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About Zendel of OprakPROFILE Zendel was born in Leipstadt in Ustalav, but his family were merchants that traveled everywhere, including the interdimensional stone roads leading into Oprak. After his parents died, the bright Zendel was eventually adopted by a hobgoblin merchant named Brazadig, and eventually taken into partnership. But Oprak needs more allies, and Brazadig has decided the young gnome needs more experience. Zendel plans to join the Pathfinder Society fairly soon for further seasoning, but currently he is scouting new markets for Brazadig's Construct Emporium. ★ ---- ★ ---- ★ ---- ★ Bot Me!:
[dice=Fortitude (T)]1d20+12[/dice]
★ ---- ★ ---- ★ ---- ★ [dice=Acrobatics (E)]1d20 +13[/dice]
Hireling [dice=Bitty Blue’s Thievery]1d20+4+4[/dice]
★ ---- ★ ---- ★ ---- ★ With Devise Stratagem ◈ [dice=Devise Stratagem]1d20[/dice]
◈ [dice=Devise Stratagem]1d20[/dice]
Known Weakness
Spoiler:
Whenever you Devise a Stratagem, you can also attempt a check to Recall Knowledge as part of that action. If you critically succeed at the Recall Knowledge check, you notice a weakness and gain a +1 circumstance bonus to your attack roll from Devise a Stratagem. If you immediately convey this information to your allies as part of the check, each ally gains a +1 circumstance bonus to their next attack roll against the subject, as long as their attack is made before the beginning of your next turn. ★ ---- ★ ---- ★ ---- ★ Without Devise Stratagem ◈◈ [dice=Electric Arc (DC 21)]3d4+4[/dice] ◈ [dice=Swordcane (agile, concealable, finesse, striking)]1d20 +11+1 [/dice]
◈ [dice=Sap (agile, non-lethal)]1d20+11[/dice]
◈ [dice=Dagger (agile, finesse, thrown 10 ft., versatile S)]1d20 +11 [/dice]
◈ [dice=Whip (disarm, finesse, nonlethal, reach, trip)]1d20 +11[/dice]
◈ [dice=Shortbow (striking)]1d20 +11+1[/dice]
★ ---- ★ ---- ★ ---- ★ With Devise Stratagem & Inspire Courage ◈ [dice=Devise Stratagem]1d20[/dice]
◈ [dice=Devise Stratagem]1d20[/dice]
Known Weakness
Spoiler:
Whenever you Devise a Stratagem, you can also attempt a check to Recall Knowledge as part of that action. If you critically succeed at the Recall Knowledge check, you notice a weakness and gain a +1 circumstance bonus to your attack roll from Devise a Stratagem. If you immediately convey this information to your allies as part of the check, each ally gains a +1 circumstance bonus to their next attack roll against the subject, as long as their attack is made before the beginning of your next turn. ★ ---- ★ ---- ★ ---- ★ Without Devise Stratagem + I.C. ◈◈ [dice=Electric Arc (DC 20)]5d4[/dice] ◈ [dice=Swordcane + I.C. (agile, concealable, finesse, striking)]1d20 +11+1+1 [/dice]
◈ [dice=Sap + I.C. (agile, non-lethal)]1d20+11+1[/dice]
◈ [dice=Dagger + I.C. (agile, finesse, thrown 10 ft., versatile S)]1d20 +11+1 [/dice]
◈ [dice=Whip + I.C. (disarm, finesse, nonlethal, reach, trip)]1d20 +11+1[/dice]
◈ [dice=Shortbow +I.C. (striking)]1d20 +11+1+1[/dice]
★ ---- ★ ---- ★ ---- ★ [dice=Out of Combat Healing (DC 20, using assurance)]2d8+10[/dice] PFS Information:
PFS Number: 820-2003 Faction Reputation, Gold, Equipment & Experience: See ITS Zendel’s Chronicles & Boons Folder Training: Scrolls ★ ---- ★ ---- ★ ---- ★ Purchased Boons
★ ---- ★ ---- ★ ---- ★
Nationality: Oprak
★ ---- ★ ---- ★ ---- ★ Ancestry Fey-Touched Gnome
SENSES
Perception: 9 (0 +5+ 4) [E]
DEFENSES
HP 36 ____________________ OFFENSE
Class DC: 21 [T] Speed: 35 Attacks: Check out 'Bot me!' spoiler at the top! Weapon Proficiencies
____________________ INVESTIGATOR CLASS ABILITIES
PURSUE A LEAD
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. ↺ CLUE IN [reaction]
Frequency once per 10 minutes
◈ DEVISE A STRATAGEM [one-action]
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. METHODOLOGY
◈ POINTED QUESTION [one-action]
You ask a question that charms or needles someone in just the right way. Ask a question of a non-allied creature that you can see and have been conversing with. Attempt a Diplomacy check against the creature's Will DC. The creature is then temporarily immune for 1 hour.
