| Full Name |
Phinick Phadley |
| Race |
|
| Classes/Levels |
Active conditions: |
| Gender |
Freedom loving Goblin! |
| Size |
S |
| Age |
Not that young anymore |
| Special Abilities |
Dah Hunter's Edge |
| Alignment |
CN |
| Deity |
My tools! |
| Location |
Not Plaguestone is all that matters |
| Languages |
Common ; Goblin ; Orcish ; Draconic ; Infernal |
| Occupation |
Roaming Pathfinder |
| Homepage URL |
Not home! |
| Strength |
10 |
| Dexterity |
18 |
| Constitution |
12 |
| Intelligence |
16 |
| Wisdom |
12 |
| Charisma |
8 |
About Phinick Padley
Phinick Padley
“Strength in Community”
Unbreakable Goblin ; Junk Tinker ; CN Level 2 Precision Ranger (Envoy’s Alliance)
+1 to Hero Point rerolls ; can donate 1 Glyph
10 Str ; 18 Dex ; 12 Con ; 16 Int ; 12 Wis ; 8 Cha
25 feet ; Small
+7 Perception (Ex.) ; Darkvision
32 HP
Cold & Electricity Resistance 1
Reduce falling damage as though had fallen 1/2 distance
19 AC (Leather Armor is +1)
Trained in Unarmored Defense, and Light & Medium Armor
+7 Expert in Fortitude (Ex.) ; +10 Reflex (Ex.) ; +5 Will (Tr.)
Feats
Speciality Crafting, Alchemy (Background)
Junk Tinker (Goblin)
Precision (Hunter’s Edge)
Crossbow Ace (Ranger Feat, 1st level)
Hunter’s Aim (Ranger Feat, 2nd level)
Assurance in Crafting (Skill Feat, 2nd level)
Common ; Goblin ; Orcish ; Draconic ; Infernal
Skills
+8 Acrobatics (Tr.)
+4 Athletics (Tr.)
+7 Crafting (Tr.) +1 circumstance bonus for crafting alchemical items ; Junk Tinker
14 Crafting w. Assurance
+7 Engineering Lore (Tr.)
+5 Medicine (Tr.)
+5 Nature (Tr.)
+7 Occultism (Tr.)
+7 Society (Tr.)
+8 Stealth (Tr.)
+5 Survival (Tr.)
+8 Thievery (Tr.)
Formula Book (100 pages)
• Lesser Energy Mutagen
Can Craft level 0 items (including weapons but not armor) out of junk. Reduce price to 25%, but make shoddy item (no penalty when using own shoddy items)
Can incorporate junk when Crafting any item. Grants discount as if spent 1 additional day work to reduce cost (item is obviously made of junk)
PFS Downtime Crafting: use DC based item level (Table 10–5 for common items, applying hard DC adjustment from Table 10–6 to for uncommon items & very hard DC for rare items)
Can Craft uncommon or rare items only if you find their formulas
Crafting requires you spend first 4 days of Downtime preparing before attempting Craft check
Crafting tasks can be continued across as many Downtime days as necessary until item is completed or you pay the remainder of the Price
Ranger DC 18 (Tr.)
Hunt Prey, Precision (Concentrate) 1 Action
Designate a single creature as your prey. Must see, hear, or be tracking prey during exploration
• +2 circumstance bonus to Perception to Seek & to Survival to Track prey
• ignore ranged attack penalty w. 2nd range increment vs. prey
• 1st time you hit prey in a round, deal 1d8 additional precision damage
Crossbow Ace
• when use Hunt Prey or Interact to reload XBow, +2 circumstance bonus to damage on next Strike
• XBow is a simple XBow, also increase the damage die size for that attack by one step
Hunter’s Aim (Concentrate) 2 Actions
Ranged Strike vs. hunted prey w. +2 circumstance attack bonus & ignore prey concealment
Trained in Unarmed Attacks, and Simple & Martial weapons
Magic +1 Crossbow
Damage 1d8 P; Hands 2; Range 30 ft.; Reload 1 ; Ammunition Bolts ; Group Bow
1 Action: load a single lesser energy damage alchemical bomb into the bracket (acid flask, alchemist’s fire, bottled lightning, frost vial, or thunderstone).
