Ratfolk Caravan Guard

Zekki's page

154 posts. Organized Play character for Meranthi.


Full Name

Zekki

Race

HP 33/33 | AC 20 | Fort +6; Ref +10; Will +9 | Perc +9 (low-light, scent 30') |

Classes/Levels

Hero Pts: 1/3 | Default exploration: Investigate | Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺)

Gender

NG F Ysoki Investigator 3 |

About Zekki

Zekki Investigator 3
NG Small Longsnout Ratfolk Humanoid
School: Scrolls, Faction: Grand Archive
Perception +9; Low-Light Vision, Scent 30'
Languages Aklo, Common, Draconic, Orcish, Undercommon, Ysoki

Skills Acrobatics +7, Arcana +9, Athletics -2, Crafting +11, Diplomacy +5, Lore: Cooking +9, [Lore: Accounting +9], Lore: Warfare Lore +9, Medicine +7, [Nature +7], Occultism +9, Society +9, Survival +7, Thievery +7

Str -1, Dex +3, Con +1, Int +4, Wis +2, Cha +0

Items Studded Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Bolts (20), Caltrops (2), Crowbar, Alchemist's Tools (worn), Basic Crafter's Book

AC 20, Fort +6, Ref +10, Will +9
HP 33

Clue In Frequency once per 10 minutes, Trigger Another creature attempts a check to investigate a lead you're pursuing.

You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you're conveying information verbally.

Speed 25 feet

Melee Dagger +8 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4-1 (P)
Melee +1 Shortsword +9 (Agile, Finesse, Versatile S), Damage 1d6-1 (P)
Melee Sap +4 (Agile, Nonlethal), Damage 1d6-1 (B)
Ranged Sling +8 (Propulsive), Damage 1d6-1 B
Ranged +1 Dart +9 (Agile, Thrown, Magical), Damage 1d4-1 P

Improvised Repair [3-actions] (General) You are skilled at making quick fixes to damaged equipment, but your fixes aren't meant to last forever. You make a quick repair to a broken non-magical item in your possession. Until the item takes damage again, you can still use it as a shoddy item of its type. This repair restores no Hit Points, so the item is easy to destroy. Once the item is Repaired normally such that it is no longer broken, it is also no longer shoddy.

Devise a Stratagem (Concentrate, Fortune, Investigator) Frequency once per round
You assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy.

Choose a creature you can see and roll a d20. If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike's attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks.

When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your Strike uses an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it's a melee weapon with the thrown trait), or a sap.

If you're aware that the creature you choose is the subject of a lead you're pursuing, you can use this ability as a free action.

Quick Tincture (Investigator, Manipulate) Cost 1 versatile vial, Requirements You know the formula for the alchemical item you're creating, you are holding or wearing alchemist's tools, and you have a free hand.

You quickly brew up a short-lived tincture. You create a single alchemical elixir or tool of your level or lower without having to spend the normal monetary cost in alchemical reagents or needing to attempt a Crafting check. This item has the infused trait, but it remains potent only until the end of the current turn.

Formula Book Thunderstone (Lesser), Blight Bomb (Lesser), Acid Flask (Lesser), Ghost Charge (Lesser), Antiplague (Lesser), Antidote (Lesser)

Additional Feats and Specials:
Additional Feats
Alchemical Crafting You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.

Cheek Pouches Your cheeks are stretchy, and you can store up to four items of light Bulk or less in these cheek pouches. None of these items can have a dimension longer than 1 foot. As long as you have at least one item in your cheek pouches, your speech is noticeably difficult to understand. Placing an item in your cheek pouch or retrieving one is an Interact action. You can empty your mouth with a single action, causing everything you had stored in your cheek pouches to fall to the ground in your square.

Crafter's Appraisal Your knowledge of items' construction allows you to discern their magical effects as well. You can use Crafting instead of a skill associated with a magic tradition to Identify Magic on magic items, though not on any other sorts of magic.

Flexible Studies You've collected a cross-section of information on various disciplines you can refer to when preparing for various tasks. During your daily preparations, you can cram on a certain subject to become temporarily trained in one skill of your choice. This proficiency lasts until you prepare again. As this proficiency is temporary, you can't use it as a prerequisite for a skill increase or a permanent character option like a feat.

