Alchemist

Guilford Baldwin's page

481 posts. Organized Play character for Derek Weil.


Race

Human

Classes/Levels

Wizard (Transmuter) 7 | HP 57/57 | AC 15 T 15 FF 11 | Saves: F: +5 R: +7 W: +7 | CMD: 18 | Init: +7 Percep: +12 SM: +1

Gender

Male

Age

32

Alignment

Neutral Good

Deity

Sarenrae

Location

Absalom

Languages

Common, Celestial, Draconic, Kelish, Osiriani

Strength 10
Dexterity 16
Constitution 14
Intelligence 18
Wisdom 13
Charisma 10

About Guilford Baldwin

Pathfinder Society #: #85794-6

XP: 18
FP: 32
PP: 26

Scenarios Completed:
Pathfinder Adventure Path #67: The Snows of Summer (3 XP; 4 PP)

#33: Assault on the Kingdom of the Impossible (1 XP; 2 PP)
#4-11: The Disappeared (1 XP; 2 PP)
#2-21: The Dalsine Affair (1 XP; 2 PP)

Pathfinder Module: The Midnight Mirror (3 XP; 4 PP)

#5-13: Destiny of the Sands, Part I: A Bitter Bargain (1 XP, 2 PP)
#5-15: Destiny of the Sands, Part II: Race to Seeker's Folly (1 XP, 2 PP)
#5-06: You Have What You Hold (GM credit: 1 XP, 2 PP)

#5-16: Destiny of the Sands, Part III: Sanctum of the Sages (1 XP, 2 PP)
#4-22: Glories of the Past - Part I: Halls of Dwarven Lore (1 XP, 2 PP)
#4-24: Glories of the Past - Part II: The Price of Friendship (1 XP, 2 PP)

#4-25: Glories of the Past - Part III: The Secrets of Stones Keep (1 XP, 2 PP)
#6-02: The Silver Mount Collection (1 XP, 2 PP)
#27: Our Lady of Silver (GM credit: 1 XP, 2 PP)

Initiative: +7
Perception: +12
Speed: 30/30

Defense
AC: 15 Touch: 15 FF: 11
HP: 57/57 (favored class bonus here)
Fort: +5
Ref: +7
Will: +7
CMD: 18

Offense
BAB: +3

Melee
Masterwork Truncheon (club) +4 / 1d6 / x2 / B
Mithral Dagger (mwk) +4 / 1d4 / 19-20 / x2 / P or S
Cold Iron Dagger +3 / 1d4 / 19-20 / x2 / P or S

Ranged - Dex functions as a 18 due to Transmutation School ability
Masterwork Light Crossbow +8 / 1d8 / 19-20 / x2 / P
Ranged Touch Attacks +7 (+4 ability; +3 BAB)

Abilities:
Arcane Bond: Bonded Object - Ring

Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. Currently applied to Dex.

Telekinetic Fist (Sp): As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. 6 times/day.

Traits:
Focused Mind: +2 bonus to concentration checks
Tomb Raider (Osirian): +1 to Perception and Know(Dungeoneering); Perception is a class skill

Feats:

Improved Initiative: +4 to Initiative (1st)
Toughness: +1 HP per hit die (human bonus)
Spell Focus: Evocation - +1 to save DC's (PFS sub for Scribe Scroll)
Eschew Materials (3rd)
Spell Penetration (5th)
Dispel Focus (7th)

Magic & Spells:
Transmutation School
Opposition schools: Enchantment, Necromancy

Spells Prepared:
4th: (3/day): Dimension Door; Stoneskin; Elemental Body I
3rd (4/day): Daylight; Fireball x2; Haste (school)
2nd (5/day): Scorching Ray x2; Bull's Strength; open slot; Darkvision (school)
1st (6/day): Burning Hands (DC 16) x2; Comprehend Languages; Magic Missile x2; Feather Fall (school)
0 (at will): Detect Magic; Light; Open/Close; Read Magic

Spellbook:
4th Level: Dimension Door; Elemental Body I; Stoneskin
3rd Level: Daylight; Dispel Magic; Fireball; Fly; Haste; Water Breathing
2nd Level: Bull's Strength; Darkness; Darkvision; Invisibility; Mirror Image; Scorching Ray
1st Level: Hold Portal; Protection from Evil; Shield; Grease (DC 14); Mage Armor; Comprehend Languages; True Strike; Burning Hands (DC 15); Magic Missile; Shocking Grasp; Enlarge Person; Expeditious Retreat; Feather Fall; Magic Weapon
0 Level: all except enchantment and necromancy

Skills:
6 skill points/level = 2 class + 3 ability + 1 human
Class skills in bold

Acrobatics +4
Appraise +4
Bluff +0
Climb +0
Craft +4
Diplomacy +0
Disguise +0
Escape Artist +4
Fly +11
Heal +1
Intimidate +0
Know: Arcana +14
Know: Dungeoneering +10
Know: History +8
Know: Local +8
Know: Nature +8
Know: Nobility +8
Know: Planes +13
Know: Religion +15 - 6 ranks from headband
Linguistics +8
Perception +12
Perform +0
Profession: Clerk +5
Ride +3
Sense Motive +1
Spellcraft +14
Stealth +4
Survival +1
Swim +0

Consumable Magic Items:
Scroll of Glitterdust x2
Scroll of Summon Monster III x2
Wand of Magic Missile 26/50
Wand of Mage Armor 34/50

Durable Magic Items:
Cloak of Resistance +1
Handy Haversack
Headband of Vast Intelligence +2
Masterwork Ring (bonded object): - lbs.
Pearl of Power, 1st level
Pear of Power, 2nd level
Ring of Protection +1

Equipment:
Masterwork Truncheon (club) 3.0 lbs.
Mithral Dagger 1.0 lbs.
Masterwork Light Crossbow: 4.0 lbs.

20 Cold Iron Bolts 2.0 lbs.

Handy Haversack

Bedroll 5.0 lbs.
Waterskin 4.0 lbs.
Rope, silk 5.0 lbs.
Trail rations (5) 5.0 lbs.
Potion of CLW (2) 2.0 lbs.
Potion of CMW 1.0 lbs.
Oil of Daylight 1.0 lbs.
Cold Weather Outift 7.0 lbs. (not usually carried)

- GP - SP

Total weight: 33.0 lbs. (Light Load)

Background:
Despite Guilford's somewhat pretentious-sounding name, his father was a simple clockmaker in Andoran. He was always a bright child, though a bit impetuous. After reaching his late teen years a traveling wizard noticed his potential for the arcane arts. He traveled around the Inner Sea with his new mentor, learning the ways of wizardry.

After traveling for some time, the pair reached Absalom, where the old man said he no longer had anything to teach Baldwin. Guilford then decided to seek admittance to the Pathfinder Society, to continue his travels and pursuit of knowledge.