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Edrebertil "Bert" Blackwillow's page

1,451 posts. Alias of John Woodford.


Full Name

Edrebertil "Bert" Blackwillow

Race

Halfling

Classes/Levels

Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

Gender

HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male

Strength 10
Dexterity 18
Constitution 14
Intelligence 20
Wisdom 12
Charisma 21

About Edrebertil "Bert" Blackwillow

Daily Expendables
1st-level Spells (7*/day) [ ] [ ] [ ] [ ] [ ] [ ] [ ]
2nd-level Spells (6/day) [ ] [ ] [ ] [ ] [ ] [ ]
3rd-level Spells (6/day) [x] [x] [ ] [ ] [ ] [ ]
4th-level Spells (5*/day) [ ] [ ] [ ] [ ] [ ]
5th-level Spells (4*/day) [x] [ ] [ ] [ ]
Archaeologist’s Luck (9* rounds/day) [x] [x] [x] [ ] [ ] [ ] [ ] [ ] [ ]
Lore Master (2/day) [ ] [ ]
Grit/Panache points (13*/day + special) [x] [x] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]
hp 124 (15d8+2d10+34)
Current hp 124

Male halfling archaeologist bard 15/mysterious stranger gunslinger 1/inspired blade swashbuckler 1
NG Small humanoid (halfling)
Init +4/+6 (+4* DEX/+2 underground) Perception +30/+35 w/lens (+2 underground), 60' darkvision

DEFENSE
AC 32/16 touch/28 flatfooted (+4 DEX, +6 armor, +5 natural, +1 deflection, +1 size, +5 enhancement bonus, +4 dodge vs. traps)
Fort +10+5, Ref +17+5, Will +10+5 (+2 vs. fear, +2 vs. negative energy effects, +4 vs. traps)

OFFENSE
Speed 20 ft.
Melee M +1 rapier +20/+15/+10 (1d4+5/18-20/x2) or shortsword +14/+9/+4 (1d4/19-20/x2) or dagger +14/+9/+4 (1d3/19-20/x2) or club +14/+9/+4 (1d4/x2)
Ranged +1 pistol +20 (1d6+1/x4) or +1 pistol w/DA +16 (1d6+7/x4) or +1 reliable revolver +20/+15/+10 (1d6+1/x4) or +1 reliable revolver w/DA +17/+12/+7 (1d6+7/x4) or mw longbow +20/+15/+10 (1d6/x3) or mw longbow w/DA +17/+12/+7 (1d6+6/x3)
Special Attacks None

Spells Known (CL 15th)
5th (3; 2*/day)- ki shout (DC 20 Fort), resonating word (DC 20 Fort), mind fog (DC 20 Will)
4th (4; 4*/day)-greater invisibility, freedom of movement, hold monster (DC 19* Will), echolocation
3rd (5; 5/day)-daylight, displacement, good hope, mass feather step
2nd (6; 6/day)-heroism, glitterdust (DC 17* Will), shatter (DC 17* Will or DC 17* Fort), snapdragon fireworks (DC 17* Reflex)
1st (6; 7/day)-cure light wounds, expeditious retreat, grease (DC 16* Reflex), comprehend languages, vanish, feather fall
0 (6; at will)-mage hand, detect magic, know direction, light, read magic, mending

STATISTICS
Str 10, Dex 18*, Con 14, Int 20*, Wis 12, Cha 21*
Base Atk +13/+8/+3; CMB +12; CMD 26

Feats
Lingering Performance (L1) Archaeologist's Luck effects persist for two rounds after halting.
Skill Focus (Knowledge (history)) (GM bonus) +6 on Knowledge (history) checks.
Point-Blank Shot (L3) You are especially accurate when making ranged attacks against close targets. You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Precise Shot (L5) You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Deadly Aim (L7) You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Gunsmithing (Gunslinger bonus) If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.

  • Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM's discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm's price (minimum 1 day).

  • Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM's discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).

  • Restoring a Broken Firearm: Each day, with an hour's worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.

  • Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.

Rapid Reload (L9) (pistol) The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity.

Arcane Strike (L11) As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.

Weapon Finesse (Swashbuckler bonus) Rapier only. With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Weapon Focus (rapier) (Swashbuckler bonus) You gain a +1 bonus on all attack rolls you make using the selected weapon.

