Abraun Chalest

Barlo Balfori's page

15 posts. Alias of BinkyBo.


Classes/Levels

Human Investigator HP:70/70 | AC:21 | T:15 | FF:18 | CMD:22 | Fort:+7 | Ref:+12 | Will:+9 | Init:+2 | Perc:+d6+10 | Sense Motive:+d6+14 (better of 2 rolls for d20 & d6)

About Barlo Balfori

Character info:

Barlo is stout and jowly, but light on his feet. He wears soled dark slippers, cream stockings, and dark brown blousy pantaloons over his leather protection. His leather cuirass is of Tien design, and is covered in barely visible branded symbols. The cuirass attaches low on his chest, which allows him to fold the placate of his mustard tunic over it.
He wears tight fitting thin leather gloves which are the same near-black brown as his slippers.

Barlo was the unsung workhouse (and walking encyclopedia) for a very well-known investigator... Inspector Droman Chadley III.
After his glorymagnet partner died in a gruesome manner, Barlo struck out on his own.

His manner is light and affable.. He does not always notice when his frequent spouting of knowledge is getting on others nerves.
Due to an unkind childhood, he will never tease, or tolerate exploitation of the weak.

Barlo Balfori
Male Human (Varisian) Investigator 10
NG Medium Humanoid (human)
Init +2; Senses Perception 1d6+10
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AC 21, touch 14, flat-footed 19 (+3 AC vs traps)
hp 70 (10d8+20)
Fort +9, Ref +13, Will +12 (+3 vs traps, +6 vs poison, immune to disease, +3 resistance added)
(immune to detect thoughts, discern lies, and any attempt to magically discern alignment)
(+2AC, DR2/- vs undead)
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Str 17, Dex 14, Con 14, Int 22, Wis 10, Cha 10
Base Atk +7; CMB +10; CMD 22
Speed 30 ft. (Ignore difficult terrain)
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Melee Planar Sword Cane +11/+6 (1d6+4/x2) P
Unarmed Strike +10/+5 (1d3+3)
Cold Iron Mug +10/+5 (1d4+3)
Ranged Limning Hand Crossbow +10 (1d4+1/19-20x2) P 30'range (move action reload)

Special Attacks +5/+5 vs studied target, +4d6 studied strike
(+12 damage to ID'd targets w/Kirin Strike as a swift action - melee or ranged.)

--Prepared Extracts:

4 (2/day) Arcane Eye, Echolocation
3 (4/day) Cure Serious Wounds, Burrow, Fly, Gaseous Form.
2 (6/day) Cure Moderate Wounds(x2), Acute Senses(x2), Alter Self, Barkskin,
1 (7/day) CLW(x2), Enlarge Person(x2), Expeditious Retreat, Jump, See Invisibility.
--Formula Book--:
Comprehend Languages, Cure Light Wounds, Enlarge Person, Expeditious Retreat, Identify, Jump.
Cure Moderate Wounds, Acute Senses, Alter Self, Barkskin, Minor Dream, See Invisibility.
Cure Serious Wounds, Burrow, Fly, Gaseous Form.
Arcane Eye, Echolocation.
--Feats--:
Improved Unarmed Strike
Skill Focus(Know planes)
Skill Focus(Know arcana)
Extra Investigator Talent: Effortless Aid

Kirin Style: While using this style, you can spend a swift action
to make a Knowledge check to identify a single creature (DC 15 + the
creature’s CR for this purpose). If you succeed at the check, while
using this style, you gain a +2 bonus on saving throws against that
creature’s attacks, as well as a +2 dodge bonus to AC against that
creature’s attacks of opportunity. These bonuses last for as long as
you use this style. If you cease combat with the creature during this
time and resume it later, you can attempt the check again.

Kirin Strike: +2 insight bonus on Knowledge checks made to
identify creatures, including the one Kirin Style allows. While using
Kirin Style against a creature you have identified using that feat, as
a swift action after you have hit a creature with a melee or ranged
attack, you can add twice your Intelligence modifier in damage

Scholar:Know(Local, Nature) Pick any two Knowledge skills. You gain
a +2 bonus on these two skills. If you have 10 or more ranks in one of
these Knowledge skills, the bonus increases to +4 for that skill.

--Traits
Humble Beginnings (mug) - You are treated as having the Catch
Off-Guard feat when wielding the chosen item. (should be considered an
improvised melee weapon that deals 1d4 points of bludgeoning damage.)

Mentored (Profession Librarian) - Choose a single Craft,
Perform, or Profession skill. You gain a +1 trait bonus on checks with
that skill. You also gain a +1 trait bonus when you aid another's skill
check with any skill.