Longsnout Rat The long snouts that run in your family give you a keener sense of smell than most ratfolk. You gain imprecise scent with a range of 30 feet. This means you can use your sense of smell to determine a creature’s location. The GM will usually double the range if you’re downwind from the creature or halve the range if you’re upwind.

In addition, you gain a +2 circumstance bonus to Perception checks to Seek a creature or object within the range of your scent.

Seasoned You've mastered the preparation of many types of food and drink. You gain a +1 circumstance bonus to checks to Craft food and drink, including potions. If you are a master in one of the prerequisite skills, this bonus increases to +2.

Tattoo Artist You can craft tattoos, including magical tattoos. When you select this feat, you gain the formulas for four common magical tattoos of 2nd level or lower. You gain a +1 circumstance bonus to Crafting checks to Craft tattoos. If you're a master in Crafting, this bonus increases to +2 and you gain the formulas for four common magical tattoos of 7th level or lower.

Trap Finder You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap.

You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.

Additional Specials
Keen Recollection You can recall pertinent facts on topics that aren't your specialty. Your proficiency bonus to untrained skill checks to Recall Knowledge is equal to your level instead of +0.
Methodology (Alchemical Sciences)
Your methodology emphasizes chemical and alchemical analysis, collecting information from unusual particles and fluids found on the scene. You possess enough alchemical know-how to whip up a few tinctures to help you with your cases.

You're trained in Crafting and gain the Alchemical Crafting skill feat. In addition, you gain a standard formula book for free and learn the formulas for two additional common 1st-level alchemical items, which must be elixirs or tools. Each time you gain a level, you learn the formula for one common alchemical elixir or alchemical tool of any level of item you can create.

During your daily preparations, you can create a number of versatile vials—alchemical concoctions that can quickly be turned into elixirs and tools— equal to your Intelligence modifier. You can use the Quick Tincture action to turn one of these vials into an elixir or alchemical tool for which you know the formula.

On the Case As an investigator, you think of your adventures as cases waiting to be solved. You gain one activity and one reaction you can use to investigate cases: Pursue a Lead and Clue In.

Pursue a Lead (concentrate, exploration, investigator)
You spend 1 minute examining the details of one potential clue, designating the subject related to that clue as the target of your active investigation. This subject is typically a single creature, item, or small location (such as a room or corridor), but the GM might allow a different scope for your investigation. You don't need to know the identity, purpose, or nature of the subject, but you do need to be aware of its existence. For instance, finding a footprint is enough to investigate the creature that left it, and seeing a hasty sketch of an item or location can be enough to start your investigation of that subject.

Whenever you attempt a Perception or skill check to investigate a designated subject, you gain a +1 circumstance bonus to the check. The exact checks this applies to depend on the actions you use to investigate and are determined by the GM, but checks to investigate are typically Perception checks or skill checks that use Intelligence, Wisdom, or Charisma.

You can maintain two active investigations at a time. If you Pursue another Lead after that, the subject must be different from any of your current investigations (or rather, they must be different as far as you know), and you give up on a current subject of your choice. Once you've given up pursuit of a subject, you can't Pursue that Lead again until after the next time you make your daily preparations.

Skillful Lessons At 3rd level and every odd-numbered level thereafter, you gain a skill feat. This feat must be for an Intelligence-, Wisdom-, or Charisma-based skill, or for the skill you gained from your methodology.

Strategic Strike When you strike carefully and with forethought, you deal a telling blow. When making a Strike that adds your Intelligence modifier on your attack roll due to Devising a Stratagem, you deal an additional 1d6 precision damage.

As your investigator level increases, so too does the deadliness of your strategic strike. Increase the number of dice by one at 5th, 9th, 13th, and 17th levels.

Bot Me:
In combat, Zekki will Devise a Strategem. If she doesn't devise something useful, she will poke a different enemy. She will use her versatile vials when something looks like it would be affected by a formula she has.

Outside of combat, Zekki is highly curious and will touch almost anything unless it looks particularly dangerous. Her default exploration is investigation, then pursue a lead once that can be done.