Halfling

Therwil Beblod's page

27 posts. Organized Play character for Thereus, Silver Crusader.


Full Name

Therwil Beblod

Race

Active = none

Classes/Levels

Bard/2, Magus/6, Rogue/2

Gender

|Male HP 53/53 | AC 22, T 14, FF 19| F: +7, R: +12, W: +10| CMD 19 | Perc. +16 | Init. +4 | Arcane Pool 7/8 | Adaptable Luck 2/3 | Archaeologist's Luck 5/5

Strength 10
Dexterity 14
Constitution 10
Intelligence 21
Wisdom 10
Charisma 12

About Therwil Beblod

Therwil Beblod
Male halfling bard (archaeologist) 2/magus 6/rogue 2
CN Small humanoid (halfling)
Init +4; Senses Perception +16
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Defense
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AC 26, touch 14, flat-footed 24 (+6 armor, +1 deflection, +2 Dex, +2 natural, +4 shield, +1 size)
hp 53 (10d8)
Fort +6, Ref +11, Will +9; +2 vs. fear
Defensive Abilities evasion, fortification 25%, uncanny dodge
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 corrosive keen menacing cold iron rapier +11/+6 (1d4+1/15-20 plus 1d6 acid) or
dagger +9/+4 (1d3/19-20) or
dagger +9/+4 (1d3/19-20)
Ranged mwk light crossbow +10 (1d6/19-20)
Special Attacks arcane pool (+2, 8 points), archaeologist's luck 5 rounds/day (+1), magus arcana (arcane accuracy[UM], lingering pain[UC], spell shield[UM]), sneak attack +1d6, spell combat, spell recall, spellstrike
Bard (Archaeologist) Spells Known (CL 2nd; concentration +5)
1st (3/day)—feather fall, feather step[APG] (DC 12), grease
0 (at will)—dancing lights, detect magic, message, read magic, resistance
Magus Spells Prepared (CL 6th; concentration +13)
2nd—glitterdust (DC 17), glitterdust (DC 17), invisibility, mirror image
1st—burning hands (DC 16), magic missile, magic missile, magic missile, magic missile, magic missile
0 (at will)—acid splash, daze (DC 15), disrupt undead, mage hand, ray of frost
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Statistics
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Str 10, Dex 14, Con 10, Int 21, Wis 10, Cha 12
Base Atk +6; CMB +5; CMD 18
Feats Blind-fight, Combat Casting, Extra Arcana[UM], Extra Rogue Talent[APG], Opening Volley[UC], Weapon Finesse, Weapon Focus (rapier)
Traits focused mind, reactionary
Skills Acrobatics +12 (+8 to jump), Appraise +9, Bluff +5, Climb +1, Diplomacy +5, Disable Device +16, Disguise +5, Escape Artist +9, Heal +1, Intimidate +5, Knowledge (arcana) +19, Knowledge (dungeoneering) +11, Knowledge (engineering) +11, Knowledge (geography) +11, Knowledge (history) +11, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (nobility) +11, Knowledge (planes) +11, Knowledge (religion) +11, Linguistics +18, Perception +16, Perform (oratory) +5, Ride +3, Sense Motive +5, Sleight of Hand +3 (+5 to oppose the Perception check of someone observing or frisking you regarding items in the sheath), Spellcraft +10, Stealth +15, Swim +1, Use Magic Device +5; Racial Modifiers +2 Perception
Languages Abyssal, Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Halfling, Infernal, Orc, Osiriani, Osiriani, Ancient, Sylvan, Thassilonian, Tien, Varisian, Vudrani
SQ adaptable luck, bardic knowledge +1, clever explorer +1, rogue talents (combat trick, distracting attack[APG]), trapfinding +1
Combat Gear cold iron crossbow bolts (50), scroll of fly, wand of cure light wounds, wand of shield (50 charges), acid (2), alchemist's fire (3), alkali flask[APG], antiplague[APG], antitoxin (2), oil (5), tanglefoot bag; Other Gear +2 fortification (light) slick chain shirt, buckler, +1 corrosive keen menacing cold iron rapier, crossbow bolts (50), dagger, dagger, mwk light crossbow, amulet of natural armor +2, headband of ponderous recollection[UE], ring of protection +1, sleeves of many garments[UE], bandolier[UE], barbed vest[APG], belt pouch, blanket[APG], hooded lantern, ink, black, inkpen, journal[UE], masterwork backpack[APG], masterwork thieves' tools, parchment (3), pathfinder chronicle x10 (Each knowledge)[ISWG], silk rope (50 ft.), waterproof bag[UE], waterskin, wrist sheath[UE], 12,385 gp
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Special Abilities
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Adaptable Luck +2/+1 (3/day) +2 to one ability check, attack, save, or skill check, +1 after the roll.
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.
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.
Arcane Accuracy +5 (Su) 1 Arcane Pool: +5 to attack rolls until the end of your turn.
Arcane Pool +2 (8/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Archaeologist's Luck +1 (5 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Barbed vest Those injuring you with an unarmed or natural attack must make a DC 15 Ref save or take 1 damage.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Blind-Fight Re-roll misses because of concealment, other benefits.
Clever Explorer +1 (Ex) Half time to use disable device.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Distracting Attack (Ex) Forgo sneak attack damage to leave the target flat-footed against someone else.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Focused Mind +2 to Concentration checks
Fortification 25% You have a chance to negate critical hits on attacks.
Headband of ponderous recollection (Knowledge [arcana], 3/day) Reveal info on creature, 1st rd as though rolled 5 with knowledge, then 10 and 15 in next 2 rds.
Lingering Pain (Su) 1 Arcane Pool: Damage considered continuous for purposes of concentration checks.
Opening Volley Successful ranged attack grants +4 on next melee attack roll
Sleeves of many garments Transform current clothes into any non-magical new form.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spell Shield +5 (Su) 1 Arcane Pool: +5 to AC until the end of your next turn.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
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Therwil is originally from Sothis (in Osirian), and fancies himself as an archaeologist, which is how he found his way into the Pathfinder Society. His main phobia is getting swallowed whole. Hence the "slick" armor and barbed vest.
Boons
Gift of the Ghale - Use Once (Aid, Detect Thoughts, Lesser Restore, See Invisibility)
Hero of the Five Kings +2 CH skill with Dwarves of that region
Favor of Cartahegn - 10% discount on mundane items in large cities in Garund
Mwangi Exports - Reduce cost of item by 10-15%
Nemesis of the Aspis - Make Aspis Reroll, once
Sky Key Component - (Hao Jin Tapestry)
Tanbaru’s Respect - Use Once (dispel magic, fog cloud, invisibility, mirage arcana, or stone shape)
Wayang’s Favor - Grants +2 bonus on Ch checks made to influence wayangs.
Chesed Monopolist:acquire a single item worth 1,500 gp or less once per session at a cost of 3 Prestige Points. Items purchased in this way are worth 0 gp and cannot be sold.
Rare Generator: You can cross this boon off your Chronicle sheet to restore 2 charges to a timeworn weapon, timeworn armor, or another timeworn device. If you have the Technologist feat, you instead restore 1d4+1 charges to the item. This boon can only restore charges to a technological item that has at least 1 charge remaining.
Sky Key Component (Numeria): You have recovered one of the five lost components of the strange relic known as the Sky Key.
Starmetal Stockpile: purchase a single weapon or suit of armor made of horacalcum, noqual, or siccatite at its listed cost.
Perfect Defense: +4 bonus to CMD, once
Shortcut to the Center of the World: In Varisia, you may take advantage of any boon or vanity from Absalom