--Skills--:
+1d6 = add with no inspiration cost. (-1 ACP not included) (12/10 levels+10 FCO = 130 + 20 background)

+10 Acrobatics 5(+3/+2)
+10 Bluff 7(+3/+0)
+6 Climb 1(+3/+2)
+25 Craft(alchemy) 6(+3/+6)+10
+10 Diplomacy 7(+3/+0) +1d6
+15 Disable Device 10(+3/+2)(add +5 for traps)
+10 Escape Artist 5(+3/+2)
+8 Heal 4(+3/+1)
+25 Know(arcana) 10(+3/+6)+6 +1d6
+15 Know(dungeoneer) 6(+3/+6) +1d6
+10 Know(engineering) 1(+3/+6) +1d6
+19 Know(history) 10(+3/+6) +1d6
+23 Know(local) 10(+3/+6)+4 +1d6
+23 Know(nature) 10(+3/+6)+4 +1d6
+25 Know(planes) 10(+3/+6)+6 +1d6
+19 Know(religion) 10(+3/+6) +1d6
+6 Know(all other) (+6) +1d6
+14 Linguistics 5(+3/+6) +1d6
+10 Perception 6(+3/+1) +1d6 (add +5 for traps)
+6 Prof(Librarian) 1(+3/+1)+1
+5 Ride 3(+2)
+14 Sense Motive 10(+3/+1) +1d6 (see Empathy inspiration)
+15 Spellcraft 6(+3/+6) +1d6
+6 Stealth 1(+3/+2)
+5 Swim 3(+2)
Languages Common, Abyssal, Aklo, Celestial, Draconic, Elven, Giant,
Goblin, Infernal, Orc, Sylvan, Undercommon, Varisian.

--Inspirations--:

>Infusion: An infused extract can be imbibed by a
non-alchemist to gain its effects.

>Effortless Aid (Ex): The investigator can use an aid another
action as a move action instead of as a standard action. An
investigator can expend one use of inspiration to instead perform an
aid another action as a swift action.

>Empathy (Ex, Su): When making a Sense Motive check,
the investigator makes two d20 rolls and takes the
highest. An investigator also rolls two inspiration dice
and take the highest.

Once per day as a full-round action, the investigator can
expend a use of inspiration to gain the some of the effects
of detect thoughts targeting a single creature that he can
see and hear within 30 feet.
Upon doing so the investigator detects the surface
thoughts of the creature’s mind as if he concentrated for
three rounds while using the detect thoughts spell unless
the creature succeeds a Will saving throw (DC = 10 + 1/2
the investigator’s level + his Intelligence modifier). If the
target fails the saving throw, the investigator can continue
to detect the surface thoughts of the target creature for
a number of rounds equal to half his investigator level.
An investigator must be at least 5th level to select this
investigator talent. Will DC20 5 minute duration.

>Expanded Inspiration (Ex): An investigator can use
his inspiration on Diplomacy, Perception, Profession,
and Sense Motive checks without expending uses of
inspiration, provided he’s trained in the skill.

>Inspirational Expertise (Ex): An investigator successfully
uses a Knowledge check to identify a monster’s special
powers or vulnerabilities he can expend one use of
inspiration pool as swift action to grant allies that can
hear him and are within 30 feet of him +4 insight bonus
on attack rolls against that monster or type of monster
for 1 round. An investigator must be at least 7th level to
take this investigator talent.

--Special Abilities--:

Focused Study At 1st, 8th, and 16th level, such humans gain
Skill Focus in a skill of their choice as a bonus feat. Replaces the
bonus feat trait.
Keen Recollection: At 3rd level, an investigator can make all
Knowledge skills untrained.

Trapfinding: An investigator adds half 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.
Trap Sense (Ex): +3 bonus on Reflex saving throws made to avoid
traps and a +3 dodge bonus to AC against attacks made by traps.

Alchemy (+10): Can use Craft (alchemy) to identify potions as if
using detect magic. He must hold the potion for 1 round to make such a check.
Swift Alchemy (Ex): It takes an investigator half the normal
amount of time to create alchemical items. He can also apply poison to
a weapon as a move action.

Poison Resistance (Ex): At 2nd level, an investigator gains a +2
bonus on all saving throws against poison. This bonus increases to +4
at 5th level, and then again to +6 at 8th level. At 11th level, the
investigator becomes completely immune to poison.

Poison Lore (Ex): An investigator has a deep understanding and
appreciation for poisons. At 2nd level, he cannot accidentally poison
himself when applying poison to a weapon. If the investigator spends
1 minute physically examining the poison, he can attempt a Knowledge
(nature) check to identify any natural poison or Knowledge (arcana)
check to identify any magical poison (DC = the poison's saving throw
DC). Lastly, once a poison is identified, he can spend 1 minute and
attempt a Craft (alchemy) check (DC = the poison's saving throw DC) to
neutralize 1 dose of the poison. Success renders the dose harmless. The
investigator has no chance of accidentally poisoning himself when
examining or attempting to neutralize a poison.

