Seltyiel

Baalthiern's page

No posts. Alias of Tacticslion.


About Baalthiern

a bladed scarf (12 g),
a lucerne hammer (15 g),
a dagger (1 g)

armored kilt (10 g)
dancing scarves (150g) [+2 AC when moved 10+ ft., +2 bluff to feint]

piecemeal armor comprised of:

- horn lamellar arms (25 g)
[+1 AC, +5 mDex, -2 acp, 25% asf, 5 lbs., full speed]
[2 rounds to don, 1 round to don hastily, 2 rounds remove^]

- studded leather legs (5g)
[+1 AC, +5 mDex, no check, 10% asf, 3 lbs., full speed]
[3 rounds to don, 2 rounds to don hastily, 2 rounds remove^]

- and either:
- - - - an agile breastplate (400 g)
[+6 AC, +3 mDex, -4 acp {only -1 for athletics; -4 with other armor}, 25% asf, 25 lbs.]
[2 minutes to don, 1 minute to don hastily, 2 minutes remove^]

- - - - or lamellar cuirasse (15g)
[+2 AC, +4 mDex, no check, 5% asf, 8 lbs., full speed]
[5 rounds to don, 2 to don hastily, 5 rounds remove^]

^ half time with help

RESULT:
[heavy armor; 2 minutes and 5 rounds to don]
- armor 1) +9 AC, +3 mDex, -4 acp, 30% asf, 33 lbs., slow spd

[light armor; 1 minute to don]
- armor 2) +4 AC, +4 mDex, -2 acp, 30% asf, 16 lbs., full spd
- - armor 2a {w/armored kilt}) +5 AC, +4 mDex, -2 acp, 30% asf, 26 lbs., full speed; medium armor

[light armor, {guesswork:} 1 minute to don]
a set of really nice robes (30 g)
[+1 AC, full spd, 8 lbs.]

[medium armor, don move action]
armored coat (50g)
[+4 AC, +3 mDex, -2acp, 20 lbs., slow spd]

Also a massive stinkin' door er, tower shield (30g) [+4 AC, +2 mDex, -10 acp, 50% asf, 45 lbs.]

Adventuring/Drink/Food/Alchemical/Clothes/Games/Tattoos: total value [334g 4s; 108 lbs]; total value of Beasts: [354g 6s; 513 lbs]

Adventuring: bandoleer <5s; used for flasks and daggers>, bedroll <1s, 5 lbs>, blanket <5s, 3 lbs>, backpack <2g, 2 lbs>, sack [x3] <3s, 1.5 lbs>, small tent <10g, 20 lbs>, compass <10g, .5 lbs>, small steel mirror <10g, .5 lbs>, 50ft. silk rope <10g, 5 lbs>, signal whistle <8s>, ioun torch [x1] <75g>, stiff (but flexible) leather rags <1g> used for making temporary lamps with ioun torch; enough for three

Drink: godsbrew <5s, 5 lbs>, Khave [x10] <2s, 5 lbs>, tea [x10] <2s, 5 lbs>

Food: trail rations [x10] <5g, 10 lbs>

Alchemical: flask of acid [x10] <100g, 10 lbs>; antitoxin [x2] <100g>

Clothes: explorer's [x3] <20g, 16 lbs>, cold weather <8g, 7 lbs>, soldier's <1g, 5 lbs>, Signet Ring <5g>

Games: cards <1s>, Marbles [x5] <5s, 10 lbs> I'm guessing until told otherwise

Beasts: mule [x2] <16g; note - can be battle-trained for 126g (252 total): higher a skilled hireling to get them to be combat trained [3s/day for 6 weeks]>, guard dogs [x2] <50g; note - cannot be ridden (they are not large enough)>; feed [x30] <15s, 300 lbs>, feed (carnivore) [x30] <15s, 150 lbs>, pack saddle [x1] <5g, 15lbs>, saddle (military) <20g, 30 lbs>, saddlebags [x1] <4g, 8 lbs>, bit and bridle <2g, 1 lb>, dandy brush [x3] <6s, 6 lbs [2 lbs each]>; bear bag <2g, 3 lbs>

Other: Tattoo (a small chameleon between his left thumb and left index finger - it is invisible, except when subject to certain magical effects, or harmless chemicals)

43 gold

Feats:
- 1) elf dilettante
- 2) brew potion
Traits:
- spark of creation

Skills: 8+4 = 12
- acrobatics, bluff, craft, diplomacy, disguise, knowledge (local, planes), perception, sense motive, sleight, stealth, spellcraft
+2+3+?? = 5+??

Special:
Inspiration (3 pts/encounter), cunning insight, cunning knowledge, trapfinding
Arcane dilettante (1 spell, 0 lvl)

Bab +1, CMB, CMD
Fort +0
Ref +3
Will +0

Inspiration: The factotum is a dabbler, a professional explorer who plunders a wide variety of fields to find the tools he needs to survive. He reads through tomes of arcane magic to gain a basic understanding of spells. He offers prayers to a variety of deities to gain their blessings. He observes warrior stances and exercises to understand the art of fighting. But while a factotum learns many paths, he masters none of them. Rather than train in a given field, he masters all the basics and manages to pull out something useful when the situation is desperate enough.

To represent this seemingly random body of knowledge, a factotum gains inspiration points that he can spend to activate his abilities. At the beginning of each encounter, he gains a number of inspiration points determined by his level (see Table 1–1).

- Cunning Insight (Ex): Before making an attack roll, damage roll, or saving throw, you can spend 1 inspiration point to gain a competence bonus on the roll equal to your Intelligence modifier. Cunning insight does not require an action, and you can use it as often as you wish during your turn or others’ turns—provided that you have the inspiration points to spend. Because this ability provides a competence bonus, it does not stack with itself.

- Cunning Knowledge (Ex): When making a check involving a skill in which you have at least 1 rank, you can spend 1 inspiration point to gain a bonus on the check equal to your factotum level. You can use this ability once per day for a particular skill. For example, if you use cunning knowledge to gain a bonus on a Hide check, you cannot use the ability to improve other Hide checks for the rest of the day, though you can use it on different skills.

Trapfinding (Ex): You can use the Search skill to locate traps with a DC higher than 20, and you can use Disable Device to bypass a trap or disarm magic traps. See the rogue class feature (PH 50).

- Arcane Dilettante (Sp): At 2nd level, you acquire a vague understanding of magic. You know that with a few weird hand gestures and an array of grunts and bizarre words, you can conjure up something that looks like a spell. By spending 1 inspiration point, you can mimic a spell as a spell-like ability.

At the start of each day, choose a number of spells from the sorcerer/wizard spell list based on your factotum level. You can choose one spell at 2nd level, and you gain additional spells as shown on Table 1–1. The maximum level of spell you can use, according to your class level, is also shown on the table. You can select any sorcerer/wizard spell up to that level, but you can prepare only one spell of your maximum level. Your caster level equals your level in this character class. The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Int modifier.

Once you have used a spell, you cannot use it again until you have rested for 8 hours. After resting for this time, you choose new spells and lose any unused spells from the previous day, though you can select the same spell on consecutive days. You cannot prepare the same spell multiple times to use it more than once during the same day.

You cannot use spells that require an XP cost. You must otherwise provide the necessary material components as normal.

If you wish to enhance a spell with a metamagic feat, you must apply the feat when you prepare the spell. In addition, you must be capable of using a spell of the modified spell’s level.