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Count Lucinean Galdana

Flinders Offendurr's page

790 posts. Pathfinder Society character for Hawkwen Agricola.

Full Name

Flinders Offendurr




Bard(Archaeologist) 11


AC26/Touch18/Flat22/CMD28||HP80[80]|Fort:+6;Ref:+13(+16 vs traps);Will:+10|Percept+20(trapspotter)|Init+4





Special Abilities

Archaeologist's Luck +3 Bardic Knowledge +5, Evasion, Uncanny Dodge, Trap Spotter,




Brigh, Desna, Ng


Pathfinder Extraordinaire

Strength 12
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 12
Charisma 18

About Flinders Offendurr

Flinders Offendurr
PFS# 65114-4
Male human (chelaxian) bard (archaeologist) 11
CG Medium humanoid (human)
Init +4; Senses Perception +20
AC 26, touch 18, flat-footed 22 (+6 armor, +2 deflection, +4 Dex, +1 insight, +1 luck, +2 natural)
hp 80 (11d8+22)
Fort +6, Ref +13, Will +10
Defensive Abilities evasion, trap sense +3, uncanny dodge
Speed 30 ft.
Melee club +9/+4 (1d6+1) or
. . dagger +12/+7 (1d4+1/19-20) or
. . mwk cold iron rapier +13/+8 (1d6+1/18-20) or
. . mwk silver shortsword +13/+8 (1d6/19-20) or
. . mwk whip +13/+8 (1d3+1 nonlethal)
Ranged mwk composite shortbow +13/+8 (1d6/×3)
Special Attacks archaeologist's luck 8 rounds/day (+3)
Bard (Archaeologist) Spells Known (CL 11th; concentration +15)
. . 4th (3/day)—dimension door, greater invisibility, shout
. . 3rd (5/day)—dispel magic, displacement, good hope, haste, invisibility sphere
. . 2nd (5/day)—blistering invective[UC] (DC 16), blur, ghostbane dirge[APG] (DC 16), glitterdust (DC 16), heroism, mirror image, silence (DC 16), tongues
. . 1st (6/day)—feather fall, grease, hideous laughter (DC 15), liberating command[UC], remove fear, sleep (DC 15)
. . 0 (at will)—daze (DC 14), detect magic, lullaby (DC 14), resistance, sift[APG], spark[APG] (DC 14)
Str 12, Dex 18, Con 13, Int 16, Wis 12, Cha 18
Base Atk +8; CMB +11; CMD 28
Feats Arcane Strike, Dimensional Agility[UC], Expanded Arcana[APG], Lingering Performance[APG], Skill Focus (Intimidate), Toughness, Weapon Finesse
Traits magical knack, nimble fingers, keen mind
Skills Acrobatics +11, Appraise +8, Bluff +10, Climb +8, Diplomacy +15, Disable Device +25, Escape Artist +8, Intimidate +23, Knowledge (arcana) +16, Knowledge (dungeoneering) +15, Knowledge (engineering) +13, Knowledge (geography) +13, Knowledge (history) +14, Knowledge (local) +15, Knowledge (nature) +15, Knowledge (nobility) +14, Knowledge (planes) +15, Knowledge (religion) +15, Linguistics +17, Perception +20, Perform (oratory) +11, Sense Motive +5, Sleight of Hand +8, Spellcraft +10, Stealth +11, Use Magic Device +15
Languages Aklo, Aquan, Auran, Azlanti, Celestial, Common, Draconic, Elven, Ignan, Infernal, Kelish, Orc, Osiriani, Osiriani, Ancient, Polyglot, Sylvan, Terran, Thassilonian, Varisian
SQ bardic knowledge +5, clever explorer +5, jack-of-all-trades, lore master 2/day, rogue talents (guileful polyglot, trap spotter)
Combat Gear cold iron arrows (30), elemental gem (earth), elemental gem (water), jingasa of the fortunate soldier, oil of bless weapon, oil of daylight, oil of invisibility, potion of endure elements (2), potion of fly (2), potion of water breathing, scroll of comprehend languages, read magic, read magic, scroll of freedom of movement, scroll of lesser (x2) restoration, scroll of water breathing (x2), wand of abundant ammunition (50 charges), wand of cure light wounds, wand of touch of the sea (50 charges), acid (3), air crystal (6), alchemical solvent, alchemist's fire (2), alkali flask (2), antiplague, antitoxin, fire ward gel, frost ward gel, holy water (2), liquid ice (2), smelling salts, soothe syrup, tanglefoot bag, thunderstone, weapon blanch (adamantine), weapon blanch (ghost salt), weapon blanch (silver); Other Gear +2 mithral chain shirt, club, dagger, mwk cold iron rapier, mwk composite shortbow, mwk silver shortsword, mwk whip, dusty rose prism ioun stone, amulet of natural armor +2, belt of incredible dexterity +4, cloak of resistance +2, cracked mulberry pentacle ioun stone, cracked pale ruby trillian ioun stone, handy haversack, headband of mental prowess +2 (Int, Cha), ioun torch ioun stone, ring of protection +2, traveler's any-tool, wayfinder, bandolier, chalk, climber's kit, drug, allnight (2), earplugs, grappling arrow, masterwork thieves' tools, silk rope (50 ft.), smoked goggles, spell component pouch, sunrod, traveler's outfit, wrist sheath, spring loaded, wrist sheath, spring loaded, 1,546 pp, 2 gp, 9 sp, 6 cp
Special Abilities
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.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Archaeologist's Luck +3 (8 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +5 (Ex) Add +5 to all knowledge skill checks.
Clever Explorer +5 (take 10 & magic traps) (Ex) Half time to use disable device. Can always take 10 & disarm magic traps.
Dimensional Agility May take any additional actions remaining after using dimension door or abundant step
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Jack-of-all-trades (use any skill) (Ex) You may use all skills untrained.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Lore Master (2/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Magical Knack (Bard [Archaeologist]) +2 CL for a specific class, to a max of your HD.
Scroll of comprehend languages, read magic, read magic Add this item to create a scroll with spells on it.
Scroll of freedom of movement Add this item to create a scroll with spells on it.
Scroll of lesser (x2) restoration Add this item to create a scroll with spells on it.
Scroll of water breathing (x2) Add this item to create a scroll with spells on it.
Smoked goggles +8 save vs. visual effects, -4 sight-based Perception and you treat all opponents as having 20% concealment.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Wand of abundant ammunition (50 charges) Add this item to create a wand of a chosen spell.