Fencing Grace (L13 retrain) When wielding a rapier one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The rapier must be one appropriate for your size.

Additional Traits (L15) You gain two character traits of your choice (see Chapter 8). These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose.

Clustered Shots (L17) When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent's damage reduction.

Skills
Acrobatics +21/+20 in armor (10 ranks, +4 DEX, +3 class skill, +2 racial, +2 competence bonus from boots)
Diplomacy +12* (4 ranks, +5* CHA, +3 class skill)
Disable Device +34/+33 in armor (17 ranks, +4 DEX, +3 class skill, +1 trait, +7 clever explorer, +2 circumstance for mw tools)
Climb +12/+11 in armor (5 ranks, +3 class skill, +2 racial, +2 competence bonus from boots)
Knowledge (Dungeoneering) +19 (4 ranks, +5* INT, +3 class skill, +7 bardic knowledge)
Knowledge (History) +39/+40 relating to Magnimar (17 ranks, +5* INT, +3 class skill, +7 bardic knowledge, +1/+2 trait, +6 feat)
Knowledge (Local) +17 (2 ranks, +5* INT, +3 class skill, +7 bardic knowledge)
Knowledge (Arcana) +32 (17 ranks, +5* INT, +3 class skill, +7 bardic knowledge)
Knowledge (Religion) +19 (4 ranks, +5* INT, +3 class skill, +7 bardic knowledge)
Knowledge (Nature) +17 (2 ranks, +5* INT, +3 class skill, +7 bardic knowledge)
Knowledge (Planes) +20 (5 ranks, +5* INT, +3 class skill, +7 bardic knowledge)
Knowledge (Nobility) +16 (1 ranks, +5* INT, +3 class skill, +7 bardic knowledge)
Knowledge (Engineering) +18 (3 ranks, +5* INT, +3 class skill, +7 bardic knowledge)
Knowledge (Geography) +16/+18 underground (1 ranks, +5* INT, +3 class skill, +7 bardic knowledge)
Linguistics +13 (5 ranks, +5* INT, +3 class skill)
Perception +30/+32 underground (17 ranks, +1 WIS, +3 class skill, +2 racial, +7 clever explorer)
Spellcraft +25 (17 ranks, +5* INT, +3 class skill)
Escape Artist +24/+23 in armor (17 ranks, +4 DEX, +3 class skill)
Stealth +20/+19 in armor//+22/+20 in armor when underground (7 ranks, +4 DEX, +3 class skill, +4 size, +2 competence bonus from boots)
Swim +6/+5 in armor (3 ranks, +3 class skill)
Sense Motive (from headband) +21 (17 ranks, +1 WIS, +3 class skill)
Use Magic Device (from headband) +25 (17 ranks, +5* CHA, +3 class skill)

Racial Modifiers +2 Climb/+2 Acrobatics/+2 Perception/+4 Stealth
Note: +1 skill rank for favored class (bard)

Traits
Vagabond Child Disable Device is a class skill; +1 trait bonus on Disable Device skill checks.
Monument Scholar You gain a +1 trait bonus on Knowledge (history) checks made in Varisia due to your familiarity with its historical remnants. This bonus increases to +2 if the check relates to the city of Magnimar. Additionally, you gain a +2 trait bonus on any skill check made to receive a boon from one of Magnimar’s magically imbued monuments.
Armor Expert You have worn armor as long as you can remember, either as part of your training to become a knight's squire or simply because you were seeking to emulate a hero. Your childhood armor wasn't the real thing as far as protection, but it did encumber you as much as real armor would have, and you've grown used to moving in such suits with relative grace. When you wear armor of any sort, reduce that suit's armor check penalty by 1, to a minimum check penalty of 0.
Fate's Favored The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Languages Common (Taldane), Halfling, Elven, Goblin, Thassilonian, Necril, Undercommon, Osiriani, Abyssal, Aklo

