Akron Erix

Bouncer Beau's page

3 posts. Alias of Grandlounge.


About Bouncer Beau

M human bloodrager (blood conduit) 1 / investigator 5
LN Medium humanoid (human)
Init +2; Senses Perception +8

DEFENSE
AC 20, touch 13, flat-footed 18 (+7 armor, +1 deflection, +2 Dex)
hp 52 (6 HD; 1d10+5d8+17)
Fort +6, Ref +7, Will +4, +2 Fort vs cold climate, +4 vs. poison, +1 Reflex to avoid traps
Defensive Abilities trap sense +1;

OFFENSE
Speed 20 ft.
Melee masterwork bardiche (cold iron) (two handed) +10 ((two handed) 1d10+7/19-20)
Melee sansetsukon (two handed) +9 ((two handed) 1d10+7/19-20)
Ranged longbow +6  (1d8/x3)
Melee scythe (two handed) +9 ((two handed) 2d4+7/x4)
Melee sap +9  (1d6+5)
Melee kunai +9  (1d4+5)
Ranged kunai (thrown) +6  (1d4)
Melee armor spikes +9  (1d6+5)
Special Attacks angelic attacks

Known Bloodrager Spells (CL 1st, concentration -1): Investigator Spells Prepared (CL 5th, concentration +7):
1st—enlarge person (DC 13), shield

STATISTICS
Str 21, Dex 14, Con 14, Int 14, Wis 9, Cha 7
Base Atk +4; CMB +10 (+16 grapple); CMD 22 (28 vs. grapple) (24 vs. trip)

Feats Deific Obedience, Extra Rage, Improved Grapple, Power Attack
Skills Acrobatics -1 , Acrobatics (Jump) -2 , Craft (Alchemy) +6 , Diplomacy +7 , Disable Device +11 , Escape Artist -1 , Fly -1 , Intimidate -1 , Knowledge (Arcana) +11 , Knowledge (Local) +11 , Knowledge (Nature) +9 , Knowledge (Planes) +11 , Knowledge (Religion) +11 , Perception +8 , Perception (Trapfinding) +10 , Ride -1 , Stealth -1 , Swim +2

Traits Clever Wordplay, Touched by the sea
Languages Celestial, Common, Infernal, Cyclops

SQ alchemist discovery, alchemy, bloodrage, bonus feat, celestial bloodline, contact specialist, giant ancestory, infusion, inspiration, keen recollection, mutagen, poison lore, poison resistance, studied combat, studied strike, swift alchemy, trapfinding, trap sense, weapon and armor proficiency, quick study

Combat Gear alchemist's fire (flask) (2), acid (flask) (2), smelling salts; Other Gear agile breastplate +1, masterwork bardiche (cold iron), alchemist's fire (flask) (2), acid (flask) (2), sansetsukon silver MW, longbow, scythe, sap, kunai, ring of protection +1, cloak of resistance +1, belt of giant strength +2, wand of cure light wounds, outfit (traveler's), backpack, masterwork, pathfinder chronicle (6), scribe (6 lvl 1), rope (silk/50 ft.), thieves' tools (masterwork), arrow (grappling), alchemist's lab, portable, alchemist's kit

SPECIAL ABILITIES:

Alchemist Discovery (Ex) You can select one alchemist discovery as an investigator talent. When selecting an alchemist discovery, you must be high enough level to qualify for that discovery, using your investigator level as your alchemist level to determine if you qualify. This talent can be selected multiple times; each time grants a new alchemist discovery.
Alchemy (Su) Investigators are highly trained in the creation of mundane alchemical substances and magical potionlike extracts. When using Craft (alchemy) to create an alchemical item, you gain a competence bonus equal to 5 on the skill check. In addition, you can use Craft (alchemy) to identify potions as if using detect magic. You must hold the potion for 1 round to attempt such a check. Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator's level as the caster level. An investigator can create only a certain number of extracts of each level per day he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator's possession, reactivating as soon as it returns to his keeping-an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work. Creating extracts consumes raw material, but the cost of those materials is insignificant-comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement. An investigator uses the alchemist formula list (Pathfinder RPG Advanced Player's Guide 32) to determine the extracts he can know. An investigator can prepare an extract of any formula he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier. An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.
Angelic Attacks (Sp) Your melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, you deal 1d6 extra damage when you deal damage to an evil outsider with a melee attack. This extra damage stacks with effects such as Align Weapon and those granted by a weapon with the holy magic weapon special ability.
Bloodrage (Su) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You have a source of internal power somewhere in your heritage that grants you the ability to bloodrage. You can bloodrage for 6 rounds per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive. You can enter a bloodrage as a free action. While in a bloodrage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to your Constitution, as well as a +2 morale bonus on Will saving throws. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 12 hit points, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While in bloodrage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your bloodrage as a free action. When the bloodrage ends, you are fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. You cannot enter a new bloodrage while fatigued or exhausted, but otherwise can enter bloodrage multiple times during a single encounter or combat. If you fall unconscious, your bloodrage immediately ends, placing you in peril of death. Bloodrage counts as the barbarian's rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects. The spell must have a range of touch or personal. If the spell's duration is greater than 1 round, it instead lasts for the duration of the bloodrage. This use consumes a bloodrager spell slot, as if you cast the spell; you must have the spell slot available to take advantage of this effect.
Bonus Feat Humans select one extra feat at 1st level.
Bred for War (Shoanti) You tower above most other humans and possess a physique of hard, corded muscle. You gain a +1 trait bonus on Intimidate checks and a +1 trait bonus on your CMB because of your great size. You must be at least 6 feet tall.
Celestial Bloodline By way of either a celestial ancestor or due to divine intervention, the blood of angels runs though the veins of you and your kin.
Contact Specialist (Ex) At 1st level, a blood conduit selects a bonus feat from the following: Improved Bull Rush, Improved Grapple, Improved Reposition, Improved Trip, and Improved Unarmed Strike. He does not need to meet the prerequisites to take this feat. He also adds those feats to his list of bloodline feats. This ability replaces fast movement and alters bloodline feats.
Heart of the Snow Humans born in chilly climes treat cold climates as one category less severe. They gain a +2 racial bonus on Fortitude saving throws against the effects of cold climates, on any check or saving throw to avoid slipping and falling, and to CMD against trip combat maneuvers. This bonus applies on Acrobatics and Climb checks made in slippery conditions.
Improved Grapple
Inspiration (Ex) An investigator is beyond knowledgeable and skilled-he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these of flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 4. An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Keen Recollection You can attempt all knowledge checks untrained
Mutagen (Ex) You gain the mutagen class ability, as described in the Advanced Player's Guide.
No Racial Subtype You have chosen no racial subtype.
Poison Lore (Ex) You have a deep understanding and appreciation for poisons. You cannot accidentally poison yourself when applying poison to a weapon. If you spend 1 minute physically examining the poison, you can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison's saving throw DC). Lastly, once a poison is identified, you can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison's saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. You have no chance of accidentally poisoning yourself when examining or attempting to neutralize a poison.
Poison Resistance (Ex) You gain a +4 bonus on all saving throws against poison.
Studied Combat (Ex) With a keen eye and calculating mind, you can assess the mettle of your opponent to take advantage of gaps in talent and training. You can use a move action to study a single enemy that you can see. Upon doing so, you add 2 as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for 2 rounds or until you deal damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. An Investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator's studied combat, he cannot become the target of the same investigator's studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.
Studied Strike (Ex) You can choose to make a studied strike against the target of your studied combat as a free action, upon successfully hitting your studied target with a melee attack, to deal additional damage. The damage of studied strike is 1d6 precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike. If you used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), you may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If you chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual -4 penalty), the studied strike damage may also deal nonlethal damage. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.
Swift Alchemy (Ex) You can create alchemical items with astounding speed. It takes you half the normal amount of time to create alchemical items. You can also apply poison to a weapon as a move action instead of a standard action.
Trapfinding An investigator adds 2 to Perception skill checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.
Trap Sense (Ex) You gain a +1 bonus on Reflex saves made to avoid traps, and a +1 dodge bonus to AC against attacks made by traps.
Weapon and Armor Proficiency Bloodragers are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). A bloodrager can cast bloodrager spells while wearing light armor or medium armor without incurring the normal arcane spell failure chance. This does not affect the arcane spell failure chance for arcane spells received from other classes. Like other arcane spellcasters, a bloodrager wearing heavy armor or wielding a shield incurs a chance of arcane spell failure if the spell in question has somatic components.
Weapon and Armor Proficiency Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

Bounce has been working as a dock and ship-hand for nearly a decade. He rarely speaks and is nearly 7 feats tall, which has lead to rumors that his mother was part giant. Having seen him lift nearly 2800lb no one talks about it in his presence.

He earned his nickname a few weeks after mysteriously appearing at the dock when he threw a few misbehaving drunks from the Formidably Maid. He still provides pro bono when needed. Aside from moving crates he often helps in the galley. He is not a great cook but it seems to make him happy and the ship's cooks are often happy to oblige as he seems to be good luck for preventing disease from spreading on the ship.

Strength, tight lips and a rumor of being a lucky rabbit's foot keep Bounce happily employed.

@GM There is the other half of this backstory that I think is better-kept secret at least for now. It concerns why a person with his particular talents is working where he is working I can pm you a write up if you want. The back story is designed for him to either be on the ship already or be hired on as additional staff.