2018-01-08 Jack the Nomad

Jack the Nomad

Choices

Jack the Nomad: a JACK-of-all-trades with almost NO Multiple Ability Dependency;)

  • Race: Stoneseer Svifrneblin
  • 5 levels Ascetic Cleric (Domains: liberation, travel)
  • 1 level Infiltrator Inquisitor (Inquisition: conversion)
  • Variant multiclassing: Sorcerer arcane bloodline – (bonded item: ring)
  • STR 12 DEX 17(+1 @level 4) CON 14 INT 8 WIS 18 CHA 11 (before race+reduce-person)
  • skill ranks: bluff 5, diplomacy 5, perception 6, stealth 5
    • acrobatics 1, climb 1, ride 1, swim 1, sense-motives 1, survival 1, heal 1
    • disable-device 1, sleight-of-hand 1
  • feats: weapon-finesse, quickdraw
  • ascetic feats: toughness, improved initiative, fleet
  • Chaotic Neutral
  • NB: stonecunning: automatic check on traps/doors/… in stone 10ft

Items

  • 2950 Reduce Person Permanency
  • 100 Holy Symbol tattoo
  • 4000 Headband of Inspired Wisdom +2
  • 2302 agile(+1) masterwork dagger
  • 5000 blinkback belt
  • 1000 pathfinder pouch (command-word: look as nonmagical pouch human-fist-size, but bag-of-holding contain 10lbs 2sq-feet, no-detect-magic)
  • 1000 boots of the cat (min damage on fall (1 instead of 1d6), always landing on feet)
  • 250 travelers any-tool
  • 345 wand cure light wounds 23 charges
  • 20 dilettantes outfit (+2 sleight-of-hand hide)
  • 10 silk rope
  • 5cp x2chalk
  • 5cp x2string/twine
  • 1 bell
  • 5 component pouch
  • 8sp signal whistle (perception DC 0 (-2/extra-quarter-mile))
  • 6gp1sp

Character

STR 8  DEX 28  CON 14  INT 8  WIS 22  CHA 7
FORT 10  REF 12  WILL 14  CMD 25  CMB 10
Initiative 13  Speed 35ft  HP 51
Darkvision(120ft) + Low-Light(60ft)
AC 10+2(dodge)+2(size)+6(asc.wis)+9(dex) = 29
Spell Resistance  17

Stonecunning: autocheck perception
doors/traps/etc. in stone within 10ft

Languages: common, gnome, undercommon

Magic Agile MWK dagger: attack 15, dmg: 1d2+9,  
(10ft range increment thrown, 
teleports back to blinkback belt when thrown,
attack+1 vs dwarf/humanoid-reptillian)

Skills

  • stealth 27 (+2underground)
  • bluff 20
  • diplomacy 20
  • perception 17 (+2 stone)
  • acrobatics 13
  • climb 13
  • ride 13
  • swim 13
  • disable-device 10
  • heal 10
  • sense-motives 10
  • sleight-of-hand 10
  • survival 10
  • intimidate 6
  • craft(alchemy) +2 race

Misc:

  • misdirection alignment (always, configure daily)
  • freedom-of-movement 5rnd/day
  • mobility(ignore terrain) 9rnd/day
  • 1/day-during battle, changed as free action, one of: ac+1 attck+1 concentration+CL-vs-SR +1 DR1/magic fort/ref/will+1 healing+1/rnd dmg+1 2pt-energy-resistance
  • non-detection against divination DC15+lvl = 21

Magic:

  • DC: 10+wis(6)+spell-level
  • caster level earth-+1 race
  • bonded ring: 1/day cast any spell capable of casting, even unprepared

Spell-like 1/day

  • 1: magic stone
  • 3: stone shape
  • 6: stone tell

Cleric normal spell slots:

  • 0: Create water 10gallons(45L)/round

  • 0: Detect poison

  • 0: prepare-later

  • 1: obscuring mist

  • 1: comprehend languages 50min

  • 1: stunning barrier 5rnd/until-stunned +1ac/saves 1st.melee-hit=will-save stunned
  • 1: prepare-later

  • 1: prepare-later

  • 2: cloud of seasickness 5rounds-cloud fortitude sickened(-2attack,dam,saves,skill,ability-checks) 20ft radius, no-SR, 35ft range
  • 2: darkness 20ft, 5min

  • 2: hold person, 5 rounds will-negates

  • 2: grace(swift,no-attack-of-opportunities until end of turn)