Studied Combat (Ex): With a keen eye and calculating mind, an
investigator can assess the mettle of his opponent to take advantage of
gaps in talent and training. At 4th level, an investigator can use a
move action to study a single enemy that he can see. Upon doing so, he
adds 1/2 his investigator level as an insight bonus on melee attack
rolls and as a bonus on damage rolls against the creature. This effect
lasts for a number of rounds equal to his Intelligence modifier
(minimum 1) or until he deals damage with a studied strike, whichever
comes first. The bonus on damage rolls is precision damage, and is not
multiplied on a critical hit.

An investigator can only have one target of studied combat at a time,
and once a creature has become the target of an investigator's studied
combat, he cannot become the target of the same investigator's studied
combat again for 24 hours unless the investigator expends one use of
inspiration when taking the move action to use this ability.

Studied Strike (Ex): At 4th level, an investigator can choose to
make a studied strike against the target of his studied combat as a
free action, upon successfully hitting his studied target with a melee
attack, to deal additional damage. The damage is 1d6 at 4th level, and
increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at
20th level). The damage of studied strike is precision damage and is
not multiplied on a critical hit; creatures that are immune to sneak
attacks are also immune to studied strike.

If the investigator's attack used a weapon that deals nonlethal damage
(like a sap, whip, or an unarmed strike), he may choose to have the
additional damage from studied strike be nonlethal damage instead of
lethal damage. If the investigator chose to make an attack with a
lethal weapon instead deal nonlethal damage (with the usual –4 penalty),
the studied strike damage may also deal nonlethal damage.

The investigator must be able to see the target well enough to pick out
a vital spot and must be able to reach such a spot. An investigator
cannot use studied strike against a creature with concealment.

Automatic Bonus Progression
>Armor Attunement (Lamellar Leather)
The character can attune herself to one suit of armor or one shield in
her possession; she can change that attunement once per day. If she
selects a normal set of clothing as her armor, it counts as having a
starting enhancement bonus of +0.
At 9th level, she can grant a suit of armor or a shield a +2
enhancement bonus.

>Weapon Attunement (Planar Sword Cane and Limning Hand Crossbow)
The character can attune herself to any one weapon in her possession,
and can change that attunement once per day. The attuned weapon gains a
+1 enhancement bonus at 4th level. At 8th level, the character can
split her attunement between two weapons, granting each a +1
enhancement bonus. At 9th level, she can grant a single weapon a +2
enhancement bonus instead of granting two weapons a +1 enhancement
bonus each.

>Deflection
The character gains a +1 deflection bonus to AC at 5th level; this
bonus increases to +2 at 10th level.

>Mental Prowess
At 6th level, the character chooses one mental ability score (Intelligence,
Wisdom, or Charisma) to gain a permanent +2 enhancement bonus.

>Physical Prowess
At 7th level, the character chooses one physical ability score
(Strength, Dexterity, or Constitution) to gain a permanent +2
enhancement bonus.

>Resistance
At 3rd level, the character gains a +1 resistance bonus on all saving
throws. This bonus increases to +2 at 8th level, to +3 at 10th level,
to +4 at 13th level, and to +5 at 14th level.

>Toughening
At 8th level, the character gains a +1 enhancement bonus to natural
armor.

--Gear--:
Combat Gear (32lbs) Undead Defiant Lamellar Leather Armor, Ring of Mind Shielding.
Planar Sword Cane, Periapt of Health, Limning Hand Crossbow, Cold Iron Bolts (30).
Other Gear (36lbs) Masterwork Backpack, Canteen, Bedroll, Tinderbox, Mug, Wandermeal (7),
Trail Rations (6), Alchemy Crafting Kit, Scrivener's Kit, Shaving Kit, Formula Book, Journal,
Monk's Outfit.
Encumbrance 68lbs (<100lbs light) Current Wealth 24g
(11/11 inspiration remaining)
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encounter options:
--Swift Actions
Kirin Style - ID creature to receive +2 saves, and +2 AoO AC vs that creature
Kirin Strike - add +10 damage to ID'd creature just struck.
Inspirational Expertise - grant allies within 30' +4 to hit an ID'd creature for 1 round. (costs one inspiration)

--Move Actions
Apply poison to a weapon
Load Hand Crossbow (provokes AoO)
Study enemy (+5 to hit/+5 damage for 6 rds. or until Studied Strike is used)
+2 Aid Another (+3 if a skill check)

--Standard Actions
Use extract (provokes AoO)

--Full-round Actions
Empathy (1/day)


gear cost and links:

Planar Sword Cane[/url] - 2045
Undead Defiant Lamellar Leather Armor - 1060
Ring of Mind Shielding - 8000
Periapt of Health - 7500
Feather Step Slippers - 2000
Limning Hand Crossbow - 2100
cold iron bolts (30) - 6
Masterwork backpack - 50
2 1st level, 1 2nd level scrolls to copy - 150
other mundane gear - 65g

remaining g