’s Guide 259)
Doubling rings (level 3, 50 gp)
Dragon turtle scale (level 4, 13 gp)
Hunter’s bane (level 2, 6 gp)
Crying angel pendant (level 2, 7 gp)
Gecko potion (level 1, 3 gp; Advanced Player’s Guide 257)
Monkey pin (level 2, 6 gp)
Mortalis coin (level 4, 20 gp; Treasure Vault 94)
Oil of skating (level 2, 5 gp; Treasure Vault 87)
Shielding salve (level 1, 4 gp; Advanced Player’s Guide 259)
Bola (5s, Lost Omens Gods & Magic 120)
Fighting Fan (11s, Lost Omens Gods & Magic 120)
+1 Khopesh (35g, Lost Omens Gods & Magic 120)

ITEM DESCRIPTIONS:

Crafter's Eyepiece Item 3+
Invested Magical
Source GM Core pg. 288 2.0
Usage worn eyepiece; Bulk —This rugged metal eyepiece etched with square patterns is designed to be worn over a single eye. Twisting the lens reveals a faint three-dimensional outline of an item you plan to build or repair, with helpful labels on the component parts. You gain a +1 item bonus to Crafting checks. When you Repair an item, increase the Hit Points restored to 10 + 10 per proficiency rank on a success or 15 + 15 per proficiency rank on a critical success. 60g

Healer's Gloves Item 4+
Invested Magical Necromancy
Source Core Rulebook pg. 612 4.0. Usage worn gloves; Bulk L
These clean, white gloves never show signs of blood, even when used to stitch up wounds or treat other ailments. They give you a +1 item bonus to Medicine checks. 80g
Activate ◆ Interact Frequency once per day; Effect You can soothe the wounds of a willing, living, adjacent creature, restoring 2d6+7 Hit Points to that creature. This is a positive healing effect. You can't harm undead with this healing.

Ventriloquist's Ring: Item 3+, Invested Magical, Source GM Core pg. 296 2.0
Usage worn; Bulk —This elegant copper ring has miniature images of songbirds engraved around its circumference. You gain a +1 item bonus to Deception checks. Activate—Throw Voice ◆◆ (manipulate); Frequency once per day; Effect Twisting the ring around your finger allows you to magically throw your voice, with the effects of a ventriloquism spell (DC 19).