Smartass Syracuse Intel Operative
Name: Xefano Russi; Class: 2rd Level Investigator/1st Level Ranger; Archetype: Empiricist; Race: Human; HP: 23 Alignment: Neutral Good
Str: 14 (6 weapon finesse, 4) Reflex Save: 10 vs. Environmental Hazards) RAB: 8 vs hums)
Con: 10 (3 vs. Environmental Hazards)
Int: 17 (3 vs. Environ. Hazards) (At level 4, see Empiricist Archetype)
Cha: 7 (-2)
AC (Light): 19 (4 Dex + 2 Titan Vest (2 AC/+ 1 Def) + 3 Master Titan Shield (+2 AC/ +1 Def)
Primary Melee Weapon: Rapier ( 4 vs Humans))
Primary Ranged Weapon: Assault Rifle (+6 Innate, +8 vs Humans) (Crit on 20/x2) (Damage: 1d4, Burst for -2) (Range 30) (40 rounds per clip)
High Concept: Smartass Syracuse Intel Operative
Trouble Concept: I Have To Know Everything
Tertiary Aspect: MacGuyver’s Got Nothing On Me
Tertiary Aspect: Life Of The Party
Tertiary Aspect: Those Damn Dirty Quarthans
Stealth: 10 (3 Class + 3 Train + 4 Dex)
Ride: 8 (1 Class + 3 Train + 4 Dex)
Knowledge (Dungeoneering): 9 (1 Class + 3 Train + 3 Int + 1 Com. Knowledge) (11 vs hums!)
Knowledge (Geography): 9 (2 Class + 3 Train + 3 Int + 1 Com. Knowledge) (11 vs humans!)
Knowledge (Nature): 9 (2 Class + 3 Train + 3 Int + 1 Com. Knowledge) (11 vs humans!)
Knowledge (Engineering): 8 (1 Class + 3 Train + 3 Int + 1 Com. Knowledge) (10 vs humans!)
Knowledge (History): 8 (1 Class + 3 Train + 3 Int + 1 Com. Knowledge) (10 vs humans!)
Knowledge (Local): 8 (1 Class + 3 Train + 3 Int + 1 Com. Knowledge) (10 vs humans!)
Knowledge (Nobility): 8 (1 Class + 3 Train + 3 Int + 1 Com. Knowledge) (10 vs humans!)
Knowledge (The Planes): 8 (1 Class + 3 Train + 3 Int + 1 Com. Knowledge) (10 vs humans!)
Knowledge (Religion): 8 (1 Class + 3 Train + 3 Int + 1 Com. Knowledge) (10 vs humans!)
Knowledge (Arcana): 8 (1 Class + 3 Train + 3 Int + 1 Com. Knowledge) (10 vs humans!)
Survival:3 (1 Class + 3 Train – 1 Wis) (5 vs Humans!)
Handle Animal: 2 (1 Class + 3 Train – 2 Cha)
Craft (Alchemy): 7 (1 Class + 3 Train + 3 Int)
Climb: 6 (1 Class + 3 Train + 2 Str)
Swim: 6 (1 Class + 3 Train + 2 Str)
Diplomacy: 8 (2 Class + 3 Train + 3 Int)
Bluff: 7 (1 Class + 3 Train + 3 Int) (9 vs Humans!)
Disable Device: 7 (2 Class + 3 Train + 3 Int)
Sense Motive: 7 (1 Class + 3 Train + 3 Int) (9 vs Humans!)
Perception: 9 (3 Class + 3 Train + 3 Int) (11 vs Humans!)
Use Magic Device: 7 (1 Class + 3 Train + 3 Int)
Slight of Hand: 8 (1 Class + 3 Train + 4 Dex)
Combat Reflexes: Make attacks of opportunities equivalent to my Dex modifier + 1 (So 5)
Weapon Finesse: (Use Dex to hit with light weapons and rapier)
Improved Unarmed Strike: (Andrew’s giving us this for free)
Toughness (3 hitpoint bonus, plus 1 per every level above 3)
Known Extracts: (6 1st level Known)
Enlarge Person (Stimulates growth glands in body to cause larger size and strength temporarily)
Long Arm (Enlarges arms to grant additional reach)
Disguise Self (Changes physical appearance and clothing for disguises)
Vocal Alteration (Chemically adjust and alter voice for disguises)
Heighten Awareness (2 Perception and Low Light Vision)
Traits and Racial Traits:
Student of Philosophy: (Race Trait) You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).
Survivalist: (Race Trait) You gain a +1 trait bonus on saving throws against natural environmental hazards.
Comprehensive Knowledge: (Racial Alternate Trait) Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels. This racial trait replaces skilled.
Class and Archetype Features:
Alchemy: When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check. Extracts Per Day: 5
Inspiration: An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a Free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action. (Total Inspiration Pool: 4)
Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.
Ceaseless Observation: (Empiricist Archetype) An empiricist’s ability to notice the minutiae of almost everything that happens around him allows him to make shrewd and insightful calculations about people and even inanimate objects. At 2nd level, an empiricist uses his Intelligence modifier instead of the skill’s typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information. This ability replaces poison lore and poison resistance.
1st Favored Enemy: Humans. +2 Bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival Checks against Humans. In addition, +2 to Hit and +2 to Damage Human foes.
Track: Add half Ranger Level (Minimum 1) to survival checks meant to follow tracks.
Wild Empathy: Ranger Trait. Use Charisma like Diplomacy to influence animals.
Ranger Trapper Archetype: Adds Disable Device to Ranger Class Skills.
GoPro (Camera to be attached to hawk, can record images and videos and upload them to a computer by being plugged into it.)
Hawk (Sweet ass sci-fantasy hawk. Named Chae-Won)
3 vials of alchemist’s fire
Master Titan Shield
Slim Body Armor
Potion of Cure Light Wounds
Potion of Enlarge Person
1 Clip of Ammo 4
Hip Flask (Filled with Space-Whisky)
3 Syringes filled with Party Fluids
Chae-Won: (Uses rules for Hawk labeled below) Known Tricks: Watch, Bombard, Deliver
N Tiny animal
Init 3 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +5, Will +2
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.
Str 6 Dex 17 Con 11 Int 2 Wis 14 Cha 7
Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
Skills Fly +7, Perception +14; Racial Modifier +8 Perception