Sample Contest Entry

March 4, 2014 under Contest
My hat is smarter than you, Tiger-Man.

My hat is smarter than you, Tiger-Man.

I recently announced a character building contest, and I know many of you are already working on it.  Since this is our first one, I’m going to offer you an example of the sort of information the judges will be looking for.  You don’t have to match this format exactly, but you can get the idea.  Don’t be copying lines and lines of text from the rulebooks.

So I present to you, Edward Nigma, also known as The Riddler. Re-imagined for Golarion.

“You don’t understand… I really didn’t want to leave you any clues. I really planned never to go back to the Absalom Asylum. But I left you a clue anyway. So I… I have to go back there. Because I might need help. I… I might actually be crazy.”

Background

Edward Nigma was born to one of Absalom’s noble families. His great intelligence was evident at an early age, so his father spent a great deal of time and effort on Edward’s education. A serious man, his father allowed no dishonesty, foolishness or creativity, and would punish his son severely for the slightest of infractions.

Eventually, Edward had a nervous breakdown, and even though he was incapable of lying he created fantastic puzzles and riddles to misdirect. He fed this compulsion and it eventually brought him to a life of crime, looking for greater opponents to test his wit against. A powerful inquisitor known only by the tiger mask he wore eventually overcame Nigma and brought him to justice.

Nigma was taken to Absalom Asylum for rehabilitation. There he met a Pathfinder who was resting in the Blakros Memorial wing who explained to him the adventure and challenge that could be experienced as a field agent.  Nigma turned a page in his story and committed himself and his impressive mind in service to the lore.

 

Level 1 Build

Edward Nigma

Human Investigator 1

CN Medium humanoid (human)

Init +2; Senses Perception +0

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Defense

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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)

hp 8 (1d8)

Fort +0, Ref +4, Will +2; +2 trait bonus vs. illusion

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Offense

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Speed 30 ft.

Melee sap +2 (1d6 nonlethal) and

sword cane +2 (1d6)

Investigator Spells Prepared (CL 1st; concentration +5):

1st—expeditious retreat, true strike

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Statistics

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Str 10, Dex 14, Con 10, Int 18, Wis 10, Cha 14

Base Atk +0; CMB +0; CMD 12

Feats Noble Scion of Lore, Weapon Finesse

Traits bruising intellect, skeptic

Skills Acrobatics +5, Disable Device +6, Intimidate +8, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +11, Knowledge (planes) +9, Perform (oratory) +6, Use Magic Device +6; Racial Modifiers alchemy

Languages Azlanti, Common, Osiriani, Osiriani, Ancient, Polyglot

SQ inspiration, trapfinding +1

Other Gear studded leather, sap, sword cane, alchemist’s kit, thieves’ tools, 9 gp

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Special Abilities

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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.

Inspiration (+1d6) (4/day) (Ex) Use 1 point, +1d6 to skill or ability check. Use 2 points, to add to attack or save.

Skeptic +2 save vs. illusion.

Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Character progression:

Level     Class:                     Options selected:

2:            Investigator

3:            Investigator        Intelligence Inspiration, Dodge

4:            Investigator        +1 Int

5:            Gunslinger          Battered Pistol (shaped like a question mark), Rapid Reload

6:            Investigator        Underworld Inspiration

7:            Investigator        Point Blank Shot

8:            Investigator        +1 Int, Cunning Trigger

9:            Investigator        Precise Shot

10:          Investigator        Quick trapsmith

11:          Investigator        Deadly Aim

Level 11 Build:

Edward Nigma 11th level

Male Human Gunslinger 1/Investigator 10

CN Medium humanoid (human)

Init +3; Senses Perception +4

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Defense

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AC 20, touch 14, flat-footed 16 (+6 armor, +3 Dex, +1 dodge)

hp 59 (1d10+10d8)

Fort +5, Ref +12 (+3 bonus vs. traps), Will +7; +6 bonus vs. poison, +2 trait bonus vs. illusion

Defensive Abilities trap sense +3; Resist poison resistance

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Offense

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Speed 30 ft.

Melee sap +11/+6 (1d6 nonlethal) and

sword cane +11/+6 (1d6)

Ranged question mark pistol +13 (1d8+2/×4+1d6 electricity)

Special Attacks studied combat, studied strike +4d6

Investigator Spells Prepared (CL 10th; concentration +17):

4th—greater invisibility, universal formula

3rd—bloodhound, displacement (2), gaseous form, nondetection

2nd—aram zey’s focus, fox’s cunning (2), invisibility (2), see invisibility

1st—disguise self, expeditious retreat (2), longshot, see alignment, true strike (2)

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Statistics

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Str 10, Dex 16, Con 10, Int 24, Wis 10, Cha 14

Base Atk +8; CMB +8; CMD 22

Feats Deadly Aim, Dodge, Gunsmithing, Noble Scion of Lore, Point-Blank Shot, Precise Shot, Rapid Reload, Weapon Finesse

Traits bruising intellect, skeptic

Skills Acrobatics +12, Bluff +7, Craft (alchemy) +19 (+29 to create alchemical items), Craft (traps) +23, Disable Device +21 (+23 vs. magic traps), Disguise +7, Escape Artist +12, Intimidate +18 (+20 while questioning prisoners), Knowledge (arcana) +19, Knowledge (dungeoneering) +19, Knowledge (engineering) +19, Knowledge (geography) +19, Knowledge (history) +19, Knowledge (local) +19, Knowledge (nature) +19, Knowledge (nobility) +19, Knowledge (planes) +18, Knowledge (religion) +18, Linguistics +21, Perception +4 (+9 to locate traps, +6 vs. magic traps), Perform (oratory) +10, Sense Motive +14 (+13 while questioning prisoners), Spellcraft +13, Stealth +8, Use Magic Device +10; Racial Modifiers investigator talents (cunning trigger, intelligence inspiration, quick trapsmith, underworld inspiration), alchemy

Languages Abyssal, Aklo, Azlanti, Celestial, Common, Draconic, Dwarven, Hallit, Ignan, Infernal, Kelish, Osiriani, Osiriani, Ancient, Polyglot, Shadowtongue, Shoanti, Thassilonian, Undercommon, Varisian

SQ deed: deadeye, deed: gunslinger’s dodge, deed: quick clear, grit, inspiration, poison lore, poison use, swift alchemy, trapfinding +5

Combat Gear potion of neutralize poison, potion of remove blindness/deafness, potion of remove curse, potion of remove disease, scroll of breath of life, wand of cure light wounds, acid (3), air crystal (3), alchemist’s fire (3), alchemist’s kindness (3), alkali flask (3), antiplague (3), antitoxin (3), defoliant (3), fire ward gel (3), frost ward gel (3), fuse grenade (6), marker dye (3), pellet grenade, adamantine (3), smoke pellet (3), vermin repellent (3), weapon blanch (adamantine) (3), weapon blanch (cold iron) (3), weapon blanch (ghost salt) (3); Other Gear +2 slick mithral armored coat, question mark pistol, alchemical cartridge (paper) (30), black powder (10), firearm bullet (30), adamantine firearm bullet (10), sap, sword cane, belt of incredible dexterity +2, handy haversack, headband of vast intelligence +4, alchemist’s kit, masterwork artisan’s tools, gunsmith’s kit, interrogation tools, pathfinder chronicles, volume 27, powder horn, sunrod (3), thieves’ tools, masterwork, wrist sheath, spring loaded, wrist sheath, spring loaded, 8,381 gp, 5 sp

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Special Abilities

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Alchemy +10 (Su) +10 to Craft (Alchemy) to create alchemical items, can Id potions by touch.

Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

 

Alchemical Power Component

Like antiplague, this substance can augment certain healing spells.

Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.

Cunning Trigger (Ex) As a swift action, can trigger any trap in 30 ft that you constructed.

Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.

Deed: Deadeye (Ex) Use 1 grit per extra range increment to make a touch attack beyond the first.

Deed: Gunslinger’s Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack.

Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action.

Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.

Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.

Inspiration (+1d6) (12/day) (Ex) Use 1 point, +1d6 to skill or ability check. Use 2 points, to add to attack or save.

Intelligence Inspiration (Ex) Use Inspiration with Knowledge, Linguistics, Spellcraft at no cost.

Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.

Poison Lore (Ex) An investigator has a deep understanding and appreciation for poisons. Starting at 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator takes minute and physical examine the poison, he can make a Know

Poison Resistance +2 (Ex) +6 to save vs. Poison.

Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.

Precise Shot You don’t get -4 to hit when shooting or throwing into melee.

Quick Trapsmith (max CR 5) (Ex) Setting a pre-constructed trap is a full-round action.

Rapid Reload (Pistol) You can reload fast with one type of Crossbow or Firearm.

Scroll of breath of life Add this item to create a scroll with spells on it.

Skeptic +2 save vs. illusion.

Studied Combat (+5, 7 rounds) (Ex) Standard action to study target, granting attack bonus.

Studied Strike +4d6 (Ex) Use up Studied Combat bonus for+4d6 damage to one attack.

Swift Alchemy (Ex) You can construct alchemical items in half the normal time.

Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.

Trapfinding +5 Gain a bonus to find or disable traps, including magical ones.

Underworld Inspiration (Ex) Use Inspiration with Disable Device, Disguise, Intimidate, or Sleight of Hand at no cost (if trained).

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