Halfling

Blim Boldfoot's page

46 posts. Alias of Byden.


Full Name

Blim Boldfoot

Race

Halfling

Classes/Levels

Magus 3 (AC 20, ff 15, Touch 16; CMD 14; Fort +5, Ref +6, Will +4; Init +5; Perception +8)

Gender

Male

Size

Small

Age

28

Special Abilities

Arcane Pool, Spell Combat, Spell Strike, Familiar

Alignment

Neutral Good

Languages

Halfling, Common, Elven, Dwarven, Goblin

Strength 7
Dexterity 20
Constitution 15
Intelligence 16
Wisdom 12
Charisma 17

About Blim Boldfoot

Male Magus 3
NG Small Halfling
Experience 0/2000
Init +5 ; Senses Perception +8
(Init: +5 dex)

==DEFENSE==
AC 20, touch 12, flat-footed 14 (+4 armor, +5 dex, +1 size)
hp 31 (3d8, +6 con +3 fc)
Fort +5, Ref +6, Will +4

==OFFENSE==
Spd 40 ft
Melee Scimitar +8 1d4+5/18-20x2
Melee Scimitar Enhanced +9 1d4+6/18-20x2

==STATISTICS==
Str 7, Dex 20, Con 15, Int 16, Wis 12, Cha 17
Base Atk +2, Cmb -1 Cmd 14

Class Abilities:
Arcane Pool: 4 points
Spell Combat
Spellstrike
Magus Arcana: Familiar, a monkey called Mr. Minks.

Mr. Minks Monkey Familiar:

N Tiny animal
Init +2; Senses low-light vision; Perception +5

DEFENSE

AC 19, touch 14, flat-footed 12 (+2 Dex, armor +3, +2 natural, +2 size)
hp 15 (half master's)
Fort +3, Ref +4, Will +4

OFFENSE

Speed 30 ft., climb 30 ft.
Melee bite +5 melee (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 5
Base Atk +2; CMB +2; CMD 8
Feats: Weapon Finesse
Skills: Acrobatics +10, Climb +9, Perception +7, Stealth +15; Racial Modifiers +8 Acrobatics
SPECIAL ABILITIES
The master of a monkey familiar gains a +3 bonus on Acrobatics checks.
Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells

Feats: Weapon Finesse, Dervish Dance

Skills:[15] Acrobatics +9 (+14 if using Daredevil Boots), Intimidate +7, Knowledge Arcana +7, Knowledge the Planes +7, Perception +8, Perform Dance +5, Spellcraft +8, Stealth +16, Use Magic Device +7

Languages: Halfling, Common, Elven, Dwarven, Goblin

Favored Class Magus
Favored Class Bonuses
1 +1 HP
2 +1 HP
3 +1 HP

Traits: Conspiracy Hunter, +1 trait bonus to Stealth and its a class skill. Two World Magic, add Touch of Fatigue to the Magus spell list.

Spells Prepared:

0th: Arcane Mark, Light, Prestidigitation, Ghost Sound
1st: Shocking Grasp, Shocking Grasp, Vanish, Corrosive Touch

Equipment:

Hollow Pommeled Scimitar 20gp 2lbs
Scimitar 15gp 2lbs
Dagger 2gp 0.5lbs
Weapon Cord 1sp
Whet Stone 2cp 0.5lbs
MW Chainshirt 250gp 12.5lbs
Studded Leather Monkey Armor 25gp
Quick Runner's Shirt 1000gp
Dare Devil Boots 1400gp 0.5lbs
MW Backpack 50gp 0.5lb (Contents: Scimitar, whetstone.)
Spring Loaded Wrist Sheath 5gp 0.5lb
Traveling Spellbook 10gp 1lb
Spellbook 15gp 3lbs
Scroll of Shield 25gp
3x Spell Component Pouch 15gp 1lb (one carried by Mr. Minks)
17gp 8sp 8cp

Total Weight: 24lbs (will ask others to carry whetstone, spare scimitar, and spellbook to reduce load to 18.5lbs)
Light Load 19.5lbs

Spellbooks:

Cost: 10x 1st level spells added = 150gp

Travel Spellbook (Carried on Person)

Pages Filled: 14/50

0th: Acid Splash, Dancing Lights, Detect Magic, Disrupt Undead, Ghost Sound, Mage Hand, Prestidigitation, Touch of Fatigue
1st: Expeditious Retreat, Shield, Shocking Grasp, True Strike, Vanish, Unseen Servant

Spellbook

Pages Filled: 22/100

0th: Arcane Mark, Daze, Flare, Light, Open/Close, Ray of Frost, Read Magic, Spark
1st: Burning Hands, Corrosive Touch, Clarion Call, Chill Touch, Enlarge Person, Featherfall, Floating Disk, Grease, Illusion of Calm, Keep Watch, Magic Missile, Obscuring Mist, Ray of Enfeeblement, Silent Image

Background:

The Boldfoots are one of the oldest Sudlander halfling families in the Empire, their small clan having joined in the very early years of expansion. They have a proud tradition as courtiers, and as couriers for the military.

Blim grew up in a lovely rural home with tutors who trained him to carry on the Boldfoots legacy, and join the Legions as a runner and courier. He joined and proved an asset, swift bright and charming he had little difficulty fitting in and was rapidly rising through the ranks. Then he was captured by the renegade Shular halfling clan while delivering a message between the general and a patrol group.

He spent six months as a captive of the Shular before the tribe surrendered and were subsumed into the Empire. In this time he befriended the tribes strange old wizard, who seeing his scimitar and formidable intellect began to slowly teach him the way of the Magus. Upon his release he completed his term and quit the military, much to his families dismay.

Now he has been asked to deliver a letter to a family friend in Ironrot, mainly as a excuse to get him away from, "those awful southron halflings who are addling his brain."