Thaddeus Silverhorn's page

391 posts. Organized Play character for Lekku.


| Initiative:+3 | Perception:+9+1d6 | Darkvision (120') | Stealth: +11


| Group Loot


HP:21/21 | AC:18 | T:13 | FF:15 | CMD:17 | CMB:+4 | Fort:+2 | Ref:+6 / +7 vs. traps | Will:+4

Strength 14
Dexterity 16
Constitution 12
Intelligence 17
Wisdom 12
Charisma 7

About Thaddeus Silverhorn

Thaddeus Silverhorn
Male Tiefling Investigator 3
N Medium Outsider (Native)
Sovereign Court: Fame: 10 | PP: 8 | XP: 7

Init +3; Senses Darkvision 120'; Perception +7

Thaddeus is tall and wiry, with dark gray skin and the silvery horns that spawned his surname. Burdened with an inquenchable thirst for knowledge, he searches for a diversion worthy of his staggering intellect.

His simple desire to act in the most efficient means is often misunderstood for rudeness, arrogance, or even outright disrespect - but these are the conclusions of lesser minds and delicate egos. Blessedly, Thad is not encumbered by the fragile sensitivities of the overly-emotional masses.

Inspiration: Automatically adds 1d6 to any Knowledge, Linguistics, or Spellcraft check (unlimited uses in this way.)
Expanded Inspiration: An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he's trained in the skill.

AC 18 touch 13 flat-footed 15
hp 21
Fort +2, Ref +6/+7 vs. traps, Will +4
Resist Fire 5

Speed 30 ft.
   Cold Iron Longspear +4 (1d8+3/×3)
   Morningstar +4 (1d8+2|3)
       Unarmed strike +4 (1d3+2 nonlethal)
Ranged Sling +5 (1d4+2)
Tiefling Spell-Like Abilities (CL 1st; concentration +1)
   At will - Light
   1/day — Darkness
Investigator Extracts(Spells) Prepared (CL 1st; concentration +4):
   1st—Enlarge Person(x2), Identify, Shield

Str 14, Dex 16, Con 12, Int 17, Wis 12, Cha 7
Base Atk +0; CMB +3; CMD 16
Alternate Racial Traits: Prehensile Tail[ARG], Scaled Skin (Fire)[ARG]
Feats Fiend Sight[ARG]
Traits Armor Expert, Pragmatic Activator[UC]
  +7  Acrobatics 
  +3  Appraise
    0  Bluff
  +6  Climb 
+9+1d6  Craft (Alchemy) (+9 to create alchemical items) 
+7+3+5+1d6  Day Job - Craft (Alchemy) [dice=Day Job | Craft(Alchemy), Inspiration, Crafter’s Fortune]1d20+7+3+5+1d6[/dice]
+2+1d6  Diplomacy (+5+1d6 vs. Gather Info) 
 +10  Disable Device (MW Thieves Tools) 
   -2  Disguise
  +7  Escape Artist 
  +3  Fly
  +5+1d6  Heal (+7+1d6 vs. Poison)
   -2  Intimidate
  +7+1d6  Knowledge (Arcana) 
  +7+1d6  Knowledge (Dungeoneering) 
  +7+1d6  Knowledge (Engineering) 
  +7+1d6  Knowledge (Geography) 
  +7+1d6  Knowledge (History) 
  +7+1d6  Knowledge (Local) 
  +7+1d6  Knowledge (Nature) 
  +7+1d6  Knowledge (Nobles) 
  +7+1d6  Knowledge (Planes) 
  +7+1d6  Knowledge (Religion) 
  +7+1d6  Linguistics 
  +9+1d6  Perception (+8 Trapfinding) 
  +3  Ride
  +7+1d6  Sense Motive 
  +7+1d6  Spellcraft 
 +11  Stealth 
  +1  Survival (+3 vs. Getting Lost)
  +2  Swim
  +7  Use Magic Device 
Racial Modifiers +2 Bluff, +2 Stealth


SQ Alchemy (Alchemy Crafting +3), Inspiration (4/day), Investigator Talents (Expanded Inspiration, Mutagen), Keen Recollection, Mutagen (+4/-2, +2 Natural Armor, 30 Minutes), Prehensile Tail, Trapfinding +1