Flinders Offendurr never had a hard life or worked a hard day in his life. The youngest of five brothers, his father is a fairly wealthy import/export merchant in the city of Magnimar. Flinders has always been the baby of the family, doted on by his mother.His four older brothers followed their father into the family business, but Flin, as his family often called him, never showed much interest. The day he did show enthusiasm was when his father had a shipment of ancient relics in the warehouse.The young lad was completely enthralled with the antiques. He spent all of his free time studying the objects, learning what he could. After the items were shipped off, Flinders had to find a way to quell his thirst for knowledge. He began roaming Magnimar studying its monuments, spending numerous hours in libraries and museums,anywhere he could gain knowledge. Of course his father frowned on these activities and admonished the boy often. His mother secretly encouraged her youngest son, and provided help whenever she could. Things finally came to a head in the boy's seventeenth year when he was neglecting his duties at the family warehouse, reading books behind some crates. Some of the shipments he was supposed to be taking care of were accidently load onto the wrong ship, which subsequently sank, costing his father a great deal of money. It was the last straw, Flin's father gave him an ultimatum, devote himself to the family business or get out.Flin decided it was time to leave. He bade his brothers goodbye, hugged his tearful mother, and nodded at his father who would not even look at him.

Flinders wasn't sure what he was going to do next. He loitered around Magnimar, studying, frequenting the ale houses and brothels much too often. During one of these visits to the alehouse, he overheard some patrons talking about the Pathfinders. He questioned the men about these Pathfinders, they sounded just like his kind of people. The men told him that he wanted to know more or attempt to join, he would need to go to Absalom. The next day with money from his mother, he bought passage on a ship bound for Absalom.

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