  • 3: vision of hell (will-save shaken) 50ft radius, 150feet range, no-SR, 5min (not affecting devils/LE-creatures)
  • 3: prepare-later(magic circle against …, or …)

Domain spell slots:

  • 1: longstrider 5hr self +10speed
  • 2: locate object 5min, within 600ft, sense direction
  • 3: fly 60ft/round 5min

Spontanous spells:

  • 1: Endure elements 2hr handle hot/cold environment
  • 2: Bear’s endurance +4con 5min
  • 3: Haste 5person, 5round: extra full attack, attack+1, ac+1, ref+1, speed+30ft

Inquisitor spells 3xLvl1:

  • 0: brand – permanent brand up to 6 characters, 1 dam, – needs remove curse to remove++

  • 0: detect magic

  • 0: guidance +1 next skill attack within 1 minute
  • 0: sift 30ft search without touching (perception -5)

  • 1: keep-rest stay awake when “sleeping”, – no vigorous activity (including fighting)

  • 1: true-strike +20 on next attack before end of next round, unconcealed

sorted

General

  • HP: +12(con)
  • HP: +6(lvl) (feat toughness)
  • HP: 8+5d8(=4 – 5 – 4 – 7 – 5)
  • init: +4 improved initiative
  • init: 9 (dex)
  • speed +10ft (travel domain)
  • speed 20ft race
  • speed: +5 (fleet)
  • vision: darkvision 120ft
  • vision: lowlight(60ft)

Special

  • aura CN (cleric)
  • special ability: daily self misdirection alignment (inquisitor)
  • special ability: freedom-of-movement 5rnd/day (liberation domain)
  • special ability: increased mobility (ignore terrain) 3+wis rnd/day (travel domain)
  • special ability: judgement: 2pt energy resistance(acid, cold, electricity, fire, or sonic)
  • special ability: judgement: ac +1
  • special ability: judgement: attack roll +1
  • special ability: judgement: concentration + caster-level-vs-SR +1
  • special ability: judgement: DR 1/magic
  • special ability: judgement: fort/ref/will +1
  • special ability: judgement: healing +1/rnd
  • special ability: judgement(inquisitor) 1/day-when-in-battle until ending, choose one judgement, can be changed as free action
  • special ability: judgement: weapon counts as magic
  • special ability: judgement: weapon dmg +1
  • stonecunning autocheck doors/traps/etc. in stone within 10ft

Defence

  • ac +1 race size
  • ac +1 (tiny)
  • ac +2 dodge race
  • ac +6(wis, no armor/shield) including touch+flatfooted ascetic
  • cmd -1 race size
  • cmd -1 (tiny)
  • fort +2 inquisitor
  • fort +2 race
  • fort +4 cleric
  • ref +1 cleric
  • ref +2 race
  • SR 11+lvl = 17
  • will +2 inquisitor
  • will +2 race
  • will +4

Offence

  • attack +1 mwk dagger
  • attack +1 race size
  • attack +1 tiny
  • attack: BAB +3 cleric
  • attack: dagger dex (weapon finess: daggers)
  • attack humanoid reptillian/dwarf +1 race
  • attack: quickdraw draw as weapon free action (hidden weapon as move action)
  • cmb -1 race size
  • cmb -1 (tiny)
  • dam dagger 1d2 (tiny)
  • dam dagger +9(dex) agile

Abilities

  • cha 11
  • cha -4 race
  • con 14
  • dex 17
  • dex +1 level4
  • dex +2 race
  • dex +2 (tiny)
  • dex +6(wis, assigned when prepare spells) ascetic
  • int 8
  • str -2 race
  • str -2 (tiny)
  • str 12
  • wis 18
  • wis +2 race
  • wis +2 headband

Magic

  • caster level earth-spells +1 race

  • spell-like 1/day magic stone

  • spell-like 1/day stone shape

  • spell-like 1/day stone tell(usually lvl 6/7-spell!) stone who/what touched, and what is concealed behind/underneath, complete description if asked

  • spell-like constant non-detection protect against divination DC15+lvl = 21

  • spells bonded ring: 1/day cast any spell capable of casting, even unprepared

  • spells cleric lvl0 3

  • spells cleric lvl1 5+1(inkl wis)

  • spells cleric lvl1 domain longstrider

  • spells cleric lvl1 domain remove fear

  • spells cleric lvl1 spontaneous endure elements

  • spells cleric lvl2 4+1(inkl wis)

  • spells cleric lvl2 domain locate object

  • spells cleric lvl2 domain remove paralysis

  • spells cleric lvl2 spontaneous bear’s endurance +4con 5min

  • spells cleric lvl3 2+1(inkl wis)

  • spells cleric lvl3 domain fly

  • spells cleric lvl3 domain remove curse

  • spells cleric lvl3 spontaneous haste 5person, 5round: extra full attack, attack+1, ac+1, ref+1, speed+30ft

  • spells DC: 10+wis(6)+spell-level

  • spells inquisitor lvl0 brand – permanent brand up to 6 characters, 1 dam, – needs remove curse to remove++

  • spells inquisitor lvl0 detect magic

  • spells inquisitor lvl0 guidance +1 next skill attack within 1 minute
  • spells inquisitor lvl0 sift 30ft search without touching (perception -5)

  • spells inquisitor lvl1 3(1+wis)

  • spells inquisitor lvl1 keep-rest stay awake when “sleeping”, – no vigorous activity (including fighting)

  • spells inquisitor lvl1 true-strike +20 on next attack before end of next round, unconcealed

Skills

  • acrobatics 1 ranks
  • acrobatics +3 class skill
  • acrobatics 9 dex agile dagger
  • bluff +3 class skill
  • bluff 5 ranks
  • bluff 6 wis
  • bluff +6(wis) inquisitor
  • bluff wis instead of cha inquisitor
  • climb 1 ranks
  • climb +3 class skill
  • climb 9 dex
  • craft(alchemy) +2 race
  • diplomacy +3 class skill
  • diplomacy 5 ranks
  • diplomacy 6 wis
  • diplomacy +6(wis) inquisitor
  • diplomacy wis instead of cha inquisitor
  • disable-device 1 ranks
  • disable-device 9 dex
  • heal 1 ranks
  • heal +3 class skill
  • heal 6 wis
  • intimidate wis instead of cha inquisitor
  • language common (default)
  • languages gnome, undercommon race
  • perception +2 race
  • perception +3 class skill
  • perception 6 ranks
  • perception 6 wis
  • perception stonework +2 race stonecunning
  • ride 1 ranks
  • ride +3 class skill
  • ride 9 dex
  • sense-motives 1 ranks
  • sense-motives +3 class skill
  • sense-motives 6 wis skills
  • sleight-of-hand 1 ranks
  • sleight-of-hand 9 dex
  • stealth +2 race
  • stealth +3 class skill
  • stealth +4 race size
  • stealth +4 (tiny)
  • stealth 5 ranks
  • stealth 9 dex
  • stealth underground +2 race
  • survival 1 ranks
  • survival +3 class skill
  • survival 6 wis
  • swim 1 ranks
  • swim +3 class skill
  • swim 9 dex

Misc

Features by type

Stoneseer Svifrneblin:

  • str -2 race
  • dex +2 race
  • wis +2 race
  • cha -4 race
  • ac +1 race size
  • attack +1 race size
  • cmb -1 race size
  • cmd -1 race size
  • stealth +4 race size
  • speed 20ft race
  • languages gnome, undercommon race
  • language common (default)
  • ac +2 dodge race
  • fort +2 race
  • ref +2 race
  • will +2 race
  • SR 11+lvl = 17
  • stealth +2 race
  • stealth underground +2 race
  • craft(alchemy) +2 race
  • perception +2 race
  • perception stonework +2 race stonecunning
  • stonecunning autocheck doors/traps/etc. in stone within 10ft
  • attack humanoid reptillian/dwarf +1 race
  • vision: darkvision 120ft
  • vision: lowlight(60ft)
  • caster level earth-spells +1 race
  • spell-like constant non-detection protect against divination DC15+lvl = 21
  • spell-like 1/day magic stone
  • spell-like 1/day stone shape
  • spell-like 1/day stone tell(usually lvl 6/7-spell!) stone who/what touched, and what is concealed behind/underneath, complete description if asked

5 levels Ascetic Cleric (Domains: liberation, travel)

  • attack: BAB +3 cleric
  • fort +4 cleric
  • ref +1 cleric
  • will +4
  • aura CN (cleric)
  • spells DC: 10+wis(6)+spell-level
  • spells cleric lvl0 3
  • spells cleric lvl1 5+1(inkl wis)
  • spells cleric lvl2 4+1(inkl wis)
  • spells cleric lvl3 2+1(inkl wis)
  • spells cleric lvl1 spontaneous endure elements
  • spells cleric lvl2 spontaneous bear’s endurance +4con 5min
  • spells cleric lvl3 spontaneous haste 5person, 5round: extra full attack, attack+1, ac+1, ref+1, speed+30ft
  • dex +6(wis, assigned when prepare spells) ascetic
  • ac +6(wis, no armor/shield) including touch+flatfooted ascetic
  • special ability: freedom-of-movement 5rnd/day (liberation domain)
  • spells cleric lvl1 domain remove fear
  • spells cleric lvl2 domain remove paralysis
  • spells cleric lvl3 domain remove curse
  • speed +10ft (travel domain)
  • special ability: increased mobility (ignore terrain) 3+wis rnd/day (travel domain)
  • spells cleric lvl1 domain longstrider
  • spells cleric lvl2 domain locate object
  • spells cleric lvl3 domain fly

1 level Infiltrator Inquisitor (Inquisition: conversion)

  • special ability: daily self misdirection alignment (inquisitor)

  • bluff +6(wis) inquisitor

  • diplomacy +6(wis) inquisitor

  • bluff wis instead of cha inquisitor

  • diplomacy wis instead of cha inquisitor

  • intimidate wis instead of cha inquisitor

  • fort +2 inquisitor

  • will +2 inquisitor

  • special ability: judgement(inquisitor) 1/day-when-in-battle until ending, choose one judgement, can be changed as free action

  • special ability: judgement: weapon dmg +1

  • special ability: judgement: healing +1/rnd

  • special ability: judgement: ac +1

  • special ability: judgement: attack roll +1

  • special ability: judgement: concentration + caster-level-vs-SR +1

  • special ability: judgement: fort/ref/will +1

  • special ability: judgement: DR 1/magic

  • special ability: judgement: 2pt energy resistance(acid, cold, electricity, fire, or sonic)

  • special ability: judgement: weapon counts as magic

  • spells inquisitor lvl0 detect magic

  • spells inquisitor lvl0 sift 30ft search without touching (perception -5)

  • spells inquisitor lvl0 guidance +1 next skill attack within 1 minute
  • spells inquisitor lvl0 brand – permanent brand up to 6 characters, 1 dam, – needs remove curse to remove++

  • spells inquisitor lvl1 3(1+wis)

  • spells inquisitor lvl1 keep-rest stay awake when “sleeping”, – no vigorous activity (including fighting)

  • spells inquisitor lvl1 true-strike +20 on next attack before end of next round, unconcealed

Variant multiclassing: Sorcerer arcane bloodline – (bonded item: simple ring)

  • spells bonded ring: 1/day cast any spell capable of casting, even unprepared

STR 12 DEX 17(+1 @level 4) CON 14 INT 8 WIS 18 CHA 11 (before race+reduce-person)

  • strength 12
  • dex 17
  • dex +1 level4
  • con 14
  • int 8
  • wis 18
  • cha 11

skills

  • bluff 5 ranks
  • diplomacy 5 ranks
  • perception 6 ranks
  • stealth 5 ranks
  • acrobatics 1 ranks
  • climb 1 ranks
  • ride 1 ranks
  • swim 1 ranks
  • sense-motives 1 ranks
  • survival 1 ranks
  • heal 1 ranks
  • disable-device 1 ranks
  • sleight-of-hand 1 ranks
  • bluff +3 class skill
  • diplomacy +3 class skill
  • perception +3 class skill
  • stealth +3 class skill
  • acrobatics +3 class skill
  • climb +3 class skill
  • ride +3 class skill
  • swim +3 class skill
  • sense-motives +3 class skill
  • survival +3 class skill
  • heal +3 class skill
  • bluff 6 wis
  • diplomacy 6 wis
  • perception 6 wis
  • stealth 9 dex
  • acrobatics 9 dex
  • climb 9 dex
  • ride 9 dex
  • swim 9 dex
  • sense-motives 6 wis
  • survival 6 wis
  • heal 6 wis
  • disable-device 9 dex
  • sleight-of-hand 9 dex

feats

  • attack: dagger dex (weapon finess: daggers)
  • attack: quickdraw draw as weapon free action (hidden weapon as move action)
  • HP: +6(lvl) (feat toughness)
  • init: +4 improved initiative
  • speed: +5 (fleet)

reduce-person(tiny):

  • dex +2 (tiny)
  • str -2 (tiny)
  • attack +1 tiny
  • ac +1 (tiny)
  • cmb -1 (tiny)
  • cmd -1 (tiny)
  • dam dagger 1d2 (tiny)
  • stealth +4 (tiny)

agile dagger

  • attack +1 mwk dagger
  • dam dagger +9(dex) agile

headband

  • wis +2 headband

misc:

  • init: 9 (dex)
  • HP: 8+5d8
  • HP: +12(con)