Space Gnome

Zendel of Oprak's page

285 posts. Organized Play character for Hmm.


Race

HP 68/68 | AC 23 | F +11 R +12 W +11 | Perc +10 |

Classes/Levels

25 Speed | Hero Points 2/3 | Campaign Coins 1/1 | Active Conditions: Resistance Negative Energy 1 -- | Cases: ---

Gender

"It all comes down to logic" | 820-2003 | Male Feytouched Gnome Dandy Investigator 6

About Zendel of Oprak

PROFILE

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.

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Bot Me!:

[dice=Fortitude (T)]1d20+11[/dice]
[dice=Reflex (E)]1d20+12[/dice]
[dice=Will (E)]1d20+11[/dice]

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[dice=Acrobatics (E)]1d20 +12[/dice]
[dice=Arcana]1d20+12+1[/dice]
[dice=Athletics (E)]1d20 +10 [/dice]
[dice=Crafting]1d20+12[/dice]
[dice=Diplomacy (E)]1d20 +14 [/dice]
[dice=Deception (E)]1d20 +14 [/dice]
[dice=Lore (Hobgoblin E)] 1d20+14 [/dice]
[dice=Lore (Mercantile E)]1d20 +14[/dice]
[dice=Lore (Library)]1d20 +12[/dice]
[dice=Medicine (E)]1d20 +11 [/dice]
[dice=Nature]1d20 +9 [/dice]
[dice=Occultism]1d20 +12 [/dice]
[dice=Perception (E)]1d20+11[/dice]
[dice=Religion]1d20+9[/dice]
[dice=Society (E)] 1d20 +14 [/dice]
[dice=Thievery (E)]1d20+12[/dice]

Hireling

[dice=Bitty Blue’s Thievery]1d20+4+4[/dice]
[dice=Bitty Blue’s Underworld Lore]1d20+4+4[/dice]

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With Devise Stratagem

◈ [dice=Devise Stratagem]1d20[/dice]
◇ [dice=Known Weakness (XX)]1d20+14[/dice]
◈ [dice=Stratagem + Sword Cane (agile, concealable, finesse, striking)]XX+14+1[/dice]
[dice=Strategic Strike+Piercing Damage]2d6+2d6[/dice]

◈ [dice=Devise Stratagem]1d20[/dice]
◇ [dice=Find Weakness (XX)]1d20+14[/dice]
◈ [dice=Stratagem + Shortbow]XX +14+1[/dice]
[dice=Strategic Strike+Piercing damage]2d6+2d6[/dice]
[dice=Deadly?]1d10[/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.

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Without Devise Stratagem

◈◈ [dice=Electric Arc (DC 21)]3d4+4[/dice]

◈ [dice=Swordcane (agile, concealable, finesse, striking)]1d20 +10+1 [/dice]
[dice=Piercing damage] 2d6[/dice]

◈ [dice=Sap (agile, non-lethal)]1d20+10[/dice]
[dice=Blunt Damage]1d6[/dice]

◈ [dice=Dagger (agile, finesse, thrown 10 ft., versatile S)]1d20 +10 [/dice]
[dice=Piercing / Slashing damage] 1d4[/dice]

◈ [dice=Whip (disarm, finesse, nonlethal, reach, trip)]1d20 +10[/dice]
[dice=Slashing damage] 1d4[/dice]

◈ [dice=Shortbow (striking)]1d20 +10+1[/dice]
[dice=Piercing damage]2d6[/dice]
[dice=Deadly?]1d10[/dice]

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With Devise Stratagem & Inspire Courage

◈ [dice=Devise Stratagem]1d20[/dice]
◇ [dice=Known Weakness (XX)]1d20+14[/dice]
◈ [dice=Stratagem + Sword Cane + I.C. (agile, concealable, finesse, striking)]XX+14+1+1[/dice]
[dice=Strategic Strike+Piercing Damage+1.C.]2d6+2d6+1[/dice]

◈ [dice=Devise Stratagem]1d20[/dice]
◇ [dice=Find Weakness (XX)]1d20+14[/dice]
◈ [dice=Stratagem + Shortbow + I.C.]XX +14+1+1[/dice]
[dice=Strategic Strike+Piercing damage]2d6+2d6+1[/dice]
[dice=Deadly?]1d10[/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.

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Without Devise Stratagem + I.C.

◈◈ [dice=Electric Arc (DC 20)]3d4+4[/dice]

◈ [dice=Swordcane + I.C. (agile, concealable, finesse, striking)]1d20 +10+1+1 [/dice]
[dice=Piercing damage] 2d6+1[/dice]

◈ [dice=Sap + I.C. (agile, non-lethal)]1d20+10+1[/dice]
[dice=Blunt Damage]1d6+1[/dice]

◈ [dice=Dagger + I.C. (agile, finesse, thrown 10 ft., versatile S)]1d20 +10+1 [/dice]
[dice=Piercing / Slashing damage] 1d4+1[/dice]

◈ [dice=Whip + I.C. (disarm, finesse, nonlethal, reach, trip)]1d20 +10+1[/dice]
[dice=Slashing damage] 1d4+1[/dice]

◈ [dice=Shortbow +I.C. (striking)]1d20 +10+1+1[/dice]
[dice=Piercing damage]2d6+1[/dice]
[dice=Deadly?]1d10[/dice]

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PFS Information:

PFS Number: 820-2003
Faction Reputation, Gold, Equipment & Experience: See ITS
Zendel’s Chronicles & Boons Folder

