Anxious Buyer

Ernest Kalthet's page

643 posts. Organized Play character for mechaedd.

Full Name

Ernest Kalthet


Human (Garundi)


Wizard 6/Pathfinder Field Agent 1


  • AC 10/T10/FF 10/CMD 13
  • HP 49/54
  • Fort:+4 ; Ref:+2; Will+6
  • Percep +14 (+2 near pig, +1 vs traps);Sense Motive +4
  • Init+0
  • Shifts 1/8 used
  • Temp effect: Percep is +3
  • Size

    Medium, (5'6") (172 lbs.)



    Special Abilities

    (Conjuration (Teleportation)) school powers






    (Taldane, Osiriani), (Garundi, Polygot, Draconic, Kelish, Sylvan, Dwarven) (Ancient Osiriani, Varisian, Abyssal)



    Homepage URL

    ALL THE SHEETS | Outdated Temp Zone

    Strength 10
    Dexterity 10
    Constitution 14
    Intelligence 25
    Wisdom 12
    Charisma 7

    About Ernest Kalthet

    PFS Number: 22357-15

    Ernest is a Osirian/Chelish man-boy, sporting a paler skin than most Osiriani while still retaining their facial structures. He is a moderately tall man of a standard, mildly-athletic build. He carries with him a backpack of gear, has a set of wands with an imprint of the Osiriani royal scarab embedded in it located on his belt, and is accompanied by his well-mannered pig, Professor Snouts Oinkerton. He is the sole heir to the Kalthet Family Tomb Protection Services Company.

  • You Really Be Goblin: You have spent considerable time—almost certainly too much time— studying goblins, and some of their worst habits have rubbed off on you. As a free action, gain the benefits of one of the following race traits for 1 round. When you use the trait, you may also permanently replace one of your existing traits with the new race trait, following all of the normal rules for selecting traits. When you use this boon, cross it off your Chronicle sheet.
    - Advantageous Distraction: You are easily distracted, often at just the right time. Once per day as a swift action, you can be momentarily distracted in combat, such as by ducking an axe swing to inspect a toadstool. When you activate this ability, you gain a +2 dodge bonus to AC for 1 round.
    - Bouncy Your bones, flesh, and skin are a bit more elastic than those of most goblins—when you fall, you tend to bounce a little better than them as a result. Whenever you take falling damage, the first 1d6 points of lethal damage suffered in the fall are automatically converted to nonlethal damage. You also gain a +2 bonus on all Reflex saves made to avoid unexpected falls.
    - Goblin Bravery You have a worrying propensity for overconfidence in combat. When facing an enemy that’s larger than you, if you have no allies in any adjacent squares, your posturing, bravado, and cussing grant a +1 trait bonus on attack rolls with non-reach melee weapons.
  • Statistics:
  • HP: 54
  • AC 10/T10/FF 10/CMD 13
  • HP 54/54
  • Fort:+4 ; Ref:+2; Will+6
  • Traits: Dangerously Curious (UMD), Ease of Faith (Diplomacy)
  • BAB: +3
  • Feats 1st: Fast Learner, Improvisation, Spell Focus (Conjuration), Greater Spell Focus (Conjuration), Skill Focus (Perception), Persistent Spell*
  • Class Features: Pathfinder Training (Trapfinding), Wayfinder Updgrade: Message

  • Skills:

    • Climb: 1+0+3=4 (1 rank)
    • Craft(traps:) 7+7+3+5=22 (7 ranks and Ring)
    • Diplomacy: 6-2+3+1+3=11 (6 ranks and Ease of Faith (+1 and Class Skill), +3 from familiar)
    • Disable Device: 7+0+3+5=15 (7 ranks and Ring)
    • Escape Artist: 7+0+3=10 (7 Headband Ranks)
    • Knowledge
      (Arcana): 6+7+3=16 (6 ranks)
      (Dungeoneering): 1+6+3=11 (1 rank)
      (Engineering): 6+7+3=16 (6 ranks)
      (Geography): 1+7+3=11 (1 rank)
      (History): 6+7+3=16 (6 ranks)
      (Local): 1+7+3=11 (1 rank)
      (Nobility): 5+7+3=15 (5 ranks)
      (Nature): 1+7+3=11 (1 rank)
      (Planes): 1+7+3=11 (1 rank) (+2 to identify Demons, Daemos, or Devils.)
      (Religion): 1+7+3=11 (1 rank)
    • Linguistics: 3+7+3=13 (3 rank)
    • Perception: 7+1+3+3=14 (7 Headband Ranks, Skill Focus, not including Awareness from familiar)
    • Sense Motive: 1+0+3=4 (1 rank)
    • Spellcraft: 7+7+3=17 (7 ranks)
    • Swim: 1+0+3=4 (1 rank)

