Member of the Ninth Battalion

Touchy's page

456 posts. Organized Play character for Evil Minion.


Full Name

Lord Touchy

Race

CN Dwarf

Classes/Levels

Cleric 6 / Rogue 1

Alignment

CN

Deity

Calistria

Languages

Common, Dwarf, Kelish

Strength 10
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 20
Charisma 5

About Touchy

Dwarf Cleric 6 / Unchained Rogue (cutpurse) 1
CN Medium Humanoid (dwarf)
Init +5; Senses darkvision 60', stonecunning; Perception +9 (+11 with Stonecunning)

Defense:

AC 20, touch 13, flat-footed 17 (+6 armor, +1 shield, +3 dex)
hp 58 (7d8 + 14 + 6)
Fort +7, Ref +7, Will +10; +2 vs poisons, spells, and spell-like abilities
Defensive Abilities Defensive Training, Hardy, Stability

Offense:

Speed 20 ft.
Melee +1 whip +9 (1d3+1, 20/x2)
Ranged sling +7 (1d4, 20/x2)
Domains Curse (Luck), Lust (Charm)
Typical Cleric Spells Prepared (CL 6th; touch +7, ranged touch +7, concentration +13):
3rd (3+1/day) - bestow curse* (DC 20), cure serious wounds, cure serious wounds, dispel magic
2nd (4+1/day) - aid*, cure moderate wounds, cure moderate wounds, grace, spiritual weapon
1st (5+1/day) - bane* (DC 16), bless, doom (DC 18), cure light wounds, cure light wounds, liberating command
0th (at will) - detect magic, guidance, purify food and drink, stabilize
Special Attacks Hatred, Dazing Touch (8/day), Malign Eye (8/day), Sneak Attack (+1d6)

Statistics:

Str 10, Dex 16, Con 14, Int 12, Wis 20, Cha 5
Base Atk +4; CMB +7; CMD 18 (22 vs bull rush or trip)
Feats Weapon Finesse, Spell Focus (necromancy), Weapon Focus (whip), Whip Mastery
Traits Focused Mind, Reactionary
Skills Acrobatics +9, Bluff +2, Diplomacy +6, Disable Device +7, Escape Artist +7, Knowledge (local) +5, Knowledge (nobility) +7, Knowledge (religion) +5, Perception +9 (+11 with Stonecunning), Profession (confectioner) +9, Sense Motive +9, Sleight of Hand +12, Spellcraft +5; -3 armor check penalty (+0 to jump/climb)
Languages Common, Dwarven, Kelish

Equipment:

mwk agile breastplate
light darkwood quickdraw shield
+1 conductive whip
whip
sling
cold iron sling bullets [ 10 ]
cold iron dagger
+2 headband of inspired wisdom
mwk backpack
mwk thieves' tools
bedroll
blanket
canteen
silk rope
grappling hook
flint & steel
tear-away cleric vestments
mess kit
mwk tools (confectioner)
journal
ink
inkpen
waterproof bag
collapsible plank
sack x 3
blue book (absalom, katapesh, cassomir)
pathfinder chronicle (knowledge (nobility))
spell component pouch
bandolier x 2
lesser rod of reach spell
iron holy symbol (Calistria) w/ secret compartment
oil
wand of cure light wounds [ 22 ]
vial of holy water
anti-plague
drow poison x 3 (one in secret compartment)
belt pouch
14363 gp

Special Abilities:

Defensive Training +4 dodge bonus to AC vs giants
Hatred +1 bonus on attack rolls vs orcs and goblinoid
Stability +4 racial bonus to CMD vs bull rush and trip when standing on the ground
Hardy +2 racial bonus on all saves vs poisons, spells, and spell-like abilities
Greed +2 bonus on appraise checks vs mundane items with precious metals or gemstones
Slow and Steady speed reduced to 20 feet, but never modified by armor or encumbrance
Stonecunning +2 perception to notice unusual stonework or traps in stone walls or floors. Free check if pass within 10'
Aura has a moderate Chaotic aura
Channel Energy (su) channel negative energy 3d6 [not enough charisma to use]
Spontaneous Casting can convert any non-domain prepared spell to inflict spells
Domains Curse (luck), Lust (charm)
Domain Spells 1) bane / charm person, 2) aid / touch of idiocy, 3) bestow curse / suggestion, 4) confusion / freedom of movement, 5) break enchantment / charm monster 6) eyebite / geas, 7) insanity / spell turning, 8) demand / moment of prescience, 9) dominate monster / miracle
Dazing Touch (sp) melee touch attack to daze a living creature for one round (with equal or less HD). 7 times per day. [Lust Subdomain]
Malign Eye (su) standard action, one target within 30' gains a -2 penalty on all saving throws against your spells for 1 minute or until the target hits you with a melee attack. 7 times per day. [Curse Subdomain]
Sneak Attack +1d6 damage
Measure the Mark (ex) when using Sleight of Hand, target makes its Perception check before you make your Sleight of Hand check, and you know the result. You can decide whether or not to make the check based on the results. Can make a Bluff check to prevent the target from noticing the attempt. [replaces trapfinding]

Background:

Many have heard the story of seven particular dwarves who all lived and worked together and who one day happened upon an exiled princess, who decided to live with them for a while, before adventure and hi-jinx ensued. Good triumphing over evil. Happily ever after. Blah. Blah. Blah.

Touchy is not one of those dwarves.

'Those' dwarves have made life hell for regular dwarves.

Like every dwarf is lucky enough to get assigned a convenient gem mine to toil in. No, he and his kin got coal.

Like every dwarf has some royal harlot to do their housework and keep them entertained. No, he and his kin had only each other's ugly mugs to stare at when they got home. If you didn't cook it yourself, you didn't eat. If you didn't clean it, it stayed dirty.

And what kind of proper dwarf is named Happy! Dwarves ain't happy! Not proper ones anyway!

He and his kin hated 'those' dwarves. 'Those' dwarves didn't know a thing about being a right and proper dwarf... but kiss enough ass, grease enough palms, hire enough good PR, and suddenly regular dwarves like Touchy were just not good enough.

Well to hell with those entitled bastards.

So a group them from a mine just outside Kravenkus decided to form their own group. The 'Other' dwarves if you will! They joined the Pathfinders in hopes of making a dwarven tale that will make people forget about 'Those' dwarves once and for all.

Description:

Everyone knows someone like him. They're eyes linger a little too long... They stand just a little too close... They brush up against you just a little too often. Outwardly always seeming friendly and personable, but somehow still creeping you out just a little anyway.

Touchy is one of those people.

His age is somewhat indeterminate, not exactly old, but given his graying hair and beard and ever increasing wrinkles on his face, not young either. Beady dark eyes peering from beneath bushy eyebrows, belly slightly going to paunch. An overall image of someone past their prime and starting to go to seed.

Although outwardly he always seems helpful and cheerful, you can't help but feel there's something dark and vengeful lurking just under the surface. His devotion to Calistria might back that up.

Boons and Vanities:

Noble Title Vanity (Taldor) Gain an official noble title (Lord) including documentation. Become specialized in Knowledge (nobility) [1 PP]

Confirmed Field Agent May purchase a wayfinder for 1 prestige point.
Friend of Janira Gavix gain a +1 bonus on knowledge checks attempted in the Grand Lodge in Absalom.
You Be Goblin! +2 bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks made against goblins.
Warm Friend in a Cold Land +2 circumstance bonus on diplomacy checks in Irrisen. Cross off the boon to get this bonus outside of Irrisen.
The Court Grows (Sovereign Court) +2 bonus on Diplomacy checks with aristocrats native to the Inner Sea
Djinni's Admiration
Sky Key Component (Hao Jin Tapestry)] - you have recovered a piece of the sky key
Wayang's Favor +2 on charisma-based checks made to influence wayangs.
Confidante (FactionCard1) twice per adventure can attempt a knowledge checks as if you had ranks equal to your ranks in Diplomacy or gain a +2 on said check
Conspirator (FactionCard2) contact can pay prestige cost to get you out of jail or recovering your body or equipment if you died in an urban setting. Can also purchase and deliver any item worth up to 70 gp (returned if not used)
Spymaster (FactionCard3) once per adventure can coach up to seven others in the use of a skill that you select. For the duration of the adventure, those creatures gain a +4 competence bonus on that skill, and halve any armor check penalties when using it.

