Gath Morian

Belmiir's page

158 posts. Organized Play character for lucklesshero.


Full Name

Belmiir Dulgron

Race

Dwarf AC: 21, Int. +2, Per: +9 | Fort. +3, Ref. +5, Will +4

Classes/Levels

investigator 3(empiricist)

Gender

male Conditions: CMB:+3, CMD:15 H.P. 25/25 Heighten awareness

Size

medium

Age

55

Alignment

NG

Languages

Dwarven, Giant, Goblin, Shoanti, Thassilonian,common

Occupation

alchemist

Strength 13
Dexterity 14
Constitution 12
Intelligence 16
Wisdom 12
Charisma 10

About Belmiir

Male dwarf investigator (empiricist) 3
NG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +11 (+13 to notice unusual stonework)
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Defense
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AC 21, touch 12, flat-footed 19 (+5 armor, +2 Dex, +4 shield)
hp 25 (3d8+7)
Fort +3, Ref +5, Will +4; +1 vs. ingested poisons, +4 vs. nauseated or sickened, +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, trap sense +1
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Offense
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Speed 20 ft.
Melee battleaxe +3 (1d8+1/×3) or
. . clanky arm +4 (1d6+1)
Ranged mwk composite shortbow +5 (1d6+1/×3) or
. . sling +4 (1d4+1)
Special Attacks hatred
Investigator (Empiricist)

Extracts Prepared(CL 3rd; concentration +6):

. . 1st—disguise self, expeditious retreat, heightened awareness, shield

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Statistics
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Str 13, Dex 14, Con 12, Int 16, Wis 12, Cha 10
Base Atk +2; CMB +3; CMD 15 (19 vs. bull rush, 19 vs. trip)
Feats :Point-Blank Shot, Toughness
Traits gifted adept, resilient
Skills:
Acrobatics +4 (+0 to jump), Appraise +7 (+9 to assess nonmagical metals or gemstones), Climb +2, Craft (alchemy) +9 (+12 to create alchemical items), Diplomacy +5 (+8 to gather information (You can use your Intelligence Modifier instead of Charisma)), Disable Device +9, Disguise +5, Escape Artist +3, Intimidate +4, Knowledge (arcana) +7, Knowledge (history) +7, Knowledge (local) +8, Linguistics +7, Perception +9 (+11 to notice unusual stonework), Sense Motive +7, Spellcraft +7, Stealth +4, Survival +1 (+3 to avoid becoming lost), Use Magic Device +8; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework

Languages:
Common, Dwarven, Giant, Goblin, Shoanti, Thassilonian

SQ alchemy (alchemy crafting +3), ceaseless observation, inspiration (4/day), investigator talent (iron guts[UC]), keen recollection, trapfinding +1
Combat Gear oil of magic weapon, wand of cure light wounds (20 charges), alchemist's fire; Other Gear +1 chain shirt, arrows (20), battleaxe, blunt arrows (20), clanky arm, mwk composite shortbow (+1 Str), sling, wayfinder, belt pouch, disguise kit, flint and steel, investigator starting formula book, masterwork backpack, masterwork thieves' tools, portable alchemist's lab, trail rations, waterskin, 60 pp, 7 gp, 5 sp
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Special Abilities:

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Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Ceaseless Observation (Ex) Use INT instead of CHA for gather information (+3)
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Inspiration (+1d6, 4/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Iron Guts (Ex) +1 saves vs. ingested poisons, +4 saves vs. nauseated or sickened conditions.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.