    SPECIAL NOTE: Improvisation lets me roll all skills Untrained (which included knowledges), and gives a +2 to the roll if it has no ranks. Usually-unrollable skills are shown below and are represented in-character as wild guesses or associating knowing the thing in question with something horribly unrelated.

    Arcane Bond: Familiar(Pig, +3 Diplomacy)
    Favoured School: Conjuration(Teleportation)
    Restricted Schools: Necromancy, Evocation

    Mundane Gear:
    1717 gp 9s
    Spellbook (FREE)
    MW Backpack (50 gp) (4 lbs)
    Knottted Silk Rope + Grappling Hook (10gp + 1gp) (1+4 lbs)
    Spell component pouch (5 gp) (2 lbs)
    Miniature Shovel Focus for Stumble Gap and Create Pit line (10 gp)
    Shortspear (1 gp) (3 lbs)
    Shovel (2 gp) (8 lbs)
    Waterskin (1 gp) (4 lbs)
    Artisan's Masterwork Tools for Craft (Traps) (55 gp) (5 lbs)
    Masterwork Thief's Tools (100 gp) (2 lbs)
    Chalk, 100 pieces (1gp)
    Flint and Steel (1gp)
    4 Belt Pouches, Empty, (2gp) (2 gp)
    Wayfinder (250 gp)
    Pathfinder Chronicle (1/Knowledge) (50 gp each, 10 total)
    Coral Boulder (50 gp)

    Magical Gear
    Headband of Int +4 (Skill ranks are perception/Escape Artist)
    Ring of Maniacal Devices

    Magical or Alchemical Expendables:
    2 Vials of Alchemist Fire (20 gp each)
    Wand of Infernal Healing {48/50 Charges} (2 PA)
    Wand of Mage Armour {50/50 Charges} (2 PA)
    Wand of Magic Missile {39/50 Charges} (2 PA)
    A magic potion inside a case for practical research

    Animals and items that are likely to be on an animal:
    Mule (8gp)
    Hat, which is a small-sized set of glasses and wig of balding, gray hair for Snouts(50 gp)
    Sacks X10, 9 of which carried by Mule. One is carried by Ernest. (1 gp)
    Pavilion Tent, carried by mule (100 gp)

    Spells Prepared:

    School Spells: 1st: Grease (DC 19); 2nd: Create Pit (DC 20); 3rd: Spiked Pit (DC 21)

    0th (4/day)- Open/Close, Detect Magic, Read Magic, Prestidigitation

    1st (3+2/day)- Grease, Stumble Gap, Grease, Colour Spray, Feather Fall

    2nd (2+2/day)- Create Pit, Create Pit, Web, Acid Arrow

    3rd (2+2/day)- Spiked Pit, Mad Monkeys, Tongues, Invisibility Sphere


    Blue denotes Evocation or Necromancy spells
    Cantrips (DC 15 or 17 for Conjuration) All Dancing Lights, Flare, Light, Ray of Frost, Spark, Bleed, Disrupt Undead, Touch of Fatigue

    1st (DC 17 or 19 for Conjuration)- Grease, Magic Missile, Colour Spray, Expedious Excavation, Hold Portal, Stumble Gap, Feather Fall, Infernal Healing, Endure Elements, Expeditious Retreat, Burning Hands, Mount, Obscuring Mist, Silent Image, Reduce Person, True Strike, Corrosive Touch, Shield, Shocking Grasp, Vanish, Chill Touch, Crafter's Fortune

