Poltur

ArchibaldBenedictThunderblossom's page

125 posts. Alias of Choon.


Full Name

Sir Archibald Benedict Thunderblossom

Gender

Stats:
AC 18/15/14 | F2 R7 W4 | CMD 12 | HP 10 | Perception +7, +8 vs traps | Init +4

Strength 10
Dexterity 18
Constitution 14
Intelligence 17
Wisdom 12
Charisma 9

About ArchibaldBenedictThunderblossom

former Halfling:

14 16 17 12 7 14
Role: Trader. I even have the Prof: Merchant for it!
[spoiler=Stats]
Male Halfling Investigator (Empyricist) 1
CG Small humaniod
Init +4 (+4 dex); Senses: Perception +8, 9 vs traps

DEFENSE
AC 18, Touch 15, Flat-Footed 14 (+4 dex, +3 armor, +1 size)
HP 10 (level/roll) 1/8 | Fav class: Investigator: skills
Fort +2, Ref +7, Will +4 +2 vs fear

OFFENSE
Speed 30 ft.
Melee: +5 Sword Cane (1d4 x2)
Ranged: +5 Sling (1d3 x2) Bullets x20

STATS
Str 10, Dex 18, Con 14, Int 17, Wis 12, Cha 9
B.A.B. +0, CMB-1, CMD 13
[/spoiler

[spoiler=Feats/Traits]
Weapon Finesse

Traits
Helpful: Aid Another grants +4 bonus
Student of Philosophy: use Int for Diplomacy and Bluff for lies
Friend of the Family: Koya

[/spoiler

[spoiler=Trained Skills]
(Skill bonus=rank+ability+class+misc)

Bluff +7 = 1+3+3
Craft (Alchemy) +8 =1+3+3+1
Diplomacy +7 = 1+3+3
Disable Device +8 = 1+4+3
Linguistics* +7 = 1+3+3
Perception +8 = 1+1+3+2+1 (+1 vs traps)
Profession (merchant) +5 = 1+1+3
Spellcraft* +7 = 1+3+3
Stealth +12 = 1+4+3+4
Use Magic Device +3 = 1-1_3

Untrained w/misc. bonus

ACP: -1
Total 10 (+6 class, +3 Int, +1 favored)

Languages
Common, Halfling, Dwarven, Elven, Gnome, Goblin

Formula Book :

lvl 1 (5 known, 2/day); Concentration +4- Shield, True Strike, Crafter's Fortune, Cure Light Wounds, Comprehend Languages

DC's: 0-13, 1-14
[/spoiler

[spoiler=Consumables (wands, scrolls, etc.)]
Scrolls

Wands

Other

[/spoiler

[spoiler=Special qualities]
Racial
Standard Racial Traits:
Ability Score Racial Traits: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.
Defense Racial Traits

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Adaptable Luck Some halflings have greater control over their innate luck. This ability gives them more options for how they can apply their good fortune from day to day, but also narrows its scope. Three times per day, a halfling can gain a +2 luck bonus on an ability check, attack roll, saving throw, or skill check. If halflings choose to use the ability before they make the roll or check, they gain the full +2 bonus; if they choose to do so afterward, they only gain a +1 bonus. Using adaptive luck in this way is not an action. This racial trait replaces halfling luck.

Feat and Skill Racial Traits:
Fleet of Foot Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.

Offense Racial Traits
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Senses Racial Traits
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

Class-based
Alchemy (Su)
Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.

When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.

Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator's level as the caster level.

An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator's possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.

Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.

An investigator uses the alchemist formula list to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier.

An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.

Inspiration (Ex)
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding
An investigator adds 1/2 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.
[/spoiler

[spoiler=Gear ]
Carrying Capacity = 33/66/100
Currently carrying 31 lbs.
Sword, Cane (45gp, 2 lbs)
Parade Armor (25gp, 10 lbs)
Sling (free, -- )
Sling bullets x20 (2 sp, 5 lbs)

--Backpack-- (2gp; 2 lbs)
Bedrool (1sp; 2.5 lbs)
Blanket (5sp; 1.5 lbs)
Formula Book (free, 1 lbs)
Kit, Alchemy Crafting (25 gp; 5 lbs)
An alchemist with an alchemy crafting kit is assumed to have all the material components needed for his extracts, mutagens, and bombs, except for those components that have a specific cost. An alchemy crafting kit provides no bonuses on Craft (alchemy) checks.

--Sack-- (1sp; .5 lbs)
Rope 50' hemp (1gp; 10 lbs)

-Cash-
105g / 98g 7s spent

Special: Sword Cane
Benefit: You can draw the blade from the cane as a swift action (or a free action if you have the Quick Draw feat). An observer must make a DC 20 Perception check to realize an undrawn sword cane is a weapon rather than a walking stick; the DC decreases to 10 if the observer is able to handle the weapon. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a sword cane sized for you, even though it isn't a light weapon. You can't wield a sword cane in two hands in order to apply 1-1/2 times your Strength modifier to damage.

[/spoiler

[spoiler=Backstory] Sir Archibald Benedict Thinderblossom grew up in a small part of the world. The trees weren't small, of course, nor were the high hills that surrounded his little valley. No, what made it small was the comers and utter lack of Tall Folk.
His hometown of Middlebrook sat squarely in the middle if the valley. It was mainly peopled by halflings. Another Halfling settlement to the north, Northbrook, and a Gnome town to the south that all the Halflings called Southbrook but all the Gnomes called The Agust and Glorious Empire of Sparklesprocket, The AGES for short, which annoyed everyone but the Gnomes to no end.
Young Archibald was always getting into things and "solving problems" and generally getting into everyone's hair. It was assumed that he would grow out of this "Gnomeishness", and he did. Kindof. Really, it just changed form. He went from finding Farmer Hatterly's not-lost pumpkins to finding his his wife in Mr. Gale's bedroom and from "brewing" a drink of boiled water and pine cones to brewing actual drinks.
His tendency to discover community disrupting secrets, however, made him a constant headache for the mayors of Middlebrook and Northbrook (the Gnomes just thought his disruptions were hilarious). After a particularly lucky string of scandalous revelations, their tolerance broke. They Knighted him, gave him the title Sir, loaded him up, and sent him over the hills into the lands of the tall folk on a mission of discovery with a fancy sword cane in one hand and flashy Parade armor gleaming.

Thus, Sir Archibald Benedict Thunderblossom came to Sandpont on a quest to see all that there is to see and learn all there is to learn.[/spoiler

[spoiler=RP]
Sir Archibald Benedict Thunderblossom strode into the Rusty Dragon in with his cane leading the way. His polished armor rattled slightly as he took his place. It was a good table in the center of the room, and his chair was precisely placed so that he could hear each conversation at every table if he willed. Mostly, however, he wanted to observe a certain Elf at the bar. Shalelu was everything he was not. Tall (gods! Everything was tall here!), deadly, female. He couldn't get enough of her, but he had to be careful. People like her typically didn't like unreserved adoration. She should be used to it. Associating with the Heroes of Sandpoint was just the start. She had defended this town for years. She deserved a few fans!