Lem

Trotter Flaxseed's page

360 posts. Organized Play character for Mike Tuholski.


Full Name

Venture-Captain Trotter Flaxseed

Race

Halfling

Classes/Levels

Venture-Captain 19

Gender

Trotter Male

Special Abilities

#55162-10

Alignment

Neutral Good

Deity

Shelyn

Location

Cassomir, Taldor - site of the Flaxseed Family Pathfinder Lodge

Occupation

Historian, Archaeologist, Accidental Ornithologist

Homepage URL

chronicles

About Trotter Flaxseed

Venture Captain Trotter Flaxseed
Male halfling bard (archaeologist) 18/gunslinger (mysterious stranger) 1 (Pathfinder RPG Ultimate Combat 9, 32, 51)
NG Small humanoid (halfling)
Init +5; Senses Perception +45
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Defense
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AC 35, touch 19, flat-footed 31 (+8 armor, +3 deflection, +4 Dex, +1 insight, +3 natural, +5 shield, +1 size)
hp 180 (19 HD; 18d8+1d10+76)
Fort +22, Ref +27, Will +22; +2 vs. fear, +1 Luck bonus vs. traps
Defensive Abilities fortification 25%, improved evasion, trap sense +6, uncanny dodge; Resist negative energy 10, positive energy 10
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Offense
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Speed 20 ft.
Melee +1 cold iron dagger +24/+19/+14 (1d3+5/19-20) or
. . +1 deadly whip +24/+19/+14 (1d2+5 nonlethal) or
. . +1 mithral scimitar +20/+15/+10 (1d4+5/18-20)
Ranged "pea shooter" +20 (1d6+20/×4) or
. . +1 composite longbow +18/+18/+13/+8 (1d6+13/×3) or
. . +1 pistol +20 (1d6+20/×4)
Special Attacks archaeologist's luck 11 rounds/day (+4), deeds (deadeye, focused aim, gunslinger's dodge), grit (7)
Bard (Archaeologist) Spells Known (CL 18th; concentration +25)
. . 6th (4/day)—brilliant inspiration[APG] (DC 23), mass charm monster (DC 23), mass cure moderate wounds, greater shout
. . 5th (5/day)—bard's escape[APG], mass cure light wounds, greater dispel magic, greater heroism
. . 4th (6/day)—cure critical wounds, detect scrying, dimension door, greater invisibility, legend lore
. . 3rd (7/day)—cure serious wounds, daylight, dispel magic, displacement, haste, see invisibility
. . 2nd (7/day)—cat's grace, cure moderate wounds, glitterdust (DC 19), invisibility, mirror image, silence (DC 19)
. . 1st (7/day)—abundant ammunition[UC], cure light wounds, feather fall, grease, liberating command[UC], timely inspiration[APG] (DC 18)
. . 0 (at will)—detect magic, mage hand, message, open/close (DC 17), prestidigitation, scrivener's chant
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Statistics
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Str 10, Dex 19, Con 18, Int 22, Wis 12, Cha 24
Base Atk +14; CMB +17; CMD 31
Feats Deadly Aim, Extra Rogue Talent[APG], Extra Rogue Talent[APG], Extra Rogue Talent[APG], Extra Rogue Talent[APG], Gunsmithing[UC], Lingering Performance[APG], Point-blank Shot, Rapid Reload, Rapid Shot, Weapon Finesse
Traits prehensile whip, vagabond child (urban)
Skills Acrobatics +32 (+28 to jump), Appraise +14, Bluff +18, Climb +10, Craft (alchemy) +17, Craft (books) +34, Diplomacy +30 (+32 vs. geniekind), Disable Device +44 (+46 vs. magic traps, +49 to disarm traps), Disguise +18, Escape Artist +12, Fly +14, Handle Animal +18, Heal +9, Intimidate +18, Knowledge (arcana) +37 (+39 to understand the nature and ways of dragons), Knowledge (dungeoneering) +37 (+39 while navigate dungeons beneath the Cairnlands' siege castles, +39 to navigate the tunnels of the Darklands and identify Darklands natives), Knowledge (engineering) +36, Knowledge (geography) +36 (+38 to navigate the City of Brass and surrounding areas, +38 to navigate the tunnels of the Darklands and