Kaigon the Miscreant

Baptiste Boislevesque's page

44 posts. Organized Play character for DM Heterocephalus.


Full Name

Baptiste Boislevesque The Laughing Lion

Race

Half Dwarf

Classes/Levels

Fighter 4(Two Weapon Warrior)/Alchemist 2(Internal Chemist): AC 22, FF 19, touch 14; HP 76/76; Init +3; Fort +13, Ref +8, Will +4; Perception +10

Gender

Male

Size

M

Age

39

Alignment

Chaotic Neutral

Strength 24
Dexterity 17
Constitution 22
Intelligence 16
Wisdom 15
Charisma 14

About Baptiste Boislevesque

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Appearance
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This guy reminds you of a lazy lion. He has deep-set greenish gray eyes. His fine, straight, golden brown hair is worn in a mohawk style. He is short for human standards but tall for dwarf standards and has a broad-shouldered build. He has a tattoo of a roaring lion on his scalp. He keeps a well trimmed beard and mustache. His skin is dark. He wears a silver breastplate the covers his entire torso. A slight modification is done to allow 2 more arms protruding from his lower torso. Attached is a hanging dwarven boulder helmet. Attached across his back is a dwarven waraxe and maulaxe for his upper 2 arms to retrieve. A steel shield is attached to his lower left arm and another boarding axe hangs along his belt for his lower right arm.
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Personality
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A maverick of the sea. Baptiste speaks, acts, live, thinks like a pirate. Baptiste follows the Pirate Code and is motivated by gold and seeks to render his services to the highest bidder. While morality may not be his greatest strength, he does not serve pure evil and will seek to do justice for those whom he felt deserves. Baptiste love adventure, often with a trusted group of friends. With such a group, Baptiste will be a steadfast friend. He will help and support those who he trusts, although this friendship can take on dwarven gruffness.
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Statistics
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Baptiste Boislevesque
Male Half Dwarf Fighter 3/ Alchemist 2
CN Medium humanoid (Half-Dwarf)
Init +3 ; Senses Perception +10, Darkvision 60 ft
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Defense
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AC 22, touch 14, flat-footed 19 (+7 armor, +2 shield, +3 dex)
hp 76 (2d8+3d10+27)
Fort +13, Ref +8, Will +4
Defensive Abilities Stability, Bravery
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Offense
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Spd 20 ft/x4
Melee Upper Right Arm Mwk Dwarven Waraxe +10 1d10+7 20/x3 Two Weapon Primary
Melee Lower Right Arm Mwk Axe, Boarding +10 1d6+7 20/x3 Two Weapon Secondary
Melee Upper Left Arm Mwk Axe, Dwarven Maulaxe +10 1d6+7 20/x3 Two Weapon Secondary
Melee Lower Left Arm Mwk Spiked Light Shield(Quickdraw) +10 1d4+7 20/x2 Two Weapon Secondary
Ranged Longbow, Composite +8 1d8+7 20/x3 Two Handed
Special Attacks Mutagen
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Statistics
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Str 24, Dex 17, Con 22, Int 16, Wis 15, Cha 12
Base Atk +4, Cmb +11Cmd +25

