About Watts HelmDescription:
Typically Watts measures at 5'8" and a bit short of two hundred pounds excluding the amount of parchment, ink, and paraphernalia he carries with him. He is an avian humanoid with utilitarian clothing where style has been laid aside for hardened leather, some of which show subtle signs of exposure to caustic chemicals along with minor battle damage.
The majority of the gear he carries centers around various scrolls he has at the ready along with alchemical concoctions in sets of different containers across his person. He does carry an short dueling sword as an obvious weapon and a blade hidden within a cane as a less obvious method of attack although the way holds the cane while exploring do make the intent to use it as a weapon clear.
"My weapons of choices are reason and careful analysis. Those are typically inadequate in standard violent confrontations and in those cases I must rely on my minor skill with blades." Stat Block:
Watts Helm
Male Tengu Investigator 9 (Advanced Class Guide) NG Medium humanoid (tengu) Init +4; Senses low-light vision; Perception +16 (+d8) -------------------- Defense -------------------- AC 24, touch 15, flat-footed 20 (+6 armor, +4 Dex, +1 deflection, +3 shield) hp 48 (9d8) Fort +6, Ref +13, Will +11; +6 vs poison, +2 vs death effects, +1 vs fear and confusion effects Special Defenses trap sense +3 -------------------- Offense -------------------- Speed 30 ft. Melee +1 agile sword cane +11/+6 (1d6+5) or . . bite +10 (1d3) Ranged dart +10 (1d2) Special Attacks studied combat (+4 attack, +4 damage), studied strike +3d6 Spell-Like Ability (CL 15th) . . 1/day - comprehend languages Extracts (CL 9th) . . 3rd (4/day, 0 left) - amplify elixir (-), displacement (1), heroism (-), protection from energy (1) . . 2nd (6/day, 0 left) - ablative barrier (-), alchemical allocation (-), barkskin (-), darkvision, false life (-), investigative mind, lesser restoration, resist energy, see invisibility (-), spider climb (1) . . 1st (7/day, 1 left) - ant haul (-), comprehend languages (1), cure light wounds (2), crafter's fortune, disguise self (1), endure elements (-), identify, keen senses, shield, touch of the sea -------------------- Statistics -------------------- Str 10, Dex 18, Con 10 (Death at -17, +3 on checks to stabilize), Int 22, Wis 14, Cha 8 Base Atk +6; CMB +6; CMD 21 Feats Weapon Finesse, Skill Focus (Linguistics), Orator [ACG], Esoteric Linguistics [ACG], Extra Investigator Talent (combat inspiration) Traits sphinx riddler, secrets of the sphinx, mathematical prodigy Skills . . Appraise +10 . . Craft (alchemy) +18 (+27 to craft alchemical items) . . Diplomacy* +10 . . Disable Device +20 (additional +2 when using masterwork tools) . . Heal +7* . . Knowledge (arcana)* +17 . . Knowledge (dungeoneering)* +19 . . Knowledge (engineering)* +16 . . Knowledge (geography) +7 . . Knowledge (history)* +19 . . . . +3 regarding Osirion and its gods . . Knowledge (local)* +15 . . Knowledge (nature)* +15 . . Knowledge (nobility)* +15 . . Knowledge (planes)* +15 . . Knowledge (religion)* +15 . . . . +3 regarding Osirion and its gods . . Linguistics* +29 . . Perception* +16 (+19 vs. traps) . . Perform (stringed instrument) +3 . . Profession (writer)* +6 . . Sense Motive* +11 . . Spellcraft* +18 . . Stealth +10 . . (+1 bluff and diplomacy vs Sphinx. +1 vs puzzles and riddles) . . * Inspiration die can be applied to this skill without expending points of inspiration Languages Aquan, Aklo, Common, Celestial, Dwarven, Draconic, Elven, Giant, Grippl, Halfling, Hallit, Ignan, Jistka, Kelish, Osirion, Ancient Osirion, Orc, Shoati, Skald, Sylvan, Sphinx, Tengu, Tien, Undercommon SQ alchemy, trapfinding, poison lore, keen recollection, swift alchemy, investigator talents (expanded inspiration, alchemist discovery [mutagen], amazing inspiration), swordtrained, inspiration (d8, 10/day, 7 left) Scrolls
Combat Gear flask of alchemist's fire (5), darts (3), masterwork aldori dueling sword, flask of acid (5), elixir of fire breath, elixir of dragon's breath (copper), vial of holy water (2); Other Gear alchemist's kit, potion of tongues, potion of heroism, elixir of vision, book of puzzles, cold weather outfit, masterwork thieves' tools, potion of remove curse, wayfinder, wand of cure light wounds (50 charges), wand of lesser restoration (6 charges), cracked gold nodule ioun stone, handy haversack, cloak of resistance +3, ring of protection +1, +2 mithral chain shirt, +1 agile sword cane, flasks of antitoxin (1), headband of vast intellect +2 [knowledge (dungeoneering)], belt of incredible dexterity +2, potion of remove blindness/deafness, potion of fly, elixir of dragon's breath (Tracking Sheet number 42), first aid gloves, +2 buckler, and some gp Purchased for Scenario:
Consumed during Scenario:
