About Stitch SteeltoeTommy 'Stitch' Steeltoe | 202046-2009 | 346.34g |
LANGUAGES: Common, Goblin, Dwarven, Gnomish, Sakvroth (Undercommon), Orcish, Necril DEFENSE: Trained in: Light armor, Medium armor, Unarmored defense
TEMP GEAR:
x1 [dice=Moderate Healing Potion]3d8+10[/dice] OFFENSE: Expert in Simple, Martial, and Unarmed Attacks. Weapon Specialization.
SKILLS: ACP: 0
CLASS: INVENTOR
Explode (Unstable): ◆◆
CONSTRUCT INNOVATION: Meat Wagon
Durable Construction: Your innovation is solidly built; it can take significant punishment before being destroyed. Increase its maximum HP by your level. CLASS FEATS:
Searing Restoration: ◆: Feat 2: Fire, Healing, Inventor, Manipulate, Unstable
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. Construct Shell: Feat 6: Source Guns & Gears pg. 27 2.0: Prerequisites construct innovation
SKILL FEATS:
Inventor: Feat 7: Downtime, General, Skill
Battle Medicine: ◆: Feat 1: General, Healing, Manipulate, Skill
Quick Repair: Feat 1(3): General, Skill
Additional Lore (Goblin) (From Goblin Lore (5)): Feat 1 : General Skill: Source Player Core pg. 252 2.0
Assurance (Medicine): Feat 1: Fortune General Skill: Source Player Core pg. 252 2.0: Prerequisites trained in at least one skill
Assurance (Crafting): Feat 1: Fortune General Skill: Source Player Core pg. 252 2.0: Prerequisites trained in at least one skill
GENERAL FEATS
Toughness: Feat 1: General: Source Player Core pg. 263 2.0
STATS:
EQUIPMENT:
Leather Armor, +1 Dueling Pistol, +1 Striking Reinforced Stock, +1 Striking 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 Ring of the Ram 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) Moderate 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
Vandal: Feat 5: Goblin: Source Player Core pg. 57 2.0
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
◆ OVERDRIVE: Inventor, manipulate. Frequency once per round
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
◆◆ EXPLODE: FIRE INVENTOR MANIPULATE UNSTABLE
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. Breakthrough Innovation: Level 7: You've made a breakthrough in your field of study and discovered a powerful new way to enhance your innovation. Choose a breakthrough modification of your innovation's type to apply to your innovation. You can choose an initial modification of your innovation's type instead if you prefer. Lightning Reflexes: Level 7: Your reflexes are lightning fast. Your proficiency rank for Reflex saves increases to expert. Master Overdrive: Level 7: Your mastery of invention and crafting enhances your Overdrive even further. You become a master in Crafting, and on a successful Overdrive, you increase the additional damage by a total of 2, replacing the increase from expert overdrive. Weapon Specialization: Level 7: You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and 4 if you're legendary. 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 6.18 - Symposium on Fallen God 104.00g 4 Envoy's Alliance 3.13 - Guardian's Covenant 156.40g 4 Envoy's Alliance 7.04 - Sulfuric Negotiations 158.00g 4 Envoy's Alliance 7.12 - Chitterwood Walks, Pt 2 156.40 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) Diplomat’s badge (item 5; 150 gp) Goggles of night (item 5; 150 gp) Ring of the ram (item 6; 220 gp) Instant spy (level 2, 5 gp; Pathnder Guns & Gears 70) 2nd-rank scroll of revealing light (level 4, 12 gp) 3rd-rank scroll of heroism (level 6, 30 gp) Holy water (level 1, 3 gp) Alloy orb, low-grade (level 3, 10 gp) Silvertongue mutagen, moderate (level 3, 12 gp) +1 Striking dagger (level 4, 100 gp) +1 Striking returning low-grade silver dagger (level 6, 200 gp) Shining symbol (level 3, 55 gp) Diplomat’s badge (level 5, 125 gp) Authorized rune (level 3, 50 gp; Pathfinder Treasure Vault 32) Wounding rune (level 7, 340 gp) +1 Decaying war flail (level 8, 537 gp) +1 Decaying warhammer (level 8, 536 gp) +1 Hellknight plate (level 5, 195 gp; Pathfinder Treasure Vault 10) Moderate healing potion (level 6, 50 gp) Potion of quickness (level 8, 90 gp) Sneaky key (level 5, 22 gp) Swift block cabochon (level 7, 70 gp) 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+
Ventriloquist's Ring: Item 3+, Invested Magical, Source GM Core pg. 296 2.0
Ring of the Ram: Item 6+, Legacy Content, Evocation Force Invested Magical, Source Core Rulebook pg. 615
|