Weapon Proficiencies
____________________ MAGIC
Magic Traditions None. Innate Spells - Primal Cantrip Electric Arc ◈◈ [dice=Electric Arc]5d4[/dice]
SKILLS
Automatic: Arcana, Society, Hobgoblin Lore, Mercantile Lore, Library Lore
Skills Listed in Botting Spoiler ____________________ ABILITY SCORES
Ancestry Gnome Constitution, Charisma, Int, -2 Strength
Ability Score Summary:
Str 10 -A.+F Dex 14 F5 Con 14 A5 Int 19 ABCF5 Wis 10 Cha 18 ABF5 STR 0, DEX +2, CON +2, INT +4, WIS +0, CHA +4
FEATS:
Ancestry Feats and Abilities Special 1st: Small, lowlight
Ancestry 1st: GNOME OBSESSION FEAT 1
You might have a flighty nature, but when a topic captures your attention, you dive into it headfirst. Pick a Lore skill. You gain the trained proficiency rank in that skill. At 2nd level, you gain expert proficiency in the chosen Lore as well as the Lore granted by your background, if any. At 7th level you gain master proficiency in these Lore skills, and at 15th level you gain legendary proficiency in them.
Ancestry 5th: Expert Drill SergeantFeat 5
Skill Feats Background: ONYX TRADER Oprak doesn't share the secrets of the Onyx Vault with many, but you are one of the lucky few to be permitted into the heart of the nation. You have traveled the extradimensional paths of the Stone Roads and traded goods across a wide variety of lands. You've learned to step lively in foreign markets of all types. Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost. You're trained in the Society skill and the Mercantile Lore skill. You gain the Multilingual skill feat. Feat 1st (bonus from Methodology):
Prerequisites trained in Diplomacy You attempt to reduce panic. Attempt a Diplomacy check, comparing it to the Will DC of creatures in a 10-foot emanation around you who are frightened. Each of them is temporarily immune for 1 hour. Critical Success Reduce the creature's frightened value by 2. Success Reduce the creature's frightened value by 1. 1st: MULTILINGUAL FEAT 1
Prerequisites trained in Society You easily pick up new languages. You learn two new languages, chosen from common languages, uncommon languages, and any others you have access to. You learn an additional language if you are or become a master in Society and again if you are or become legendary. Special You can select this feat multiple times. Each time, you learn additional languages. 2nd: SKILL TRAINING Prerequisites intelligence 12. You become trained in a new skill. 3rd: ASSURANCE (Medicine) 4th: DISTRACTING FLATTERY [reaction] FEAT 4
Prerequisites Dandy Dedication, expert in Deception Trigger[b] You observe a target's attitude toward yourself or your allies decrease as a result of an ally's behavior. You know how to maintain a good impression and manage your image, even while keeping uncouth company. Make a Deception check against the target's Will DC. Regardless of your result, the target is temporarily immune to your Distracting Flattery for 10 minutes.
5th: SKILL TRAINING
6th: SKILL TRAINING
7th: CONTINUAL RECOVERY
General Feats
7th: Fleet Class Feats and Abilities Feat 1st: KNOWN WEAKNESSES FEAT 1
Whenever you Devise a Stratagem, you can also attempt a check to Recall Knowledge as part of that action. If you critically succeed at the Recall Knowledge check, you notice a weakness and gain a +1 circumstance bonus to your attack roll from Devise a Stratagem. If you immediately convey this information to your allies as part of the check, each ally gains a +1 circumstance bonus to their next attack roll against the subject, as long as their attack is made before the beginning of your next turn. Feat 2nd: DANDY DEDICATION FEAT 2
Prerequisites trained in Diplomacy You are a consummate student of dignity, etiquette, and fashion. You can use the Diplomacy skill to perform the special downtime activity Influence Rumor, spending at least one day of downtime to manipulate the course, tone, or content of a rumor to your benefit. The difficulty of Influencing a Rumor is determined by the GM based on the size of the community, the relative perceptiveness of the inhabitants, and the agency of other rumormongers, but it typically starts with at least DC 15 for a small village and increases to at least DC 20 for a town, at least DC 30 for a city, and at least DC 40 for a metropolis. You become trained in Deception and Society; if you were already trained, you become an expert instead. Special You can't select another Dedication feat until you have gained two other feats from the dandy archetype Feat 4th: GOSSIP LORE FEAT 4
Prerequisites Dandy Dedication Your time gossiping in fashionable salons keeps you informed on every topic. You are trained in Gossip Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic. If you fail a check to Recall Knowledge with Gossip Lore, you get the effects of the Dubious Knowledge skill feat (Core Rulebook 260). If you have legendary proficiency in Society, you gain expert proficiency in Gossip Lore, but you can't increase your proficiency rank in Gossip Lore by any other means. PREDICTIVE PURCHASE FEAT 6
You have just the thing for the situation. You gain the Prescient Planner and Prescient Consumable feats (page 208). When using Prescient Planner, you can pull out the item as a 2-action activity to remove your backpack (or a similar container) and draw the item, rather than taking 1 minute. . |