"While I always I have felt like I have contributed to party efforts, I found myself standing at the edge of battle unable to even assist my comrades substantially. With that in mind I turned to self-augmentation to tap into the aggressive potions of myself that I had long since barred away." While affected by Mutagen:
The following change when Watts is using his dexterity enhancing mutagen Init +6
Chronicles:
5-01: The Glass River Rescue
Pathfinder Module: We Be Goblins! 4-19: The Night March of Kalkamedes Pathfinder Module: We Be Goblins Too! 5-04: The Stolen Heir Pathfinder Society Special: Siege of the Diamond City 5-12: Destiny of the Sands, Part 1: A Bitter Bargain 5-15: Destiny of the Sands, Part 2: Race to Seeker's Folly - - - 5-19: The Horn of Aroden 5-16: Destiny of the Sands, Part 3: Sanctum of the Sages - - 5-99: The Paths We Choose Pathfinder Module: Risen from the Sands 3-18: The God's Market Gamble Pathfinder Module: Carrion Hill 6-12: Scions of the Sky Key, Part 1: On Sharrowsmith's Trail 6-14: Scions of the Sky Key, Part 2: Kaava Quarry 6-16: Scions of the Sky Key, Part 3: The Golden Guardian 6-18: From Under Ice 6-08: The Segang Expedition 6-11: The Slave Master's Mirror 6-19: Test of Tar Kuata 7-09: The Blakros Connection 7-02: Six Seconds to Midnight 7-17: Thralls of the Shattered God 7-23: Abducted in Aether 4-06: The Green Market 2-16: The Flesh Collector 8-00: The Cosmic Captive - - - - - 8-02: Ward Asunder 7-11: Ancients' Anguish 8-04: Wardens of Sulfur Gulch 8-20: Torrent's Last Will 8-17: Refugees of the Weary Sky 8-99: The Solstice Scar, Version A -28: Lyrics of Extinction 4-16: The Fabric of Reality 9-07: Salvation of the Sages - 8-99: The Solstice Scar, Version B 6-04: Beacon Below Boons from Chronicles:
You be Goblin (We Be Goblins): +2 on Bluff, Diplomacy, Intimidate, and Sense Motive checks against goblins
Gift of the Ghaele (4-19): Once. May cast one of the following as a spell-like ability; aid, detect thoughts, lesser restoration, or see invisibility You Really Be Goblin (We Be Goblins Too!): Once. As a free action, gain one of the following traits for 1 round: Advantageous Distraction, Bouncy, Goblin Bravery. You may replace of one your existing traits with one of these when using this ability. Siege-Hardened (Siege of the Diamond City): +1 on weapon damage rolls against creatures with the demon subtype. May expend this boon to add +3 to a check to overcome a demon's spell resistance. Defender of Nerosyan (Overwhelming Victory) (Siege of the Diamond City): While in Mendev or the Worldwound reduce teh cost of purchasing a Prestige Award while outside a settlement of 5,000 residents by 4. Gain a 10% discount on magic items that require a spell with the Good descriptor as a spell prerequisite. This discount does not stack with any others. Mythic Legacy (5-16): Once. As a free action, choose one feat that I have and gain the benefits of that feat as if you had also expended one use of mythic power. This lasts for one round or how ever long it takes to complete a skill check modified by the feat. Diverse Training (Student of Scrolls): Once per scenario may attempt a skill check as if training in a skill using a +7 bonus (not modified by any other modifier). Oft-Lectured (Student of Scrolls): Gain a +4 bonus when rolling Knowledge checks at the beginning of the adventure Essential Field Agent (Student of Scrolls): Once. Wayfinder has enhancement that acts as one time aegis of recovery that heals myself for 2d8+8 when I fall below 0 hit points. Vaults of the Ten (Student of Scrolls): Can buy one item exceeding my fame or a wand with a small number of charges remaining. Old Loyalties (5-99): Once. Reduce the prestige cost of a vanity or prestige award by my Fame divided by 10. Cannot reduce this below 0. Back to the Grave (Risen from the Sands): Once. As swift action add +1 insight bonus to attack rolls against undead creatures. Each time you successfully hit an undead creature the bonus increases by 1 (max. +3). This boon lasts for 5 rounds. History of the Sands (Risen from the Sands): Once. May take 20 on a Knowledge (history or religion) check as a standard action (as lore master bard ability). If this pertains to Osirian history or religion, also gain a +5 competence bonus on the check. Evenhanded Investigator (3-18): +2 circumstance bonus on Diplomacy checks dealing with guards and city officials with Absalom. Insight Into the Dark Tapestry (Carrion Hill): Once. Gain one bit of useful information about a single aberration as though you succeeded on a Knowledge check to identify the creature. Gripplis' Favor (6-14): +2 on Charisma-based checks to influence gripplis. Stinkeye's Friend (6-16): Once. +4 insight bonus against a gaze attack Vanei's Friend (6-16): Once per scenario, reroll a Bluff, Diplomacy, or Knowledge check pertaining to the Aspis Consortium. If the second check fails, lose this boon as it's use has led to Vanei's capture. Icy Jewel Recovery (6-18): Once. +2 bonus on a saving throw after the roll is made, but before result is revealed. Alternatively, increase caster level of a spell or spell-like ability by 1. Warm Friend in a Cold Land (6-18): While in Irrisen, gain a +2 circumstance bonus on all Diplomacy checks. May expend this boon to use this outside Irrisen for a scenario. Ragdya's Blessing (6-08): Once. Gain climb speed of 20 feet for 1d4 rounds. 