Explore, Report, Cooperate [1 use] Free immediate action to consider an action and know if it would further or hinder the goals of the Society.
Nemesis of the Aspis [1 use]
Inner Struggle [1 use] Can attempt to fight off the effects of a failed save vs a compulsion effect. Become stunned instead, and get a new save at the end of your turn.
Alkenstar Prototype [1 use]
Ragdya's Blessing [1 use] gain a climb speed of 20' for 1d4 rounds and if you fall up to the round after it ends, affected as if by feather fall.
Tanbaru's Respect [1 use] - may cast dispel magic, fog cloud, invisibility, mirage arcana, or stone shape as a spell-like ability with a CL equal to your character level

Faction Card:

** 7/9 Season 6 Faction Card goals completed **
G1 3/3
G2 1/1
G3 1/1
G4 0/1
G5 3/3
G6 1/1
G7 0/1
G8 5/5

Society Stuff:

PFS# 84637-9
Faction Taldor Sovereign Court
XP 20
Prestige/Fame 34/39

Chronicles:

  • First Steps, Part I: In Service To Lore [1 XP, 2 PP, 417 + 50 gp]
  • #5.08, The Confirmation [1 XP, 2 PP, 430 + 50 gp]
  • FRPG13, We Be Goblins! [1 XP, 1 PP, 500 gp]
  • #6.18, From Under Ice [1 XP, 2 PP, 508 + 20]
  • #7.02, Between the Lines [1 XP, 2 PP, 507 + 50]
  • #1.51, The City of Strangers, Part I: The Shadow Gambit [1 XP, 2 PP, 512 gp] (GM)
  • #4.07, Severing Ties [1 XP, 2 PP, 1214 gp] (GM)
  • #1.29, The Devil We Know, Part I: Shipyard Rats [1 XP, 2 PP, 1324 + 50 gp]
  • #1.30, The Devil We Know, Part II: Cassomir's Locker [1 XP, 2 PP, 1266 + 20 gp]
  • #6.08, The Segang Expedition [1 XP, 2 PP, 1843 gp] (GM)
  • #1.41, The Devil We Know, Part III: Crypt of Fools [1 XP, 2 PP, 1279 + 50 gp]
  • #1.48, The Devil We Know, Part IV: The Rules of the Swift [1 XP, 2 PP, 1250 + 75 gp]
  • #6.11, The Slave Master's Mirror [1 XP, 2 PP, 2271 + 20 gp]
  • #4.17, Tower of the Ironwood Watch [1 XP, 2 PP, 2512 gp] (GM)
  • #4.05, The Sanos Abduction [1 XP, 2 PP, 2265 gp] (GM)
  • #1.31, Sniper in the Deep [1 XP, 2 PP, 2603 + 112 gp]
  • #1.56, The Jester's Fraud [1 XP, 2 PP, 2564 gp]
  • #6.21, Tapestry's Toil [1 XP, 2 PP, 3995 + 20 gp]
  • #9.11, The Jarlsblood Witch Saga [1 XP, 2 PP, 4002 + 20 gp]
  • #9.05, Call of the Copper Gate [1 XP, 2 PP, 3207 + 20 gp]

Stats:
( HP 58/58 | AC 20, Tch 13, FF 17 | CMD 18 | Fort +7, Ref +7, Will +10 | Init +5 | Perc +9 | SM +9 | Dazing Touch 8/8, Malign Eye 8/8 )