Training: Scrolls

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Purchased Boons
Ancestral Adoption I: Hobgoblin
Horizon Hunters Champion (Faction) 0 Fame
Boon #2 Wayfinder (General) 2 Fame

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Nationality: Oprak
Birthplace: Leipstadt, Ustalav
Age: 25
Gender & Pronouns: Male - he & him
Height: 3’
Weight: 3 bulk
Physical Appearance: Purple hair, beard and monocle

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Ancestry Fey-Touched Gnome
Background Onyx Trader
Class Investigator (Interrogator); Level: 3;
Size small traits small humanoid gnome
alignment; LG deity Abadar
Languages: gnome, sylvan, common
Bonus Intelligence languages: draconic, dwarven, goblin, tien
Bonus multilingual languages: undercommon, terran
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SENSES
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Perception: 9 (0 +5+ 4) [E]
Special Senses: low-light, scent
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DEFENSES
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HP 36

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OFFENSE
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Class DC: 21 [T]

Speed: 25

Attacks: Check out 'Bot me!' spoiler at the top!

Weapon Proficiencies
Simple: All simple [T], Martial: All martial[T]. Unarmed attacks [T].

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INVESTIGATOR CLASS ABILITIES
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PURSUE A LEAD
CONCENTRATE EXPLORATION INVESTIGATOR
Frequency once per 10 minutes

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]
CONCENTRATE INVESTIGATOR

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.

DEVISE A STRATAGEM [one-action]
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.

METHODOLOGY
Interrogation People can't help but trust you, whether through your inherent likableness or your firm insistence on sticking to the truth. You have a way about you that gets others talking, and you've developed interrogative techniques to help you get to the truth of your investigations. You are trained in Diplomacy. You gain the No Cause for Alarm skill feat (page 208). You can also Pursue a Lead over the course of a conversation rather than spending dedicated time looking into the lead, provided the conversation lasts 1 minute or longer. For example, while trying to Make an Impression, you could pursue the creature you're conversing with as a lead, and you could Pursue a Lead about an object while someone is telling you information about that object. You also gain the Pointed Question action.

POINTED QUESTION [one-action]
AUDITORY CONCENTRATE INVESTIGATOR LINGUISTIC MENTAL

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.
Critical Success The target must directly answer your question. It doesn't have to answer truthfully, but you gain a +4 circumstance bonus to your Perception DC if the creature attempts to Lie to you.
Success As critical success, but the circumstance bonus is +2.
Failure The target can refuse to answer you as normal.
Critical Failure The target can refuse to answer you as normal, and its attitude toward you decreases by one step due to your aggravating attention.

Weapon Proficiencies
Simple: All simple [T], Martial: All martial[T] . Unarmed attacks [T].

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MAGIC
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Magic Traditions None.

Innate Spells - Primal Cantrip

Electric Arc

◈◈ [dice=Electric Arc]3d4+4[/dice]
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SKILLS
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Automatic: Arcana, Society, Hobgoblin Lore, Mercantile Lore, Library Lore
4+Int
Skill Training: Religion
Additional Skill increases from Dandy in Deception and Society, plus Investigator

Skills Listed in Botting Spoiler

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ABILITY SCORES
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Ancestry Gnome Constitution, Charisma, Int, -2 Strength
Background Onyx Trader Int, Cha
Class Investigator Int
Free Str Dex Int Cha
Fifth Con Dex Int Cha

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
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FEATS:
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Ancestry Feats and Abilities

Special 1st: Small, lowlight
Heritage 1st: Fey-touched Gnome The blood of the fey is so strong within you that you're truly one of them. You gain the fey trait, in addition to the gnome and humanoid traits. Choose one cantrip from the primal spell list (page 314). You can cast this spell as a primal innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. You can change this cantrip to a different one from the same list once per day by meditating to realign yourself with the First World; this is a 10-minute activity that has the concentrate trait

Ancestry 1st: GNOME OBSESSION FEAT 1
GNOME

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.
Lores affected: Mercantile and Hobgoblin

Ancestry 5th: Expert Drill SergeantFeat 5
Hobgoblin
Source Character Guide pg. 51 2.0
You know how to get the most out of your allies. While exploring, when you are leading and allies are Following the Expert, you grant a +3 circumstance bonus instead of +2 if you’re an expert in the applicable skill, and a +4 circumstance bonus if you’re a master.

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):
◈◈◈ NO CAUSE FOR ALARM [three-actions] FEAT 1
AUDITORY CONCENTRATE EMOTION GENERAL LINGUISTIC MENTAL SKILL

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
GENERAL SKILL

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
ARCHETYPE SKILL

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.
[b]Success
The target's attitude doesn't decrease as a result of your ally's social blunder.
Failure The target's attitude decreases, as normal.
Critical Failure Your attempt makes matters worse, decreasing the target's attitude toward you by one step, in addition to any changes from the behavior that triggered this reaction.

5th: SKILL TRAINING
To get Thievery

6th: SKILL TRAINING
To get Intimidate

General Feats
3rd: ADOPTED ANCESTRY: Hobgoblin You’re fully immersed in another ancestry’s culture and traditions, whether born into them, earned through rite of passage, or bonded through a deep friendship or romance. Choose a common ancestry. You can select ancestry feats from the ancestry you chose, in addition to your character’s own ancestry, as long as the ancestry feats don’t require any physiological feature that you lack, as determined by the GM.

5th:

Class Feats and Abilities

Feat 1st: KNOWN WEAKNESSES FEAT 1
INVESTIGATOR

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
ARCHETYPE DEDICATION

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
ARCHETYPE

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
INVESTIGATOR

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.

.