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Lothard Goldenbeard's page

No posts. Organized Play character for Jeremy Packer.


About Lothard Goldenbeard

Male Dwarf Investigator (empiricist) 1
LN Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft., Perception +8 (+9 to notice traps, +10 to notice unusual stone work, +11 to notice stone traps)

-----DEFENSE-----
AC 14, touch 11, flat-footed 13 (+3 Armor, +1 Dex) (18 vs. giants)
hp 13 (1d8+5)
Fort +3, Ref +3, Will +3

-----OFFENSE-----
Speed 20 ft.

Melee:
  • battle axe +2 (1d8+2/x3)
  • or battle axe w/ two hands +2 (1d8+3/x3)
  • or brass knuckles +2 (1d3+2)
  • or cold iron dagger +2 (1d4+2/19-20)

Ranged:
  • light crossbow +1 (1d8/19-20)
  • or cold iron dagger +2 (1d4+1/19-20)

Special Attacks inspiration (3 points, 1d6)

Alchemist Extracts Prepared (CL 1)

-----STATISTICS-----
Str 14, Dex 12, Con 13, Int 16, Wis 12, Cha 10
Base Atk +0; CMB +2; CMD 13 (17 vs. giants or bull rush and trip, 21 vs. both)
Feats Alertness, Toughness
Skills (ACP -1) Acrobatics +4 (+5 on balance related checks), Appraise +7 (+9 to determine price for precious metals or gemstones), Craft (alchemy) +7 (+8 to create alchemical items), Disable Device +5, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (history) +8, Knowledge (nature) +7, Knowledge (planes) +7, Linguistics +7, Perception +8 (+9 to notice traps, +10 to notice unusual stone work, +11 to notice stone traps), Profession (merchant) +5 (+9 to earn money), Sense Motive +3
Languages Dwarven, Halfling, Infernal, Keleshite, Skald, Taldan
SQ alchemy (+1 bonus), defensive training, greed, slow and steady, stability, stonecunning, trapfinding (+1 bonus), weapon familiarity
Traits eyes and ears of the city, urban sleuth

Combat Gear acid (4); Gear leather armor, cold iron dagger, artisan’s outfit, alchemy crafting kit (kit), common backpack (kit, see spoiler), belt pouch (kit), flint and steel (kit), hip flask, iron holy tankard of Cayden Cailean, waterskin (kit), 6 silver coins, 3 gold coins

backpack:
alchemical grease, bedroll (kit), formula book (see below), ink (kit), inkpen (kit), lamp, oil (3), mess kit (kit), common pot (kit), soap (kit), sunrods (4), torches (10, kit), trail rations (5, kit) [weight 26.5]

Encumbrance Light (35 of 50); with backpack Medium (61.5 of 100)
Capacity:
  • Light up to 58 lbs
  • Medium 59 to 116 lbs
  • Heavy 117 to 175 lbs


Racial Abilities:
Darkvision: Dwarves can see in the dark up to 60 feet.

Defensive Training: Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype.

Greed: Dwarves receive a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Industrious Urbanite: Dwarves who have adapted to the expectations of their host cities make double the normal progress on Craft checks to create nonmagical items and gain a +4 bonus on Profession checks to earn money.

Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice any such features that they pass within 10 feet of, whether or not they are actively looking.

Unstoppable: Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves.

Weapon Familiarity: Dwarves are prof icient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.


Class Abilities:
Favored Class (investigator): +1 skill rank

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.

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, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He 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. In addition, 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 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 1stlevel formulae of his choice, plus a number of additional formulae equal to his Intelligence modif ier. 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.
[+1 bonus to Craft (alchemy) checks to create alchemical items]

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 f lashes 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 1/2 his investigator level + his Intelligence modifier (minimum 1). 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.
[3/day, 1d6]

Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.
[+1 bonus]


Traits:
Eyes and Ears of the City (religion, Abadar): Your religious training involved serving in the city watch of a large city, the primary duty of which was standing sentinel on a city wall. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Urban Sleuth (campaign, Hell’s Rebels): Much of Kintargo’s history is lost or hidden. You know because you’ve made a point of seeking out those secrets. Local urban legends and bits of strange historical rumors have long fascinated you—who knows what amazing truths about Kintargo’s past have been lost forever to the redactors of House Thrune? What caused Professor Mangvhune of the Alabaster Academy to become the city’s most infamous serial killer? Who were the dragons Adrakash, Ithanothaur, and Rivozair, and what were their ties to Kintargo? Why do the Devil’s Bells of the Temple of Asmodeus seem to ring at random times, and is there a pattern to the peals? Who were the Silver Ravens who defended Kintargo during the Chelish Civil War, and why did they vanish so soon after that war’s resolution? So many mysteries, and who better than you to find the answers?

Pick one of the questions above as your focus. Answers to these questions can be discovered at different points during Hell’s Rebels, but don’t expect to learn these answers any time soon! More important, your choice of focus grants you a +1 trait bonus in a particular Knowledge skill check associated with that focus (pick one of the two options provided below for your question). That Knowledge skill is always a class skill for you. Once per day, when you attempt a Knowledge skill check in either of the types associated with your focus, you can roll twice and take the better result as your actual result.
Silver Ravens: Knowledge (local) or Knowledge (history).
[knowledge (history)]

BACKGROUND

Inspiration Image