Drow Scout

Barbo Beezle's page

358 posts. Organized Play character for EwokBanshee.


Full Name

Barbo Beezle

Race

| HP: 38/38 | AC: (17) (13 Tch, (14) FF) | CMB: +2, CMD: 15 | F: +4, R: +5, W: +5 | Init: +8 | Perc: +0, SM: +0

Classes/Levels

| Speed 30ft | Spells: 3rd 9/4 2nd 6/6 1st 6/6 |

Gender

M NG Samsaran Wizard 6

Strength 9
Dexterity 16
Constitution 12
Intelligence 20
Wisdom 10
Charisma 7

About Barbo Beezle

Name: Barbo Beezle
240237-7
Sex: M Race: Samsaran Class/Level: Wizard 6
Alignment: NG Size: M Type: Humanoid
Init +8; Senses: Perception +0
Favored Class Bonus: +1 hp
Languages: Abyssal, Celestial, Common, Draconic, Giant, Goblin, Infernal, Nagaji, Necril, Samsaran, Sylvan, Tengu, Orc, Undercommon

DEFENSE
AC 14, touch 13, flat-footed 11 (+1 armor, +2 dex)
HP 38 (5(1d6) +1 Con +1 Favored)
Fort +4, Ref +6, Will +6

OFFENSE
Spd 30ft
Melee Dagger +2 (1d4-1, 19-20)
Ranged Acid Splash +6 (1d3+1, 30ft)

Bot Me:

[dice=Acid Splash vs Touch]1d20+6[/dice]
[dice=Damage, Focus]1d3+1[/dice]

STATISTICS:

Str 9 (-1), Dex 16 (+3), Con 12 (+1), Int 23 (+6), Wis 10 (+0), Cha 7 (-2)
BAB +3, CMB +2, CMD 15

Feats, Traits, Racial:

Feats
Spell Focus (Illusion): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Improved Initiative:You get a +4 bonus on initiative checks.
Spell Penetration: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.
Extend Spell: Level increase: +1. An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat.
Quicken Spell: Level increase: +4. Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened.

Traits
Arcane Temper: You gain a +1 trait bonus on concentration and initiative checks.
Mentored: Choose a single Craft, Perform, or Profession skill. You gain a +1 trait bonus on checks with that skill. You also gain a +1 trait bonus when you aid another‘s skill check with any skill.

Racial Abilities
Lifebound (Ex): Samsarans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.
Low-Light Vision: Samsarans can see twice as far as humans in conditions of dim light.
Mystic Past Life (Su)*: You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class’s key ability score bonus. The spells must be Arcane. These spells do not have to be spells you can cast as a 1st-level character.

Skills:
(8 skill points/level)
+1 to aid another
Mod Ranks Attribute Name of Skill
+3 0 (dex) Acrobatics
+10 1 (int) Appraise
-2 0 (cha) Bluff
+0 1 (str) Climb
+17 6 (int) Craft (Alchemy) [w/ mstwrk tools]
+1 0 (cha) Diplomacy
-- 0 (dex) Disable Device
-2 0 (cha) Disguise
+3 0 (dex) Escape Artist
+6 1 (dex) Fly
-- 0 (cha) Handle Animal
-1 0 (wis) Heal
-2 0 (cha) Intimidate
+13 4 (int) Knowledge (Arcana)
+12 3 (int) Knowledge (Dungeoneering)
+10 1 (int) Knowledge (Engineering)
+10 1 (int) Knowledge (Geography)
+11 2 (int) Knowledge (History)
+15 6 (int) Knowledge (Local)
+12 3 (int) Knowledge (Nature)
+10 1 (int) Knowledge (Nobility)
+14 5 (int) Knowledge (Planes)
+14 5 (int) Knowledge (Religion)
+15 6 (int) Linguistics
+0 0 (wis) Perception
-2 0 (cha) Perform
* * (wis) Profession
+3 0 (dex) Ride
-1 0 (wis) Sense Motive
-- 0 (dex) Sleight of Hand
+10 1 (int) Spellcraft
+3 0 (dex) Stealth
-1 0 (wis) Survival
+0 1 (str) Swim
-- 0 (cha) Use Magic Device

Wizard Spells:
Caster Level: 6 (Concentration +13)
Familiar: Pig (+3 Diplomacy)
School: Illusion (DC+1, Bonus Spell)
Opposition Schools: Abjuration, Necromancy (Extra Slot)

0 (at will, 4+1/day, DC 16) – Detect Magic, Light, Acid Splash, Ghost Sound, Prestidigitation, Read Magic, Dancing Lights, Mage Hand, Arcane Mark, Ray of Frost, Flare, Mending, Spark, Detect Poison, Daze, Haunted Fey Aspect, Message, Open Close.

1 (5+1/day, DC 17) – Color Spray, Silent Image x2, Unseen Servant, Ventriloquism, Cure Light Wounds*, Comprehend Languages, Mount, Floating Disk, Grease, Mage Armor

2 (5+1/day, DC 18) - Invisibility x2, Glitterdustx2, Calm Emotions* , Silence*, Mirror Image,

3 (3+1/day, DC 19) - Good Hope*, Haste , Loathsome Veil, Fly, Slow

4 (0+1/day, DC 20) -

5 (0+1/day, DC 21) - Song of Discord*

6 (0+1/day, DC 22) - Heroes' Feast*

Combat Gear
Haramaki, Dagger, Alchemist Fire (4), Lesser Extend Metamagic Rod, Aegis of Recovery, 7 acid flasks

Other Gear:

Wizard's Kit (a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, trail rations (5 days), and a waterskin), Masterwork Artisan's Tools, Masterwork Backpack, Smelling Salts, 2 Spring-Loaded Wrist Sheath, Headband of Intelligence (+1), Pearl of Power I, Cloak of Resistance (+1), Belt of Dexterity (+1), [ANTITOXIN]

Wands:
Cure Light Wounds (48): (1d8+1) - In Spring-Loaded Wrist Sheath
Mage Armor (45) - In Spring-Loaded Wrist Sheath
Wand of Grease, DC 11 (9)
Wand of Magic Missile (4): (1d4+1)

Scrolls: Air Bubble, Mount, Comprehend Languages x2, Force Quiet, Obscuring Mist, Reduce Person, Identify, Disguise Self, Ant Haul, Featherfall, Share Language, Elemental Speech, Spider Climb, Floating Disk

Potions: Touch of the Sea, Remove Blindness/Deafness

Items:
Aegis of Recovery: An aegis of recovery grants its wearer a +2 resistance bonus on all saving throws made to recover from a continuing effect, such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack. This bonus does not help against initial saving throws against such effects. Should the wearer ever drop below 0 hit points, the aegis heals the wearer for 2d8+3 points of damage and then crumbles to dust.

Money
1153 GP

Boons:

Explore, Report, Cooperate 1: Ask the GM if a possible action will influence the Prestige Points.

Friend of Janira Gavix: +1 to Knowledge rolls made within the Grand Lodge .

Explore, Report, Cooperate 2: Ask the GM if a possible action will influence the Prestige Points.

Prized Find: If I would fail to gain a Prestige Point, I use this boon to gain it.

Inside Knowledge: +2 on Knowledge (Local) rolls about the Aspis Consortium.

Lord Avid's Recommendation: +2 on Charisma-based checks against Nobility while on the Island of Kortos.

Frozen Fingers: +2 on Diplomacy checks while in Irrisen

Lessons of History: Once per adventure, when rerolling a d20, add 2+(2) to the result.

Soul Warden: Treat my Constitution Score as 16 to determine whether HP damage would kill me.

Scholar of the Sages: +1 Knowledge (History) for checks pertaining to ancient sites. +2 for ancient Osirion sites.

Magnimarian Debt: Reduce the price of Raise Dead or Resurrection by half.

Formidable Renown: +2 Intimidate versus a worshiper of Lissala as a Move action.

Righteous Redemption: Requisition six flasks of holy water and an oil of bless weapon or two scrolls of lesser restoration.

Worthy Foe: As a swift action, gain +2 bonus to overcome spell resistance, increase the save DC by 1, and gain a +2 bonus on saving throws vs those with the Orc subtype.

Duskwarden's Favor: Gain the Ranger's Favored Terrain ability (Underground environments) for remainder of the scenario.

Darkland's Study:+2 on Sense Motive and Knowledge checks against/about Drow, Derro, Duergar and other Darklands humanoids.

Diverse Training: Once per scenario, before rolling, add 4 to a knowledge roll.

House Thrune's Favor: Barbo gets a +3 bonus to circumstance bonus against members of House Thrune, the Chelish government, or a Hellknight order.

Arnisant Museum Patron: +1 Knowledge (History) checks about Taldor. After hearing the mission briefing, secure a +1, +2 or +3 weapon, shield or armor.

Enduring Scholar: Once per adventure, before rolling a saving throw against a spell, add 3 to the result.

Magical Tinkerer: Use Magic Device is a class skill, and once per adventure I can add 13 to the Use Magic Device check. Or add 2, if the original bonus was higher.

Cold-Hearted and Efficient: As a standard action, gain +2 against emotion saving throws for 10 minutes. If currently affected by an emotion effect, attempt a new saving throw.

Promotional Reroll (Goblin IPA): You can reroll a single d20 roll you make during the course of the scenario. Add +1 for my Star.

Description:

Barbo Beezle is an older male Samsaran who is ashamed of his bald head. He wears an awful white wig at all times. His pet pig, Babe, is often a few steps behind him. His wrinkled hands are dexterous still, able to weave complicated illusion spells. He often stares into space, lost in thought.

History:

Barbo, in a past life, was a female paladin*, with a beautiful blonde head of hair, who belonged to the Pathfinder Society. He wants to find more about her and learn the lessons of his past life as well as learn where he fits in this world with this other person's memories in his head. He is now a member of the Scarab Sages, adventuring for fun, fortune and because he can't stand studying old tomes in a library any longer. It's not what she would have wanted.

*I know, that's not the way Mystic Past Life works. Rules-wise, he was a Bard in his past life. All of his spells from that rule are on the Bard spell list. But Paladin sounds more fun to role-play, don't you think?