1 round after the boon expires, if you would fall due to failing a Climb check, you fall slowly as if affected by feather fall (CL 1st) as long as you remain adjacent to a wall or other solid surface. Enlightened Ambassador (6-19): Once. Enter trance as move action that lasts 1 hour. May end trance during the period to gain one of the following benefits: +4 insight bonus on a saving throw against a mind-affecting effect, increase speed by 10 for 1 round, ignore concealment when making attacks for 1 round. Jeweled Recruiter (6-19): Once per Scenario, before rolling a Sense Motive check gain a +2 insight bonus on the check. During any encounter with a creature that possesses a sage jewel but is not a member of the Jeweled Sages (or any creature Amenopheus or Tahonikepsu has explicitly identified as a candidate for joining the Jeweled Sages), you may expend this boon when attempting any one attack roll, skill check, initiative check, or caster level check to overcome spell resistance. Roll the check twice and take the higher result. Aggressive Researcher (7-09): Once. Use before attempting a Knowledge (arcana, history, or planes) check. Either treat final check result as 25 or gain a +5 bonus on the check. Impossible Feat (6-19): Once. Before attempting a skill check, saving throw, or attack roll, add 1d6 to the result of the check. If you roll a 6, roll the six-sided die again and combine the results. May repeat this up to twice for a maximum additional bonus of +18. Embeth Hound (7-02): A free riding dog with a +4 racial bonus on Climb and Swim checks (instead of Acrobatic checks while jumping). Trained in combat and has Track feat. If this dog dies, lose the boon. Henbane's Token (7-02): Once. As a mental move action, destroy token to disappear for one round. During this, you cannot be affected by any new spells or effects and ongoing durations of spells or effects affecting you do not continue to progress. Cannot take actions during this. At beginning of next turn, reappear in same space or closest available space if that is occupied. Touched by Type (7-02): Once May cast haste or slow as a spell-like ability using level as caster level and Charisma as key ability score. Valais's Wisdom (7-17): When you fail a saving throw against a demon's compulsion or possession effect, expend this boon to reroll the saving throw. Zey's Gratitude (7-23): Portable Technologist (8-04): Once. Gain Technologist for one adventure or partially recharge a timeworn weapon, armor, or item. Aquel's Favor (8-20): Lasts 9 [character level] rounds. Provides +4 deflection to AC and +4 resistance bonus to saving throws against evil creatures to anyone within 20 feet of you. Otherwise acts as radius 20 ft. magic circle against evil (CL = character level) . Tapestry Fast Travel (Goka): Can freely travel between Goka and Absalom. When in either location, you are treated as being in both locations for the purposes of boons and vanities that are location-dependent. Savior of Knowledge (0/5 used): Once per adventure while in Absalom or Osirion gain a +5 insight bonus on any one Knowledge skill check. You can check box to instead have the sage make a trained knowledge check at a bonus of double level (+18) from anywhere. Prosperity: Gain a +1 bonus on Day Job checks. DC 45 earns you 200 gp. DC 50 earns you 300 gp. Frozen Fortitude (8-99B): Once. As a swift action gain cold resistance 5 + character level for one minute. As immediate action you can gain cold resistance equal to character level instead. Triumph over Scales (8-99B): Once, either gain +10 to confirm a crit against a dragon (or reptilian humanoid) or to gain heavy fortification against a critical hit dealt to you from those same creatures. Honored Acolyte (6-04) [Knowledge (history]]: Once per scenario, roll two dice and take the better result for a Knowledge (history) check. Relic Guardian (6-04): Once per scenario, when an unattended object within reach is tarted by an attack or effect, you can treat it as though it were in your possession for the purpose of saving throws and resisting sunder. If an opponent succeeds at a CM check to sunder and object in your position, cross this boon off to force them to reroll the attack with a -5 penalty. Boon References:
Boons Already Marked On Stat Block
Scribe (Scarab Sages): +2 bonus on saving throws vs death effects Soul Warden (Scarab Sages): Increases effective Con. score for determining when Watts dies by 4. Greenheart's Blessing (4-06): +2 on all Day Job checks. Savior of the Sages (5-16): Increase effective Con. score for determining death by 3. +3 on checks to stabilize. +3 on Knowledge history and religion regarding Osirion and its gods. Research Specialist (Season 5 Player Boon #14: Based upon how many stories of adventures I receive from other characters I get bonuses to various knowledge checks. Grants +1 insight bonus to various Knowledge checks and +1 inherent bonus to Intelligence. Fighting That which Lies Between The Stars (Carrion Hill): +1 bonus on saves against fear and confusion effects. Welcome to the Boundless Sea (8-20): +1 Diplomacy against undines and creatures with the water subtype. Can be called upon to requisition elixir of swimming, potion of water breathing, or help purchase necklace of adaptation, helm of underwater action, or nautilus coral armor. Gemstone Secrets (8-17): Once. When using an expendable gem, use this immediately to recover that expended use. Belkzen Veteran (8-99A): Once, gain orc ferocity (half-orc) for 1 round. Martyr's Shard 1 (8-99A): Once, grant non-stacking +1 enhancement bonus to one weapon and allow it to bypass DR and regeneration as though cold iron and good aligned. Martyr's Shard 2 (8-99B): Once, grant non-stacking +1 enhancement bonus to one weapon and allow it to bypass DR and regeneration as though cold iron and good aligned. Scarred Champion (8-99): Once, if Watts fails a saving throw against a spell or spell-like ability of an undead, add 1d6 to the result. Exemplar of the Order, Jeweled Sage: Watts is the Amber Sage, a member of the Jeweled Sages. He gets +3 insight bonus on Linguistics and Knowledge (history) checks, and all Knowledge skills are class skills for you. Once per day, when attempting a Knowledge check, you can roll twice and take the higher result. Gain 1/day comprehend languages as a spell-like ability. Gain a +2 bonus on Bluff, Diplomacy, and Intimidate checks when dealing with other scholars and experts. Torch's Respect: Bonuses to dealing with Torch or his agents. Non-Active Boons:
Boons Without Stat Bonuses
Crisis Averted (5-01) Seeking the Sages (5-12) Subtle Revenge (5-12) Seeking the Sages (5-15) Horn of Aroden (5-19) Sky Key Component (Sargava) (6-16) Djinni's Admiration (6-11) Gnoll Tactics (6-11) Acquainted with Aslynn (6-19) Heartwood Restored (7-17) Acquainted with 322 (7-23) Apparatus of the Mantis (7-23) Tar Kuata Initiate (6-19): May retrain into monk easier. Water Affinity (8-20) Earth Affinity (8-17) Default Stat-Line:
Bot me in combat!:
While Watts style and temperament changes whether or not he is under the effects of his mutagen. He makes knowledge checks to identify creatures attempting to recall information in the following order: special attacks, DR, resistances, special defenses. If an ally is dead or dying, Watts will move toward them and attempt to use the first aid gloves to revive them. Otherwise he will engage opponents alongside allies, spending a swift action to study the opponent using studied combat, move into a position to flank if there is a safe path, and attacking with sword cane. If Watts is already engaged with an opponent he will full attack after studying. If the only opponents available to move to attack are not threatened by his allies, Watts will consume either an extract of shield or displacement and will keep within 30 feet, but not move into melee. +1 agile sword cane, without flanking or studied combat
Spoiler:
[dice=attack, sword cane]1d20+11[/dice] [dice=damage, piercing magic]1d6+5[/dice] [dice=iterative, sword cane]1d20+6[/dice]
+1 agile sword cane, with studied combat
Spoiler:
[dice=attack, sword cane]1d20+11+4[/dice] [dice=damage, piercing magic precision]1d6+5 +4[/dice] [dice=iterative, sword cane]1d20+6+4[/dice]
bite
Bot me out of combat!:
Watts has a difficult time showing convincing emotion in most situations, but despite that he likes interacting and speaking with others. He believes in a fair exchange of information and he places more value in the information others have than his own. Watts is happy to take the front and act as speaker for the party, using long practiced and longwinded speechs to try to get a good first impression and is willing to aid anyone else that takes that role (Orator: Linguistics +26+d8, Diplomacy +9+d8). Watts has a wide variety of skills and he willing to aid on any skill checks any party members understand in an effort to learn from them. All skills in the stat block marked with an asterisk (*) gain a d8 bonus from inspiration without cost (as long as I have one point of inspiration left). |