Melee Attack Bonus: +11
Range Attack Bonus: +7
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Feats
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Armor Proficiency (LIGHT/MEDIUM/HEAVY)
Shield Proficiency
Towershield Proficiency
Power Attack- You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points 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.
Double Slice- Add your Strength bonus to damage rolls made with your off-hand weapon.
Two Weapon Fighting- Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.
Extra Discoveries (Vestigal Arm)- You gain one additional discovery. You must meet all of the prerequisites for this discovery.
Brew Potion- You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Improved Shield Bash- Do not lose the shield AC after making a shield bash attack.
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Traits
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Anatomist- You know where to aim your blows to strike vital organs and you gain a +1 trait bonus on all rolls made to confirm critical hits.
Sacred Avenger(Calistria)- When a creature damages you with a weapon, on your next turn you gain a +1 trait bonus on weapon damage against that creature. If this creature is your ilduliel this bonus increases to +2.
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Racial Traits
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Ability Score- +2 Con, -2 Cha
Weapon Familiarity Half-dwarves have the same weapon familiarity as dwarves.
Craftsmanship- +2 racial bonus on Craft and Appraise checks.
Stability- A half-dwarf gains a +2 bonus on ability checks made to resist being bull rushed or tripped when standing firmly on the ground. Though not as stocky as their dwarf parents, half-dwarves still have a lower center of gravity than humans.
Disguide- Half-dwarves may pass as dwarves with a +8 bonus to Disguise checks, but they are usually too tall and human-like to fool their dwarven kin.
Resistance- +1 racial bonus on saving throws against poison. +1 racial bonus on saving throws against spells and spell-like effects.
Language- Common, Dwarf
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Formulae List
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Cure Light Wounds- Cures 1d8 damage + 1/level (max +5).
Enlarge Person- This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.
A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed.
If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it--the spell cannot be used to crush a creature by increasing its size.
All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see Table: Medium/Large Weapon Damage). Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage.
True strike- +20 on your next attack roll.
Bull Strength- +4 Str
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Discoveries
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Vestigal Arms x2- The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of the alchemist’s attack routine (using two-weapon fighting). The arm can manipulate or hold items as well as the alchemist’s original arms (for example, allowing the alchemist to use one hand to wield a weapon, another hand to hold a potion, and the third hand to throw a bomb). The arm has its own “hand” and “ring” magic item slots (though the alchemist can still only wear two rings and two hand magic items at a time).
Special: An alchemist may take this discovery up to two times.
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Alchemist Special Abilities
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Breath Mastery- At 1st level, the internal alchemist can control his breath and the flow of vital energy within his body. Without preparation, he can hold his breath for a number of minutes equal to his Constitution score (after this, he must begin makingConstitution checks or risk suffocation); by spending a full-round action preparing himself, he can increase this duration to 1 hour per point of Constitution. The alchemist can survive twice as long as normal without food or water before he starts to take penalties. He can put himself into a state of suspended animation as a move action, and is then unconscious and appears completely dead; he awakens at a preset time or in response to a condition set by him when he enters this state
Mutagen(20 Mins/Day)- When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.
Poison Resistance- At 2nd level, an alchemist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, an alchemist becomes completely immune to poison.
Poison Use- Alchemists are trained in the use of poison and starting at 2nd level, cannot accidentally poison themselves when applying poison to a weapon.
Bomb- Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Thrown bombs have a range of 20 feet and use the Throw Splash Weapon special attack. Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist’s bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist’s Intelligence modifier. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier.
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Fighter Special Abilities
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Favored Class(Fighter)- +3 Skillpoints
Defensive Flurry- At 3rd level, when a two-weapon warrior makes a full-attack with both weapons, he gains a +1 dodge bonus to AC against melee attacks until the beginning of his next turn. This bonus increases by +1 every four levels after 3rd.
Bravery- Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
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Skills
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Appraise +9, Climb +7, Craft (alchemy) +10, Craft (ammunition) +8, Craft (armor) +8, Craft (bows) +8, Craft (calligraphy) +8, Craft (firearms) +8, Craft (siege weapon) +8, Craft (trapmaking) +8, Craft (weapons) +8, Disable Device +4, Disguise +1(+9 To pass off as Dwarf), Fly +3, Handle Animal +5, Heal +6, Intimidate +9, Knowledge (arcana) +7, Knowledge (engineering) +7, Knowledge (nature) +7, Perception +10, Profession (sailor) +6, Ride +3, Sense Motive +4, Spellcraft +8, Survival +9, Swim +7, Use Magic Device +5
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Combat Gear
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Masterwork Boarding Axe, Masterwork Dwarven Waraxe, Masterwork Dwarven Maulaex, +1 Light Shield(Quickdraw), Masterwork Composite Longbow(Str +5), Breastplate(Agile)+1, Arrow (40), Helmet, Dwarven Boulder, Travelling Spellbook
Backpack, masterwork, Rope, silk (50 ft.), Alchemist's Kit, Tools, Thieves' (masterwork)(+2 DD), Flint and steel, Grappling hook, Wrist Sheath, spring loaded, Wrist Sheath, spring loaded
Magic Items Equipped by Slot Belt/Waist: Belt of Giant Strength +2, Shoulder: Cloak of Resistance +1
Transport Light Horse Combat trained, cart

Cost of Equipment:

Masterwork Boarding Axe- 306gp
Masterwork Dwarven Waraxe- 330gp
Masterwork Dwarven Maulaexe- 325gp
+1 Light Shield(Quickdraw)- 1519gp
Masterwork Composite Longbow(Str +5)- 900gp
Breastplate(Agile)+1- 1550gp
Helmet, Dwarven Boulder- 20gp
Cloak of Resistance- 1000gp
Belt of Giant Strength- 4000gp
Backpack, masterwork- 50 GP
Rope, silk (50 ft.)- 10 GP
Alchemist's Kit- 25 GP
Tools, Thieves' (masterwork)(+2 DD)- 100 GP
Flint and steel- 1 GP
Grappling hook- 1 GP
Wrist Sheath, spring loaded- 5 GP
Wrist Sheath, spring loaded- 5 GP
Light Horse combat trained- 110GP
Bit and Braddle and Saddle- 12 GP
Cart 15 GP
216gp Left

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Background
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Baptiste was born to a prostitute in the relatively unknown village on one of the island of Saifum of the Blood Sea Isle. He was raised by an old woman in the slums when he was abandon as a baby, obviously he serves as a hindrance to his mother's trade. It was not know who his father was but he is definitely a dwarf as he has demonstrated some of their physical traits. Baptiste has broad shoulders and great strength than most human children out there.

Baptiste eventually joined piracy along with some of his slum childhood friends. They serve as stowaways upon the pirate ship Neptune's Scream under notorious pirate lord Cain Black. So it was here he grew up and soon he became 1st Mate after a decade of sailing. Raiding merchant ships of Empire of Ergoth. In such a travel, he met an alchemist on board. In order to preserve his life, he told Baptiste he has discover the science of growing new limbs. Intrigued, Baptiste kept him onboard the Neptune's Scream while he prepares the concoction. After drinking the extract, Baptiste woke up the next day with 2 newly formed arms. Delighted, he continued to keep the alchemist beside him so as to teach him alchemy. With his new limbs, his fighting prowess grew in strength swirling and twirling 3 axes and a shield in his combat style. Soon every merchant and pirate in the Blood Sea Isle fear him. They call him the "Laughing Lion".

One day in the Tavern Red Horns in Mithas, a Minotaur pirate killed the alchemist in a rage when he caught him cheating with the dice. Goring him with it's horn, the alchemist was split in 2. When Baptiste heard of it, he rushed toward the minotaur and they fought. It was a dazzling display as the Minotaur was kept on the defense with his double axe as Baptise enter into a rage with axe strokes coming from all direction. With incredible speed and strength, Baptiste bashed his shield into the shocked Minotaur's face followed by crossing both his upper arms across his neck effectively decapitating him. When the headless form collapses on the ground, all the Minotaur in the tavern started brandishing their weapons and charged towards Baptiste. Desperate, Baptiste roared at the incoming horde before dashing to the docks and jumped into the sea. Captain Cain Black whipped him upon his return and banish him from the crew. Full of anger, Baptiste left the Neptune's Scream in a rowboat determined to seek his fortune elsewhere.