Next 3 attacks deal 1d6 additional damage of the bomb’s damage type (2nd & 3rd attacks wasted if not made within 1 minute of 1st attack).
[dice=Magic +1 Hunter’s Aim Crossbow, 2 actions]1d20+11[/dice]
120 feet (ignore penalty w. 2nd range increment) ; Ignore concealment
[dice=Piercing, Precision]1d10+2[/dice]
[dice=Precision]1d10+2[/dice]
Equipment
(3 Bulk & 9 L)
Leather Armor (1 B)
Wayfinder (w. Light spell)
Dagger (1 L)
Magic +1 Shoddy Crossbow made from junk (1 B)
51 Bolts (5 L)
Backpack
- Repair Kit (1 B)* a portable anvil, tongs, woodworking tools, a whetstone, and oils for conditioning leather and wood
- Climbing Kit (1 B)* 50 feet of rope, pulleys, a dozen pitons, a hammer, a grappling hook, and one set of crampons
- Writing Set w. Extra Paper & Ink (1 L) stationery, including a variety of paper and parchment, as well as ink, a quill or inkpen, sealing wax, and a simple seal
- Basic Crafter’s Book (1 L)
- Formula Book (1 L) of Silwyth Eldara from Plaguestone
Mule
(+4 Str) Large
18 Bulk unencumbered (36 max’) ; 1 Bulk =L ; L - negligible
Carrying 0 B 6 L
• Shoddy Alchemist’s Lab made from junk (6 B = 6 L)
• Saddlebags (2 x 3 B)
Field Commissioned Agent
Envoy’s Alliance (Fola Barun)
101218-2007
21 XP
19 Fame
27 General Reputation (Tier 1)
23 Reputation w. Envoy’s Alliance (Tier 1)
2 Reputation w. Grand Archive (Tier 0)
2 Reputation w. Verdant Wheel (Tier 0)
Boons
• Faction Boon - Envoy’s Alliance Champion (Faction)
• Advanced Boon - Promotional Vestments (Promotional) +1 to Hero Point Rerolls
• Generic Boon #1 -
• Generic Boon #2 - Touched by the Storm (General) Cold & Electricity Resistance 1
• Generic Boon #3 - Skillful Mentor (Mentor) lower level PCs w. level bump get +2 to Skill Checks
• Slotless Boon - Wayfinder
• Slotless Boon - Society Recruiter (Tier 1 used in Chronicle #2 ; next @Tier 2)
Non Used Boons
• Legacy of the Gorget (General) from Q4 - The Gorget (for 1-10 Tarnbreaker’s Trail)
• Fiery Companion (from Plaguestone) Leopard
• Noala’s Lessons (from Plaguestone) Ranger Feats
• Finadar Leshy (from 1-15 The Blooming Catastrophe) Leshy Background
Chronicle #1 - Module: The Fall of Plaguestone (DM Credit)
Chronicle #2 - Quest 4: Grehunde’s Gorget (DM Credit)
Chronicle #3 - 1-04 - Bandits of Immenwood (DM Credit)
Chronicle #4 - 1-15 - The Blooming Catastrophe
Chronicle #5 -
A survivor of the Goblinblood Wars, Phinick is originally from Isger, in the North East of Old Cheliax.
Phinick was a kitchen assistant at the Feedmill in Etran’s Folly, living in a small shack in the woods.
Having found old books of Silwyth Eldara, the alchemist who died during the plague, and being a real scrounger and tinker, Phinick learn to make many a thing on his own.
When some Pathfinders came to town, and saved him both from Hallod’s bullying and from prison, Phinick followed them, and was astute enough to be field commissioned into the Society, in the Envoy Alliance’s group.