SQ None

Combat Gear elven chain +5, light wooden shield, shortsword, dagger, club, +1 pistol, powder horn w/19 charges, powder keg w/25 charges, 44 cold iron bullets w/silver weapon blanch, mw longbow, 8 cold iron arrows w/silver weapon blanch, bedroll, belt pouch (2), traveler's outfit, flint & steel, torch (5), mw thieves' tools, gunsmith's kit, acid flask (0), alchemist's fire (2), universal solvent (1), rice paper (20 pcs), ink, pen, sack (2), trail rations (2 days), potion of darkvision, cloak of resistance +5, cloak of resistance +1 (in storage), ring of protection +1, handy haversack, goggles of night, belt of incredible dexterity +2, headband of mental prowess +4 (CHA & INT), amulet of natural armor +5, cat burglar's boots, silverfang, lens of detection, shard of Gluttony, Pathfinder Chronicles for Knowledge (history), Knowledge (arcana), Knowledge (local), 114301 gp, 0 sp, 5 cp; #38+ when carrying pack, #18+ without pack

SPECIAL ABILITIES

Racial Traits

Spells

Favored Class: Bard +1 SR 1st level, 2nd level, 3rd level, 4th level, 5th level, 6th level, 8th level, 9th level, 10th level, 11th level, 12th level. No FC bonus at 7th level.

Ability Increases: +1 DEX at L4, +1 INT at L8, +1 INT at L10 from tome of clear thought +1, +1 CON at L12, +1 CHA at L16.

Bardic Knowledge Add max[1,trunc(class level/2)] to all Knowledge skill checks. Can make untrained Knowledge checks at any DC.

Archaeologist’s Luck As a swift action, an archaeologist can call on fortune's favor, giving him a +3 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist's luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +3 at 11th level, and +4 at 17th level.

Uncanny Dodge Can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A bard with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.

Clever Explorer Add half bard level to Disable Device and Perception skill checks. Can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. At 6th level, an archaeologist can take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps.

Trap Sense At 3rd level, an archaeologist gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the archaeologist reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Lore Master (Ex): At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per day, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per day for every six levels he possesses beyond 5th, to a maximum of three times per day at 17th level.

Trap Spotter: (L4 rogue talent) Whenever an archaeologist with this talent comes within 10 feet of a trap, he receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Terrain Mastery (Ex): (L8 rogue talent; underground) An archaeologist with this talent gains a favored terrain as the ranger ability of the same name, though the favored terrain ability does not increase with his level as the ranger's ability does. That is, the archaeologist gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. An archaeologist traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). An archaeologist can take this ability multiple times, each time applying it to a new terrain, and granting all other favored terrains a +2 increase to the favored terrain bonus.

Evasion (Ex) At 6th level and higher, an archaeologist can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the archaeologist is wearing light armor or no armor. A helpless archaeologist does not gain the benefit of evasion.

Improved Evasion (Ex): (L12 rogue talent) This works like evasion, except that while the archaeologist still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless archaeologist does not gain the benefit of improved evasion.

Gunsmith: Gains a battered pistol. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it's worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.

Grit (Ex) A gunslinger makes his mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it's more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger's ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to his Charisma modifier (minimum 1). His grit goes up or down throughout the day, but usually cannot go higher than his Charisma modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.

  • Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, he regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger's character level does not restore grit.

  • Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, he regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger's character level to 0 or fewer hit points does not restore any grit.

Deeds: Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.

  • Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm's first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

  • Gunslinger's Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

  • Focused Aim (Ex): At 1st level, as a swift action, the mysterious stranger can spend 1 grit point to gain a bonus on all firearm damage rolls equal to her Charisma modifier (minimum 1) with all firearm attacks she makes until the end of her turn. At 7th level, when she uses the dead shot deed, she multiplies this bonus by the number of hits she made while rolling the Dead Shot attack. This deed replaces the quick clear deed.

Jack-of-All-Trades (Ex): At 10th level, the archaeologist can use any skill, even if the skill normally requires him to be trained. At 16th level, the archaeologist considers all skills to be class skills. At 19th level, the archaeologist can take 10 on any skill check, even if it is not normally allowed.

MAGIC ITEMS

Lens of Detection This circular prism lets its user detect minute details, granting a +5 competence bonus on Perception checks. It also aids in tracking, adding a +5 competence bonus on Survival checks when tracking. The lens is about 6 inches in diameter and set in a frame with a handle.

Cat Burglar's Boots These soft-soled boots provide their wearer with a +2 competence bonus on Acrobatics, Climb, and Stealth checks. Once per day as an immediate action, the wearer of cat burglar’s boots can reroll any one failed Acrobatics, Climb, or Stealth check, taking the result of that check in place of the first failed check (even if the second result is worse). In addition, a secret pocket in the boots is built to hold a fully functional set of masterwork thieves’ tools. A DC 22 Perception check is required to notice this pocket. Any other object in the pocket causes it to bulge and become obvious to even casual observation.

Silverfang A +1 Small (due to polymorph any object spell) undead bane mithral rapier originally forged by a cabal of vampire hunters in Ustalav as a weapon against their hated foes. Ironically, the rapier was claimed by a powerful Nidalese vampire named Volsazni Dezarr as a trophy after he single-handedly slew the entire cabal during their foolish attempt to destroy him. Since then, Volsazni has bequeathed vampiric thralls and five of this dhampir children-Gnaeus being the latest of these recipients.

As long as Silverfang is carried, the user gains a +2 resistance bonus on all saving throws against negative energy and level drain, and whenever he makes a Fortitude save to recover from a negative level, he may roll the save twice, taking the better of the two results as the actual result. Once per day, Silverfang can target an undead creature it just successfully critically hit with a halt undead effect (Will DC 14 negates) as a swift action.

Shard of Gluttony The Shard of Gluttony is made of pale inubrix. As long as the Shard of Gluttony is carried, its owner can use vampiric touch as a spell-like ability once per day, gains a +2 insight bonus on saves versus necromancy spells, and increases his maximum hit points by 1 point per Hit Die. Its curse is mitigated by a pink rhomboid ioun stone, which adds +2 to the bearer's CON.

Background:
As a young halfling growing up in Sandpoint, Bert's cleverness and outgoing nature seemed to make him a natural for a bardic career, and his family sent him off to apprentice at an informal bard's college in Magnimar. Unfortunately, he really didn't care much for music of any sort, even the common party songs of his people. He was definitely interested in bardic knowledge, and his grasp of the arcane side of the field was not lacking, but when it came time to practice music he couldn't be bothered to keep his mind on the task. The closest he came was when a more inspired teacher found a number of songs about historical events, which Bert actually paid attention to for a little while--at least, until he found better accounts of what the songs were based on. He would borrow books on history from the library and smuggle them into classes, he'd skive off practicing, and (worst of all, from his family's point of view) he'd hang out with all sorts of disreputable elements, picking up the basics of what under other circumstances might have made him into a decent rogue. But his real interests lay elsewhere. Magnimar was filled with great monuments, and all around Varisia were the ruins of ancient Thassilon; Bert spent a great deal of time studying them as best he could--among other things, trying to find out the role that halflings played in the time of the Runelords. Whenever he'd go home, he'd inevitably end up spending time listening wide-eyed to Brodert Quink's more fevered historical speculations, a habit which did not sit well with his parents. He was personable enough to avoid repercussions for his transgressions for some time, but eventually his luck ran out and his glib tongue couldn't save him. After being kicked out of the bardic college, he couldn't face his family again without having some sort of success to point to; desperate for a way to use his skills, he joined the Pathfinder Society. He hasn't been home since. Because of that, he's still not exactly popular with his family, although they haven't disowned him yet...quite. But that elusive dream of success still seems just out of reach...or does it?

The Sandpoint branch of the family isn't that big; Bert's parents and his five siblings work as tenant farmers on one of the Deverin's larger farms, and one of his maternal uncles works in a Scarnetti mill. (That uncle's wife is a maid at the Scarnetti manor, and none of their three children are old enough to work yet.) There's also Kindri Blackwillow, a somewhat disreputable older cousin on his father's side who's something of an adventurer; she currently does odd mostly-domestic jobs for moderately well-off humans, but she spent some time living with the Shiikirri-Quah Shoanti, and still has friends in that Quah. Bert is about the only one in the family who'll give her the time of day, even though she doesn't think much of his grubbing around in the distant past.

Notes and Useful Pastes:
Round :

Status:

HP: 15/15 AC: 16 Conditions: Lingering archaeologist's luck

To hit: [dice]1d20 + 2[/dice]

Damage: [dice]1d4[/dice]