Pangu Blackbourne's page

120 posts. Organized Play character for Heofthehills.

Full Name

Pangu "Pan" Blackbourne




Empiricist Investigator/5


AC:17 T:12 FF:15 | F +4 R +7 W +5 | HP: 38/38 | Inspiration 4/7 |






Common, Tian, Halfling, Elven, Vudrani, Thassilonian, Ancient Osiriani, Osiriani, Infernal, Celestial, Aklo



Strength 10
Dexterity 14
Constitution 14
Intelligence 21
Wisdom 10
Charisma 10

About Pangu Blackbourne

Name Pangu "Pan" Blackbourne

Human Male Tian Empiricist Investigator 5
NG, M, Humanoid (Human)
Init +2; Perception +13


AC 17, touch 12, flat-footed 15 (+5 from armor, +2 from dex)
hp 38/38
Fort +4, Ref +7, Will +5


Speed 30ft

Melee +3

Ranged +5

Combat Options

+4 Sword cane 1d6
+3 Dagger 1d4 (Melee)
+5 Dagger 1d4 (Thrown)


Str 10, Dex 14, Con 14, Int 21, Wis 10, Cha 10

Base Attack +3; CMB +3; CMD 15

Skill Focus (Linguistics)
Deific Obedience: Irori
Extra Talent

Adopted (Halfling): Helpful
Battlefield Disciple

Effortless Aid
Trap Spotter

Trained Skills

Appraise +9 (1 Rank, +5 Stat, +3 Class)
Craft(Alchemy) +15 (5 Ranks, +5 Stat, +5 Class)
Disable Device +15 (5 Ranks, +5 Stat, +2 Tools, +3 Class)+2 vs Traps
Heal +8 (5 Ranks*, +3 Class)
Know(Arcana) +17 (5 Ranks, +5 Stat, +3 Class, +4 Feat)
Know(Dungeon) +13 (1 Rank, +5 Stat, +3 Class, +4 Feat)
Know(Engy) +13 (1 Rank, +5 Stat, +3 Class, +4 Feat)
Know(Geography) +13 (1 Rank, +5 Stat, +3 Class, +4 Feat)
Know(History) +13 (1 Rank, +5 Stat, +3 Class, +4 Feat)
Know(Local) +17 (5 Ranks, +5 Stat, +3 Class, +4 Feat)
Know(Nature) +13 (1 Rank, +5 Stat, +3 Class, +4 Feat)
Know(Nobility) +13 (1 Rank, +5 Stat, +3 Class, +4 Feat)
Know(Religion) +17 (5 Ranks, +5 Stat, +3 Class, +4 Feat)
Linguistics +16 (5 Ranks, +5 Stat, +3 Class, +3 Feat)
Perception +13 (5 Ranks, +5 Stat, +3 Class)+2 vs Traps
Sense Motive +13 (5 Ranks, +5 Stat, +3 Class)
Sleight of Hand + 7 (2 Ranks, +2 Stat, +3 Class)
Spellcraft +13 (5 Ranks, +5 Stat, +3 Class)
Use Magic Device +13 (5 Ranks, +5 Stat, +3 Class)


Common, Tian, Halfling, Elven, Vudrani, (Sylvan*), Thassilonian, Ancient Osiriani, Infernal, Celestial, Aklo, Osiriani



Masterwork Sword Cane (345gp) (4lbs)
Dagger x2 (One in Wrist) (4gp) (2lbs)


+1 Mithral Chain Shirt (2100gp) (7.5lbs)

Other Gear

Spring Loaded Wrist Sheath x2(10gp)
Cloak of Resistance (1000gp)
Headband of Vast Intelligence(4000gp) (Sylvan and Heal)
Sharrowsmith's HandyHaversack(4000gp) (5lbs)


Masterwork Thieves Tools (100gp) (2lbs)
Alchemist's Kit (40gp) (5lbs)
Ioun Torch (75g) (nil)
Alchemist's Fire x5 (50gp) (5lbs)
Alkali Flask x4 (30gp) (4lbs)
Thunderstone x4 (60gp) (4lbs)
Tanglefoot Bag x2 (50gp) (8lbs)
Acid Flask x2 (10gp) (2lbs)
Arrows x5 (100 total) (5gp) (15lbs)
Bolts x3 (30 total) (3gp) (3lbs)
Cold Iron Weapon Blanch x5 (50gp)
Silver Weapon Blanch x5 (12.5gp)
Adamantine Weapon Blanch x5 (250gp)
Ghost Salt x5 (50gp)
Potion of Good Hope (1080gp)
Potion of Barkskin +2 (300gp)
Potion of Shield of Faith (50gp)
Potion of Flying (750gp)
Potion of CLW x5 (250gp)
Potion of Lesser Restoration (300gp)
Potion of Invisibility (300gp)

Wayfinder (1pp) (1lb)
Wand of CLW (50/50)(wrist) (2pp) (1oz)
Alchemy Lab (200gp, left at lodge) (not on person)
Masterwork Backpack (50gp) (4lbs)
Explorer's Outfit (Free) (8lbs)
Ioun Torch (75g) (nil)
(57lbs carried, 23lbs without backpack)

Carrying Special:

Pan often passes out parcels of gear for his companions to ensure that they are ready for various painful issues.
Packet 1: Alchemist Fire x1, Alkali Flask x1, Thunderstone x1, Tanglefoot bag x1, Adamantine Arrows (10), Cold Iron Arrows (10), Silver Arrows (10), Arrows (10), Potion of CLW (14.5lbs)
Packet 2: Alchemist Fire x1, Alkali Flask x1, Thunderstone x1, Tanglefoot bag x1, Adamantine Arrows (10), Cold Iron Arrows (10), Silver Arrows (10), Potion of CLW (12lbs)
Packet 3: Alchemist Fire x1, Alkali Flask x1, Thunderstone x1, Acid Flask x1, Adamantine Arrows (10), Cold Iron Arrows (10), Silver Arrows (10), Potion of CLW (9lbs)
Packet 4: Alchemist Fire x1, Alkali Flask x1, Thunderstone x1, Acid Flask x1, Adamantine Bolts (10), Cold Iron Bolts (10), Silver Bolts (10), Potion of CLW (8.5lbs)

With these handed out, Pan carries a total of 35lbs, leaving him in a light load.


Carrying Capacity (Thanks to MW Backpack)
Light: 38lbs
Medium: 39-76lbs
Heavy: 77-115lbs

Scenarios Played:

First Steps Part 1 467gp +50gp 1XP 2PP (Spent on CLW Wand)
The Confirmation 505gp +50gp 1XP 2PP (Spent 1 on Wayfinder)
Wounded Wisp 430gp +100gp 1XP 2PP
The Tower Ruins 1398gp +50gp 3XP 4PP
Shards of Sin 4800gp +75gp 3XP 4PP
Skinsaw Murders 6756gp +75gp 3XP 4PP
Sharrowsmith's Trail 1872gp +100gp 1XP 2PP


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 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 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.


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.


Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like 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. His base daily allotment of extracts per day is given on Table: Investigator. 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 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.

Formulae Book:

Crafter's Fortune
Cure Light Wounds
Long Arm
Enlarge Person
Ant Haul
Endure Elements

Alchemical Allocation
Cure Moderate Wounds

Extracts Prepared:

1st-Cure Light Wounds x2, Long Arm x2, Shield x2, [open slot]x2

2nd-Alchemical Allocation x2, [open slot]