identify Darklands natives), Knowledge (history) +46 (+48 vs. Azlant, +48 to learn about Thassilonian artifacts), Knowledge (local) +36 (+38 to identify drow and their customs, weaknesses, and tactics), Knowledge (nature) +37, Knowledge (nobility) +37, Knowledge (planes) +36 (+38 vs. geniekind, +38 to identify demons and other outsiders native to the Abyss), Knowledge (religion) +37, Linguistics +21 (+23 to learn about Azlanti sentence construction and idioms), Perception +45 (+47 vs. magic traps), Perform (oratory) +21, Ride +12, Sense Motive +9 (+11 to distinguish between true statements and exaggeration regarding esoteric topics), Sleight of Hand +12, Spellcraft +16, Stealth +36, Survival +9 (+11 to avoid becoming lost when using a Mapmaker's Kit as you travel, +11 to navigate Jungles of Mwangi Expanse, +11 to notice and follow tracks in Arctic environments, +11 to avoid becoming lost), Swim +8, Use Magic Device +18; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Aquan, Auran, Azlanti, Common, Cyclops, Dwarven, Elven, Gnome, Halfling, Ignan, Jistka, Osiriani, Osiriani, Ancient, Polyglot, Sylvan, Takritanin, Terran, Thassilonian, Tien
SQ bardic knowledge +9, clever explorer +9, gunsmith, jack-of-all-trades, lore master 3/day, rogue talents (another day, charmer, defensive roll, guileful polyglot, hard to fool, improved evasion, philologist, trap spotter)
Combat Gear adamantine firearm bullet (10), bullets with ghost salt (20), cold iron arrows with silver blanch (10), cold iron bullets with silver blanch (50), elemental gem (air), elemental gem (earth), elixir of tumbling, elysian bronze firearm bullet (4), extend metamagic rod, feather token (anchor), feather token (bird), feather token (fan), feather token (swan boat), feather token (tree), feather token (whip), oil of align weapon (good only), oil of ant haul (8), oil of bless weapon (4), oil of silence, potion of fly (2), potion of lesser restoration, potion of protection from evil (2), quicken metamagic rod, quicken metamagic rod (lesser), scroll of breath of life (x2), scroll of charm person, scroll of charm person, scroll of comprehend languages, scroll of ear-piercing scream, scroll of erase, scroll of expeditious retreat, expeditious retreat, expeditious retreat, scroll of glitterdust, scroll of grease, scroll of lesser (x10) restoration, scroll of mending, scroll of open/close, open/close, scroll of raise dead, remove blindness/deafness (x2), restoration (x2), lesser (x4) restoration, scroll of remove fear, scroll of restoration (x4), scroll of resurrection, scroll of vanish, vanish, vanish, universal solvent, wand of cure light wounds (20 charges), wand of grease (10 charges), wand of stoneskin (CL 10th, 17 charges), acid (3), alchemist's fire (2), alchemist's kindness (5), bone paste, caltrops, cardice oil, coral boulder, pellet grenade, iron (3), phosphorescent gel, skyrocket firework (2), smokestick (2); Other Gear +4 deathless mithral chain shirt, +4 fortification (light) buckler, "pea shooter", +1 cold iron dagger, +1 composite longbow, +1 deadly whip, +1 mithral scimitar, +1 pistol, adamantine alchemical cartridge (paper) (9), alchemical cartridge (paper) (16), blunt arrows (20), cold iron alchemical cartridge (paper) (34), elysian bronze alchemical cartridge (paper) (5), firearm bullet (18), silver alchemical cartridge (paper) (17), clear spindle ioun stone, dusty rose prism ioun stone, emerald ellipsoid ioun stone, incandescent blue sphere ioun stone, mossy disk ioun stone, mossy disk ioun stone, mossy disk ioun stone, mossy disk ioun stone, mossy disk ioun stone, mossy disk ioun stone, mossy disk ioun stone, mossy disk ioun stone, mossy disk ioun stone, mossy disk ioun stone, amulet of natural armor +3, bag of everlasting dung, bead of newt prevention, belt of physical might +4 (Dex, Con), book thief's satchel, boots of the cat, burglar's bracers, campfire bead, circlet of persuasion, cloak of resistance +5, cracked dusty rose prism ioun stone, cracked gold nodule ioun stone, dry load powder horn, dust of dryness, dust of tracelessness, elixir of hiding, elixir of swimming, elixir of vision, endless bandolier, eyes of the eagle, handy haversack, headband of mental prowess +6 (Int, Cha), ioun torch ioun stone, key of lock jamming, pathfinder greatcoat, pathfinder pouch, pathfinder's coin, polish of inconspicuous armor, ring of protection +3, scholar's ring, stubborn nail, trapspringer's gloves, traveler's any-tool, unguent of timelessness, wayfinder, air bladder, bedroll, belt pouch, blanket, chalk, cold weather outfit, dice, earplugs, flint and steel, glass cutter, grooming kit, hammock, hat, hip flask, hot weather outfit, ink, black, inkpen, jalmeray coin (1d4 hours to find citizen: +4 appraise, diplomacy, kn), magnet, mapmaker's kit, marbles, masterwork snorkel, masterwork thieves' tools, masterwork tool, masterwork tool, mess kit, mirror, paper (10), pathfinder chronicle, pathfinder chronicle, pathfinder chronicle, pathfinder chronicle, pathfinder chronicle, pathfinder chronicle, pathfinder chronicle, pathfinder chronicle, pathfinder chronicle, pathfinder chronicle, pathfinder chronicles, volume 1, pathfinder chronicles, volume 11, pathfinder chronicles, volume 14, pathfinder chronicles, volume 2, pathfinder chronicles, volume 27, pathfinder chronicles, volume 44, perfume/cologne, scroll case, shaving kit, signal whistle, soap, tabard, tent, small, waterskin (2), whiskey (per cup), wire saw, wrist sheath, spring loaded, 3,869 gp, 4 sp, 5 cp
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Special Abilities
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Another Day (1/day) (Ex) If attack reduces below 1 hp, move 5 ft. If out of reach take 0 dam, but staggered next rd.
Archaeologist's Luck +4 (11 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Aspis Hunter +1 to attack & weapon damage vs Aspis Consortium agents.
Bardic Knowledge +9 (Ex) Add +9 to all knowledge skill checks.
Bead of newt prevention When bearer fails save vs hostile polymorph effect it is negated & the bead destroyed.
Boots of the cat When falling, always land on feet and take the minimum damage.
Burglar's bracers (1/day) Transforms into mwk thieves tools. Activate to take 10 on Disable Device despite danger.
Campfire bead On command bead becomes 2 ft tall fire for up to 8 hrs.
Charmer (4/day) (Ex) Can roll 2d20 for Diplomacy check and take the better result.
Circlet of persuasion +3 competence bonus to CHA-based checks (skills already included).
Clever Explorer +9 (take 10 & magic traps) (Ex) Half time to use disable device. Can always take 10 & disarm magic traps.
Cold weather outfit +5 Fort save vs. cold weather.
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defensive Roll (1/day) (Ex) When reduced below 0 Hp by an attack, can attempt to halve dam with Reflex save.
Dry load powder horn (empty) This magical powder horn holds 20 doses of black powder. Furthermore, when a firearm is loaded with black powder directly from this horn, the horn creates a small pocket of air that envelops the gun and allows that shot to be fired underwater or in an area lacking air, such as a vacuum. Once the gun is loaded with powder from the dry load powder horn, it retains the pocket of air for 10 minutes or until the firearm is fired, whichever comes first.

Firing a firearm that has been loaded from this horn underwater still incurs the –2 penalty on attack rolls for every 5 feet of water the bullet passes through, in addition to the normal penalties to range. When a shot loaded from a dry load powder horn results in a firearm explosion while underwater or in an airless environment, that explosion occurs normally.

Construction
Requirements Craft Wondrous Item, air bubble; Cost 1,000 gp
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Energy Resistance, Negative Energy (10) You have the specified Energy Resistance against Negative Energy attacks.
Energy Resistance, Positive Energy (10) You have the specified Energy Resistance against Positive Energy attacks.
Extend metamagic rod (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Normal metamagic rods can be used with spells of 6th level or lower.

Construction
Requirements: Craft Rod, Extend Spell feat; Cost 5,500 gp
Fearless +2 racial bonus vs Fear saves.
Foreign Contact (empty, Absalom) +4 to Know (local) & Diplomacy to gather info in same city as contact.
Fortification 25% You have a chance to negate critical hits on attacks.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Hard to Fool (4/day) (Ex) Can roll 2d20 for Sense Motive check and take the better result.
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Ioun stone (clear spindle) Sustains bearer without food or water.
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).

Construction
Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Jack-of-all-trades (use any skill, all skills are class skills) (Ex) You may use all skills untrained.
Key of lock jamming This ornate brass key automatically reshapes itself to fit any standard keyhole (generally those in doors scaled for use by Small or Medium creatures, not deliberately oversized locks like the main door to a dwarven fortress). Once placed inside a lock, the key merges with the lock and fills up all open spaces within it, creating a solid piece of metal and making it impossible to unlock it, even with magic. While securing the lock, the key strengthens its materials, adding +2 to the lock’s hardness, 8 to its hit points, and +5 to its Break DC. Touching the key and speaking the command word causes it the key to disintegrate, leaving the lock intact and rendering the mechanism operable again.

Construction
Requirements Craft Wondrous Item, hold portal; Cost 200 gp
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Lore Master (3/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Mapmaker's kit +2 Circumstance for Survival to avoid becoming lost.
Pathfinder pouch (empty) This nondescript belt pouch is quite popular among Pathfinders who need to smuggle items past snooping guards or government officials. Detect magic does not detect that it is magical (as per the magic aura spell), but the pouch acts as a very small bag of holding (contents limit 10 pounds, volume limit 2 cubic feet).

With a command word, the wearer can close or open the extradimensional space within the pouch; when closed, the pouch holds no more than a mundane belt pouch the size of a human fist, though objects within the extradimensional space remain stored, unreachable until the pouch is unsealed again. This allows the user to empty his pockets or even turn the pouch inside-out to prove he carries no contraband, and access the hidden goods later when in a safe place. Because of their nonmagical auras, these pouches sometimes hold secret treasures for generations without their owners realizing their nature.

Construction
Requirements Craft Wondrous Item, magic aura, secret chest; Cost 500 gp
Philologist (Ex) Reroll once per text to decipher writing w/o drawing a false conclusion from failed Wis check.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Quicken metamagic rod (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are quickened as though using the Quicken Spell feat. Normal metamagic rods can be used with spells of 6th level or lower.

Construction
Requirements: Craft Rod, Quicken Spell feat; Cost 37,750 gp
Quicken metamagic rod (lesser, 3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are quickened as though using the Quicken Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.

Construction
Requirements: Craft Rod, Quicken Spell feat; Cost 17,500 gp
Rapid Reload (Pistol) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Scholar's ring Understand all writing/speech.
Trap Sense +6 (Ex) +6 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapspringer's gloves +5 to Disable Device against traps, +1 luck bonus to saves vs traps.
Traveler's any-tool Acts as masterwork tools for most Craft or Profession skills.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Wayfinder (1 @ 0 lbs) 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).

Backstory:
Mary Ann was born into servitude in a camp of halfling slaves deep in the land of Cheliax. After years of tortuous service, a band of halfling freedom fighters from Andoran attacked the camp and freed the slaves. Two of those halfling warriors were the brothers Henry and Horatio Flaxseed. On the way back to Andoran, Henry and Mary Ann were wed and turned aside to head to Absalom, the City at the Center of the World, in the hopes that they might better their lives and start a family. They moved into a small building in the Foreign District where Mary Ann gave birth to a daughter named Lilian.

Henry became fast friends with some of the city's notable scholars, who helped the Flaxseeds find a nicer home in the heart of the Wise Quarter where Henry found a job working as a member of the Learned Guard. Shortly thereafter Mary Ann gave birth to their son Trotter. Trotter grew up hearing of the tales of heroism and adventure from his father about Henry's and Horatio's time together as Andoran freedom-fighters. As a member of the Learned Guard, Henry was able to arrange several local scholars to train his son in the methods of history, lore, and archaeology. From one of these scholars Trotter learned of the Pathfinder Society and thereafter would often travel to the gates of the Grand Lodge to stand in wonder at the adventures he might have if he were a Pathfinder. One day while standing in front of the Grand Lodge, Trotter was approached by a Pathfinder agent. The man was impressed by Trotter's knowledge of lore and artifacts and intrigued by the young halfling's excitement for adventure. He placed his rumpled hat on Trotter's head and led Trotter through the gates of the Grand Lodge, so that Trotter might begin his training as a member of the Pathfinder Society.