Smart enough, he picked up new skills while adventuring with this group of adventurers.
Now, less twitchy, and no longer timid and shy around big folk, he feels safe enough to start out on missions of his own.
Phinick is a small slender Goblin with lots of scars.
As only clothing he wears a suit of leather armor, with a whole bunch of crossbow bolts stuffed everywhere: in his belt - alongside a big knife -, in his pockets, sticking out of his backpack…
He does have a crossbow to use those bolts.
Well, at least what looks like a crossbow: a shoddy contraption, made with a rough plank and some wire. The whole firing mechanism is crafted out of junk! An old boot and a broken fork…
There do seem to be magic runes carved into the stock, though.
He leads a nice palomino mule, that has a kind of still on its back. A regular alchemist’s laboratory, made out of bits and bobs and things recovered from some garbage heap.
Purchase List
150 sp @Creation
+420 sp@Chronicle 1
-20 sp - Leather Armor
-2 sp - Dagger
-5 sp - Bolts
-1 sp - Backpack
-20 sp - Repair Kit
-5 sp - Climbing Kit
-11 sp - Writing Set w. Extra Paper & Ink
-1 sp - Basic Crafter’s Book
-10 sp - Formula Book
-10 sp - Lesser Energy Mutagen Formula
485 silver left before Chronicle 2
-3 sp 7 cp - Material for crafting Crossbow
+55 sp from Chronicle 2
536 silver 3 copper left before Chronicle 3
+220 silver from Chronicle 3
-350 sp Weapon Potency Rune +1
-6 sp 2 cp - Material for crafting Shoddy Alchemist’s Lab
400 silver 1 copper left before Chronicle 4
+220 sp from Chronicle 4
-2 sp 5 cp - Material to finish Shoddy Alchemist’s Lab
-3 sp 7 cp - Material for crafting Shoddy Thieves’ Tools
-1 sp - Bolts
-20 sp -Mule
-2 sp - Saddlebags
590 silver 9 copper left before Chronicle 5
Crafting List
• Chronicle #2 - Q4 Gorget - spent 3 sp 7 cp for crafting Shoddy Crossbow ; 3 days of Downtime to prepare (1 left)
• Chronicle #3 - 1-04 Bandits - first 8 days of Downtime: 1 used to finish preparing ; successful 7 days for first roll, w. +1 day thanks to adding junk = 4 sp of work for 3 sp 7 cp left = Shoddy Crossbow done - second 4 days of Downtime: spent 6 sp 2 cp for crafting Shoddy Alchemist’s Lab and 4 days to prepare (done)
• Chronicle #4 - 1-15 The Blooming Catastrophe - first 8 days to craft Shoddy Alchemist’s Lab (w. +1 day in result for Junk) = 4 sp 5 cp in crafting, and spent 2 sp 5 cp to finish ; second 4 days spent 3 sp 7 cp in material for crafting Shoddy Thieves’ Tools and prepare
• for Chronicle #5 - ??? - first 8 days to craft Shoddy Thieves’ Tools (w. +1 day in result for Junk) will = 4 sp 5 cp so all done ; second 4 days spent 6 sp 2 cp in material for crafting Shoddy Healer’s Tools and prepare
To Craft/Get Next
getting -50 sp - Healer’s Tools
-30 gp Alchemist’s Tools
-80 sp - Stone Body Mutagen Recipe PURCHASE @LEVEL 3 (Plaguestone Chronicle)
-250 sp - Alchemical Crossbow PURCHASE BEFORE LEVEL 4 (Plaguestone Chronicle)
Alchemist Dedication @level 4
Can get 5 x Beacon Shot @8 gp (Chronicle #4, Blooming)
For GMs
Hello,
Just since it is a bit more work than the usual Downtime--
--Phinick is crafting, and is Field Commissioned (getting +50% Downtime).
So, at the end of what will be his Xth Chronicle he will have two "sessions" (the extra 4 days ask for a different roll):
• the first "normal" 8 days:
• the second "Field Commission" 4 days: