Alchemist

Barnaby Rockford's page

306 posts. Organized Play character for Zoomba.


Full Name

Barnaby Rockford

Race

Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision

Classes/Levels

current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus)

Strength 20
Dexterity 12
Constitution 14
Intelligence 20
Wisdom 12
Charisma 7

About Barnaby Rockford

CN Medium Humanoid (Human)
XP: 29 Fame: 41 Prestige 35
Init +1

Defense:
AC 18 ; Flat-Footed 17 ; Touch 11
HP 76/76
Fort Save +8 | Ref Save +12 | Will Save +12 (+2 vs enchantment effects, +1 vs illusion effects, +3 vs psychic effects, +3 vs curse effects, +3 vs traps, +1 vs Acid effects, +5 vs poison*, +5 vs disease*)
Immune: Sleep

Speed 30ft

Att: +2 Adamantine Inspired Heavy Mace +14/+9 for 1d8+7 (x2)
{When studying, +19/+14 for (1d8+12)}
or
Sap +12/+7 for 1d6+5 nonlethal (x2)
or
Silver Dagger +12/+7 for 1d4+4 19-20/x2
or
Cold Iron dagger +12/+7 for 1d4+5 19-20/x2

Ranged Att: +1 Light Crossbow +9/+4 for 1d8+1 (19-20/x2)

SA: Studied Combat (5 rounds, +5 att and +5 dam), Studied Strike +4d6

Skills (not including heroism):

Acrobatics +10*
Appraise +11
Climb +6
Disable Device: +18
Disguise +1
Escape Artist: +6
Heal +4
Knowledge Arcana: +20
Knowledge Dungeoneering +11
Knowledge Engineering +11
Knowledge Geography +7
Knowledge History: +21
Knowledge Local: +11
Knowledge Nature +11
Knowledge Nobility: +11
Knowledge Planes: +11
Knowledge Religion: +11
Linguistics: +27
Perception +13
Sense Motive: +14 (+1 to notice lying)
Sleight of Hand +6
Spellcraft: +20
Stealth +6
Swim +6
Use Magic Device +20

Languages (Common, Elven, Osirian, Protean, Aklo, Celestial, Draconic, Sylvan, Polyglot, Jistkan, Abyssal, Ignan, Infernal, Azlanti, Tien, Terran, Giant, Auran, Uncercommon, Aquan)

Traits: Unintentional Linguist, Pragmatic Advisor

Feats: Skill Focus (Linguistics), Orator, Elongated Cranium (Ovoid), Extra Investigator Talent (Quick Study), Power Attack, Extra Talent (Chronicler's Insight)

SPELLS

Spells/day:
1st level: 6/day 1 used
2nd level: 5/day 1 used
3rd level: 4/day 4 used
4th level: 2/day

Spells known:
0 - Detect Magic, Daze, Ghost Sound, Message, Telekinetic Projectile, Read Magic
1 - Ill Omen, Long Arm, Magic Missile, Heightened Awareness, Enlarge Person
2 - Oneiric Horror, Mirror Image, Blindness/Deafness, Spider Climb, Resist Energy
3 - Heroism, Fly, Invisibility Sphere, Babble
4 - Freedom of Movement, Id insinuation III

SQ: Inspiration (10) 6 used; Trapfinding (+5); Psychic Casting; Psychic Meddler; (+3) Phrenic Pool (5); Will of the Dead amplification, Keen Recollection, Trap Sense +2, Studied Combat (+4/+4), Studied Strike (4d6), Trap Spotter, Quick Study, Sickening Offense, Combat Inspiration, Chronicler's Insight

CMB +12
CMD 22

Equipment:

+2 Adamantine Inspired Heavy Mace, +1 Chain Shirt, darkwood heavy shield, +1 light crossbow, silver dagger, cold iron dagger, sap, longspear, backpack, waterskin, 50 ft of silk rope, Masterwork Thieves tools, trail rations (3 days), warm weather gear, Wand of Cure Light Wounds (49 Charges), Alchemists Fire x2, Holy Water x2, antiplague x4 now 3, antitoxin x5 now 4, Wand of endure elements (34 charges), Wand of Heightened Awareness (42 Charges)

Cloak of resistance +3, Headband of Intellect +2, Belt of Strength +4, lesser extend metamagic rod, First Aid Gloves (left hand used, right hand 1 gems left), necklace of adaptation, cracked pale green ioun stone

14,787 gp

Boons:
Hex Adept Through his work with the Dark Archive, Barnaby has become inured against old defenses. He gets +3 on saving throws against curse spells and effects.
Archivist Once per adventure, Barnaby may apply a +4 bonus on any Knowledge or Linguistics check.
Master Librarian Before the start of each of his adventure, Barnaby may requisiton up to three alchemical or magical items whose value totals 1,000 gp or less form the Dark Arhcive's supplies.
Enduring ScholarOnce per adventure, Barnaby can roll a saving throw against a spell with a +4 bonus - being exposed to dangerous magic tends to train one to resist it.

Ragdya's Blessing:
Respect begets respect: for showing deference to her temple and creatures, the monkey god Ragdya is willing to temporarily grant Barnaby a climb speed for 1d4 rounds if need arises.

Gloomspire Explorer:
Having gone over the Gloomspires with a paranoid comb, Barnaby's learned a bit about finding hidden things. For one scenario, he can get a +2 bonus on Perception to spot hidden things (doors, traps, objects, etc)

Inside Knowledge:
Leery of them, Barnaby gets +2 of Knowledge checks against the Aspis Consortium

Lord Avid's Recommendation:
It's all about who you know, and Barnaby know's Lord Avid. As such, he gets +2 to interact with Kortosan nobility.

Enlihgtened Ambassador:
At least some tips and tricks sunk in while at Tar Kuata. As a move action, Barnaby can enter a meditative trance state. In addition to being one with the universe, he can end it to get +4 vs a mind-affecting effect, move 10 feet faster for a round, or go all Daredevil and ignore concealment for a round.

Ectoplasmic Enhancement:
He kept some goo, so as a swift action Barnaby can give his attacks ghost touch for 1 round

Kaghaze Redeemed:
Every time he's in Sargava, the Mwangi, the Sodden Lands, or the Shackles, Barnaby gets a gift basket - potion of cure serious wounds, an antiplague, and a +1 animal bane bolt

Ekujae's Blessing:
Heat ain't nothing. Barnaby has constant endure elements to heat up to 110 degrees

Reinforced Alliance:
+2 to interact with Hellknights

Timelost Chronicler:
Barnaby's seen some ^&*%&. In addition to knowing more about history, once per scenario he can remember THAT moment to get +1 morale on a d20 roll.

Hero of the Fey::
For helping them out, Barnaby can auto-succeed on one Charisma check against a few. After that, he's old news

Unwavering Resolve:
Some unsettling reports have been read, and Barnaby has begun preparing for them. Prior to rolling against a fear or confusion effect, Barnaby can draw on this to get +2 to the roll. Even if he fails, he gets temp HP equal to twice his level (if fear) or rolls twice and takes the best set of actions each round (confusion)

Gravenight's Gratitude:
Before one scenario, a magic item (3k gp or less) 'just so happens' to find its way into Banraby's sack. Explaining how it got there - that comes afterwards

Experience with Dark Dreams:
When faced with a mind-affecting and evil spell or SLA (of a mind one from and evil outsider, Barnaby can get +4

Elemental Conquest - Earth:
As a swift action, Barnaby can get DR 5/adamantine (up to 50 total) for 1 minute. He also gets +1 to saves if ever on the Plane of Earth.

Raginorri's Debt:
Again, help a god and they help you. Barnaby could cast twice once any of the following: cat's grace, CMW, lesser restoration, shocking grasp, CSW, fly, lightning bolt, call lighnign storm, CCW Debt repaid

Honored Guest of the Hall:
Gods keep smiling on Barnaby. Free drinks for life at Cayden's Hall, and the clergy gives me a +1 circumstance bonus when asking about info

Hurricane Tempered:
Can reduce the strength of a wind effect

Aquel's Favor:
Not a god this time, but an angel thinks I'm cool. Once, Barnaby can call on Aquel to give me a protective aura for 10 rounds (+4 defelction vs evil, +4 resistance on saves vs evil, all in a 20 ft radius.

Elemental Conduit:
Barnaby's channeled some elemental forces in his day. Once, he can use the last remnants of this to cast control water of cone of cold

Zahra's Tactics:
Barnaby can get +1 on an attack and damage roll against a genie, either up to three times or once, butx3 (or two and 1 I suppose)

Scenarios
6-08 The Segang Expedition
1-37 Voice in the Void
6-06 Hall of the Flesheaters (slow track)
7-10 The Consortium Connection (slow track)
2-01 Before the Dawn part I: The Bloodcove Disguise
2-01 Before the Dawn part II: Rescue at Azlant Ridge
6-19 Test of Tar Kuata
The Horn of Aroden
Among the Living
The Labyrinth of Hungry Ghosts
The Citadel of Flame
Dead Man's Debt
Orders from the Gate
Day of the Demon
The Sky Key Solution
In Wrath's Shadow
The Pallid Plague
Way of the Kirin
Serpent's Ire
What Sleeps in Stone
Hrenthar's Throne
The Rebel's Ransom
The Cosmic Captive
Hall of Drunken Heroes
Raid on the Cloudborne Keep
Fate of the Fiend
On the Border of War
Torrent's Last Will (slow)
The Forbidden Furnace of Forgotten Koor (slow)
The Darkest Abduction