Combat Gear: MW Chain Shirt, Club, Cold Iron Longspear, Morningstar, Sling with 25 sling bullets

Pathfinder's Wayfinder

 Acid Flask (x2)
  Alchemist's Fire
    Alkali Flask
      Holy Water (x2)

   Flint & Steel
    Thieves' Tools
     Scroll of CLW (x2)
      Wand of CLW

Masterwork Backpack:
   Waterproof Bag
    Mess Kit

Waterproof Bag in MW Backpack:
  Black Ink
   Trail Rations (x5)
    Pathfinder's Journal
     Leeching Kit

    Mess Kit

Other/Not Packed:
  Alchemy Crafting Kit

Wealth: 2,265gp, 6sp, 6cp

 Special Abilities
Alchemy +3 (Su) +3 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Armor Expert -1 Armor check penalty.
Ceaseless Observation (Ex) Use INT instead of skill's typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device, and Gather Information Checks (+5)
Darkvision (120 feet) You can see in the dark (black and white vision only).
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Inspiration (+1d6, 4/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Leeching kit +2 Heal to treat poison.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen This discovery gives the alchemist the mutagen class abilityAPG (This discovery exists so alchemist archetypes who have variant mutagens, such as the mindchemist, can learn how to make standard mutagens.
Mutagen (DC 14) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 30 minutes.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).


Confirmed Field Agent:
Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1
(minimum 1).

Explore, Report, Cooperate (x2):
You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name - such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item - would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.

Friend of Janira Gavix:
The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

Prized Find:
You were instrumental in uncovering a cache of lost records that the Pathinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon of your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).

Pharasma’s Blessing:
Pharasma blesses you for your service to the Godsmouth Cathedral. You may reroll any single attack roll targeting an undead creature or any single saving throw against an undead creature’s ability or effect, always taking the result of the second roll. You must make this reroll before the results of the first roll are known. If Pharasma is your patron deity, you receive a +4 bonus on your reroll. Once this ability has been used, cross it off the Chronicle.

1: Chronicle - The Confirmation (PBP) | Confirmed Field Agent | Explore, Report, Cooperate | Friend of Janira Gavix

2: Chronicle - The Prince of Augustana (PBP)

PP Spent:
2: Wand of CLW

3: Chronicle - The Wounded Wisp (PBP) | Explore, Report, Cooperate | Prized Find

4: Chronicle - The Godsmouth Heresy (PBP) | Pharasma’s Blessing

Siege of Serpents Boons:
You gain a +2 competence bonus on one Heal, Perception, or Survival check attempted during this adventure.

You also gain a +2 competence bonus on one Linguistics or Knowledge check attempted during this adventure.

For your performance in trap mastery, you gain a +2 competence bonus on one Disable Device check or Reflex saving throw attempted during the adventure.

SoS Gossip:
While blindfolded, you heard some old man discussing local gossip. "The principal discovery of the sky citadel of Jormurdun has been moved to a strange chamber with no corners along the exterior walls, floor, and ceiling. This is to help shield it from strange otherworldly entities. This year’s keynote address is allegedly about the artifact discovered in Jormurdun, the Sky Key."

After the lecture, a man is discussing various nuances of your discussion, and happens to mention "Arliss Hall is full to the brim with visiting venture-captains from abroad. The building is rumored to mysteriously change its internal layout. The increased comings and goings have prompted it to do so with even greater regularity and many venture-captains have become lost themselves, wandering the hallways."

You also heard competitors talking about the Master of Spells, Aram Zey, who was slated to deliver the keynote address but begged out of the privilege, citing his general dislike and disdain for the Grand Convocation as a colossal waste of time and expense. Marcos Farabellus, Master of Swords, volunteered to take his place.

Word on the course is that the Decemvirate has spared no expense on this year’s Grand Convocation and has reached out to as many Pathfinders as possible and underwritten some costs when necessary. This is an effort to demonstrate their appreciation to field agents, repair any frayed relationships, and celebrate a successful year.