    2nd (DC 18 or 20 for Conjuration)- Create Pit, Aram Zey's Focus, Web, Acid Arrow, Eagle's Splendor

    3rd (DC 19 or 21 for Conjuration)- Spiked Pit, Mad Monkeys, Tongues, Invisibility Sphere

    Young Ernest was raised the way every individual in his family was raised; around dangerous traps. The spotting, creating, and disabling of traps was (and always has been) a standard around the Kalthet home. The problem with Ernest was that the mechanical traps were too limited in target range, and required parts on the field. Magic, however, is magical. Magical magic could simply "magic" traps to the location needed, no questions asked! "This... this is my research! This is my topic," he exclaimed only days before registering into Pathfinder training.

    During his training, he found his skills lied in the Conjuration school of magic. His focus, however, came at an odd cost; his weight. His first spell to master was "Grease," whose component is butter. Such a prolonged exposure of time around a food he found to be found exotic and versatile gave him too many opportunities to acquire a taste for it. First, he tried it on foods intended for its use, like pasta or rice. Later, as he grew more curious, he tried it on stranger and stranger foods. After about a year and a half in the academy, he lived almost entire on butter pats alone. This has given him one of his most defining features; his girth. He is now often seen consuming "components that are soon to spoil." "Why waste it, after all?"

    Things to add to next Chronicle:
    EoSF, headband

    Aram Zey's Focus:
    Source Pathfinder Society Field Guide pg. 56
    School divination; Level alchemist 2, bard 2, sorcerer/wizard 2
    Casting Time 1 standard action
    Components V, S, F (masterwork thieves’ tools worth 100 gp)
    Range personal
    Target you
    Duration 1 minute/level (D)
    Aram Zey created this spell for use by his students, both to increase their confidence in their skills and to ensure more of them survived encounters with deadly traps. If you don’t have the trapfinding class ability, this spell grants you the trapfinding ability of a rogue of half your character level. If you have the trapfinding ability granted by class levels, however, this spell grants you a +5 competence bonus on all Disable Device checks made to disarm mechanical (but not magical) traps. While under the effects of Aram Zey’s focus, whenever you trigger a trap by rolling poorly on a Disable Device check, you may roll a second Disable Device check. This new roll uses the same modifiers as the first roll. If your second roll is high enough to avoid accidentally springing the trap, you avoid setting it off, but still fail to disarm it. Each time you take advantage of this feature, the remaining duration of the spell is reduced by 1 minute—if less than a minute’s worth of duration remains, the spell ends as soon as you reroll your Disable Device check.

    Pathfinder Training (Trapfinding):
    A Pathfinder field agent receives additional training that aids her in her fulfilling her duty to explore, report, and cooperate. She can’t receive the same training more than once unless otherwise noted. A Pathfinder field agent gains additional Pathfinder training at 3rd level and every 3 levels thereafter.

    Trapfinding: This training functions as the rogue class feature of the same name. Levels in Pathfinder field agent stack with levels from other classes that grant this ability for the purpose of determining a Pathfinder field agent’s total trapfinding bonus.

    Wayfinder Upgrade:
    At 1st level and every 3 levels thereafter, a Pathfinder field agent can add an additional ability to her wayfinder. These abilities must be added to a standard wayfinder (see Pathfinder Campaign Setting: The Inner Sea World Guide 299), not to a variant or modified wayfinder (though a Pathfinder field agent can possess more than one wayfinder at a time, if she chooses). If a Pathfinder field agent loses her upgraded wayfinder, she can purchase a new one at the normal cost plus 100 gp for each Pathfinder field agent level she possesses, keeping all previously selected upgrades. A Pathfinder field agent can choose from the listed wayfinder upgrades. Any upgrades that grant additional spell effects use the wayfinder’s caster level or the Pathfinder field agent’s class level (whichever is higher) to determine effects that depend on caster level.

    Message: In addition to the light spell-like ability, the wayfinder can be used to cast message at will.