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Prof Henric Dolton's page

8 posts. Alias of Capt Wombat.


About Prof Henric Dolton

Sir Melrove Pilkinton Evergreen

Backstoy Info:

calling card is a Green Leaf.

Green been he's favoured color

The well educated serving son of a wealthy old family, he had to look on as his elder brother, used the family wealth to live a short and high life. Finely his mother exasperated with the elder son, had him disallowed v the courts and handed the lordship of the now impoverished house noble to Melrove. The elder brother now with out a means to pay off his diets fell in with a bad lot. Soon found dead, Melrove felt the lacklustre investigation by the police left a lot to be desired. Taking it apon himself to look into the events around his brothers death. What he uncovered shocked him. A deeper darker underbelly of the city, one that holds the truth about his brothers down fall. It is this he hunts wile doing what he can to ride the city of the evil lurking in its darker places. He is not a good man, he is a driven one.

Description

Tall Slim elf, well spoken and manned, he has smoked green classes on when out in bright daylight. he moves with some grace and seems well informed about the comings and goings in the city. He looks a fine young gent.

IMAGE here

Green PSIcystal sits on the top of his walking stick.

Crunch:

STR 11 +0 [+3points][-2Fey]
DEX 18 +4 [+5points][+4Fey]
CON 12 +1 [+2points]
INT 16 +3 [+5points][+2Fey]
WIS 16 +3 [+5points][+2Fey]
CHA 16 +3 [+5points][+2Fey]

[25 point spend]

Saves
Fort +1
Ref +4
Wil +6

Init +4; Senses Darkvision 60ft Perception 7,
DEFENSE
AC 15/19, touch 14/14, flat-footed 11/15 (+1 armor, +4 Dex /Power +4)
hp (2d6)+2 [12]
DR5/Cold Iron

OFFENSE
BAB+1
Speed 30 ft, Long-stride 20' 1d4 rounds.
Revolver TH+5[TRA] DMG 1d6 Crit19-20 x4 Range In20' ROF1

Feats
CsiCrystal Affinity [PsiCrystal +3 Concentration]
Amateur Gunslinger [If not Advanced guns/Common]
Weapon Finesse [if guns are Common]

Taits
Rich parents [Family]
Child of child of infamy [Brother]

Skills:

Class Psion Telepath L2:

psion
Alignment: Any.

Hit Die: 2xd6.

Starting Wealth: 3d4 × 10 (average 75gp)

Class Skills

The psion's class skills are Autohypnosis* (Wis), Craft (Int), Knowledge (all skills, taken individually)* (Int), Profession (Wis), and Spellcraft (Int).

Telepath (Telepathy): Bluff (Cha), Diplomacy (Cha), and Sense Motive (Wis).

1st
BAB +1
Saves +0/+0/+3
Bonus feat, [PsiCrystal Affinity]
Detect psionics
Discipline,
Discipline talents
Discipline ability
Power/day 6
Power Points 5
Max power 1st

Power-Points / Day [5]
Powers Known [6]
max power Spend per power use[2pp]

Talents: At will with PF

Level 1 6known

Fey Race builder:

Fey (2 RP)
A fey is a creature with supernatural abilities and connections to nature or to some other force or place.
A fey race has the following features:
Fey have the low-light vision racial trait.
Fey breathe, eat, and sleep.

Medium (0 RP)
Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet.

Normal Speed (0 RP)
he race has a base speed of 30 feet.

Advanced (4 RP)
Prerequisites: Advanced or monstrous power level.
Modifiers: Pick either mental or physical ability scores. Members of this race gain a +2 bonus to all of those scores, a +4 bonus to one score of the other type, and a –2 penalty to one other ability score of the other type.
+2 Int/Wis/Cha +4Dex -2Str

Standard (0 RP)
Members of this race start with Common plus their racial language (if any). Furthermore, choose up to seven languages (except for Druidic or other secret languages). Members of this race with high Intelligence scores can choose from any of these additional languages.

Illusion Resistance (1 RP)
Prerequisites: None.
Benefit: Members of this race gain a +2 racial bonus on saving throws against illusion spells or effects.

Fey Damage Resistance (3 RP)
Prerequisites: Fey type.
Benefit: Members of this race gain DR 5/cold iron.

Envoy (1 RP)
Prerequisites: None.
Benefit: Members of this race with an Intelligence score of 11 or higher gain the following spell-like abilities (the caster level is equal to the user's character level):
1/day—comprehend languages, detect magic, detect poison, read magic.

Long Step (Su) (4 RP) (as flight clost)
Prerequisites: Fey.
Benefit: fey creature can Teleport up to 10 feet per Hit Die as a move action. It may use this ability once every 1d4 rounds

Darkvision 60 Feet (2 RP)
Prerequisites: None.
Benefit: Members of this race can see in the dark up to 60 feet.

Light Sensitivity (–1 RP)
Prerequisites: Darkvision.
Weakness: Members of this race are dazzled as long as they remain in an area of bright light.

16RP

May drop Fey Damage Resistance
to get a spend of 13RP

Items:

Gentleman's outfits
Over coot, Top Hat
MW Revolver
Sword Cain
boot Knife

Pocket watch
Note book and pen.
Gas Pelts
Police whistle

Pathfinders Pouch 1000 gp
Belt + [Holdter]
Rounds 200
Gun Smiths kit
Sap.
Map of city.

Town House -> Owned by Family.
Life Member of Gents club

Green Psicrystal:

Psicrystal looks like Tiny had sized insect, its sits in a fine cage and hangs on a chain around the neck. The chain and Cage are Mithral 20gp It can get out and most of the time, or climes and hooks itself on the left best over the hart, it can talk and dos so.

A psicrystal is a fragment of a psionic character’s personality, brought into physical form and a semblance of life (via the Psicrystal Affinity feat). A psicrystal appears as a crystalline construct about the size of a human hand

A psicrystal is a fragment of a psionic character’s personality, brought into physical form and a semblance of life (via the Psicrystal Affinity feat). A psicrystal appears as a crystalline construct about the size of a human hand

Personalitis 1
Single-minded = (+3 bonus on Concentration checks)

Abilities:
Str 1*, -5
Dex 15* +2
Con Ø, **
Int 8, -1
Wis 10, +0
Cha 10 +0
FO
R2
W5

*With self-propulsion ability activated.

Size/Type: Diminutive Construct**
Alignment: As master
Hit Dice: As master’s HD (hp ½ master’s)
Initiative: +2
Speed: 30 ft. (6 squares), climb 20 ft.*
Armor Class: 16* (+4 size, +2 Dex*), touch 16, flat-footed 14 (*change with powers)
DR/8 (+1 N-Amor +8Hardness)
Base Attack/Grapple: +0/-17
Attack: —
Full Attack: —
Space/Reach: 1 ft./0 ft.
Special Attacks: Shared Powers.
Special Qualities:
Construct traits,
hardness 8
Psicrystal abilities
Alertness, improved evasion, personality, self-propulsion, share powers, sighted, telepathic link.

Saving Throws: A psicrystal uses its owner’s base saving throw bonuses and ability modifiers on saves, though it doesn’t enjoy any other bonuses its owner might have (from magic items or feats, for example).

Skills: A psicrystal has the same skill ranks as its owner, except that it has a minimum of 4 ranks each in Perception and Stealth. (Even if its owner has no ranks in these skills, a psicrystal has 4 ranks in each.) A psicrystal uses its own ability modifiers on skill checks.

Class Skills <
18 point spend

+7 Acrobatics(+2dex, 2rank)<
-1 Appraise(-1int, 0rank)
+7 Autohypnosis* (+1Wis 2Rank)<
+* Craft(-1int, 0rank)<
-- Disable Device (-1int, 0rank)
+6 Escape Artist(+2dex, 1rank)<
+2 Heal (0wis 2rank)
-1 Knowledge (ALL) (-1int, 0rank)<
+* Linguistics(-2int 0rank)
+7 Perception(0wis, 4rank)<
-5 Ride (-5Str 0ranks)
+0 Perform (0Cha 0Rank)
+5 Sense Motive(0wis, 2rank)<
-- Sleight of Hand(+2dex, 0rank)
+9 Stealth(2dex, 4rank)<
+2 Survival(1Wis 1rank)

A construct is an animated object or artificially created creature.

A construct has the following features.

d10 Hit Die.
Base attack bonus equal to total Hit Dice (fast progression).
No good saving throws.
Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. However, most constructs are mindless and gain no skill points or feats. Constructs do not have any class skills, regardless of their Intelligence scores.
Traits: A construct possesses the following traits (unless otherwise noted in a creature's entry).

No Constitution score. Any DCs or other Statistics that rely on a Constitution score treat a construct as having

a score of 10 (no bonus or penalty).
Low-light vision.

Darkvision 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning. Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality. Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage. Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.A construct cannot be raised or resurrected.A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table. Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
Proficient with no armour. Constructs do not breathe, eat, or sleep.

Notes: