The "king of conundrums" in all his d20 finery.…
The RIDDLER, EDWARD “EDDIE”/“ED” NASHTON “NIGMA”
Male Human Fast 2/Smart 5/Techie 4/Technosavant 2/Investigator 1; CR 14
Medium-size Humanoid (height 6’ 1”, weight 169 lb.); Age mid to late 40s
Init +2; Senses (core) Listen +6, Search +12, Spot +5; Senses (house) Listen/Spot +17, Search +20
Languages English, Latin, Sanskrit (read only), Technocant
Defense (core) 22, touch 22, flat-footed 20; Defense (house) 22, touch 14, flat-footed 20; (+2 Dex, +10 class)
hp 51 (14 HD); Mas 10
Fort +2, Ref +9, Will +10
Action Points 16
Speed 30 ft.
Melee unarmed strike +7/+2 (1d4+1 lethal, 20) or
Melee question mark cane +9/+4 (1d6+1 bludgeoning, 19-20) or
Melee by weapon +7/+2
Ranged by weapon +8/+3
Space 5 ft. by 5 ft.; Reach 5 ft.
Base Atk +6; Grp +7
Atk Options Combat Expertise, Improved Trip
Special Qualities freak traits
Abilities Str 12 (13), Dex 14, Con 10 (11), Int 19 (17), Wis 11 (10), Cha 13 (12)
'(-)' indicate original ability scores.
Note: Edward has age penalties and bonuses due to middle age.
Allegiances riddles/puzzles/brain games, himself, money, evil; Rep +4; San 35
Feats Archaic Weapons Proficiency, Builder, Cautious, Combat Expertise, Combat Martial Arts, Cryptophile (see Menace Manual), Educated (Knowledge [arcane lore, popular culture]), Improved Trip, Mastercrafter, Obscure Knowledge (see Past), Personal Firearms Proficiency, Simple Weapons Proficiency, Salvage (see Future)
Flaws Obsession (Edward is obsessed with riddles and puzzles, in particular with solving them and having others try to do the same. He enjoys stumping those around him and leaving them mystified. Any time Edward does something that no one but him knows about, he is compelled to leave a clue or some hint toward what he is up to, always in the form of a riddle or puzzle, for intended targets to contend with. Failure to do so, or failure by his intended targets to engage with his riddles, causes Edward to suffer the shaken condition. Each hour thereafter, Edward must succeed on a DC 20 Will save or suffer the panicked condition for the ensuing hour.)—Bonus Feat: Cryptophile
Skills (core) Bluff +9, Computer Use +11, Craft (electronic) +14, Craft (mechanical) +14, Craft (structural) +9, Decipher Script +22, Demolitions +11, Disable Device +12, Escape Artist +12, Gather Information +7, Investigate +10, Knowledge (arcane lore) +14, Knowledge (current events) +12, Knowledge (popular culture) +14, Knowledge (streetwise) +7, Knowledge (technology) +10 (+1 to ID exotic tech), Listen +6, Move Silently +6, Read/Write English, Read/Write Latin, Read/Write Sanskrit, Repair +6 (+2 jury-rigging), Research +20, Search +12, Sense Motive +8, Sleight of Hand +9, Speak English, Speak Latin, Spot +5
Skills (house) Computer Use +14, Craft (electronic) +14, Craft (mechanical) +14, Craft (structural) +9, Deduce +20 (+7 on Decipher Script), Demolitions +11, Disable Device +14, Escape Artist +12, Gather Information +7, Knowledge (arcane lore) +14, Knowledge (behavioral sciences) +10, Knowledge (current events) +12, Knowledge (popular culture) +14, Knowledge (streetwise) +9, Knowledge (technology) +10 (+1 to ID exotic tech), Perceive +17, Persuade +9, Read/Write English, Read/Write Latin, Read/Write Sanskrit, Repair +6 (+2 jury-rigging), Research +20, Sneak +13, Speak English, Speak Latin
Talents (Fast) Evasion
Talents (Smart) Plan, Savant (Decipher Script), Trick (DC 20)
Talents (Techie) Build Robot, Extreme Machine, Jury-Rig +2
Talents (Technosavant) Robomancer, Technophile
Talents (Investigator) Profile
Starting Occupation White Collar (+1 on Computer Use, Research)
Possessions (carried weight 4 lb.) formal outfit (green question mark imprinted business suit; 3 lb.), bowler hat, question mark cane (as a metal baton; mastercraft [+2]; 1 lb.)
Wealth Bonus +9