Aspis Agent

Whirrun Bligh's page

134 posts. Alias of CampinCarl9127.

Full Name

Whirrun Bligh




Investigator 3










Common, Sylvan, Draconic, Abyssal, Infernal, Aklo

Strength 13
Dexterity 16
Constitution 12
Intelligence 20
Wisdom 14
Charisma 8

About Whirrun Bligh

Male Human Investigator
CN Medium Humanoid (Human)
Init +5; Senses Perception +8 (+9 traps)
AC 13, touch 13, flat-footed 10 (+3 dex)
hp 21
Fort +2, Ref +6, Will +6 (+2 vs poison)
Speed 30 ft.

Melee Swordcane +6 (1d6+1)
Rapier +6 (1d6+1)
Dagger +5 (1d4+1)

Ranged Shortbow +6 (1d6+1)
Hand Crossbow (1d4)
Str 13, Dex 16, Con 12, Int 20, Wis 14, Cha 8
Base Atk +2; CMB +3; CMD 16
Traits Cleaver Wordplay (Bluff), Reactionary
Feats Weapon Finesse, Combat Expertise, Improved Dirty Trick
Skills (42 points; 18 investigator, 15 INT, 3 favored class, 3 human, 3 career)
(1) Acrobatics +7)
(1) Appraise +9
(2) Bluff +10
(3) Craft (Alchemy) +16
(1) Climb +5
(3) Diplomacy +5
(1) Disable Device +10
(3) Disguise +5
(2) Escape Artist +8
(1) Heal +6
(2) Knowledge (Arcana) +10
(2) Knowledge (Local) +10
(2) Knowledge (Nature) +10
(2) Knowledge (Religion) +10
(2) Knowledge (Planar) +10
(3) Perception +8
(1) Sense Motive +6
(3) Sleight of Hand +9
(1) Spellcraft +9
(3) Stealth +9
(3) Use Magic Device +5
Non-standard Skill Bonuses
+Investigator level to alchemy checks
+1/2 investigator level to disable device
+1/2 investigator level to perception checks to find traps
+2 Alchemy, masterwork tools
+2 Disable Device, masterwork tools
Languages Common, Sylvan, Draconic, Abyssal, Infernal, Aklo

Special Abilities:

Alchemy When using Craft (Alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
An investigator prepares and casts his spells the same way an alchemist does, and in all other ways functions like the alchemists alchemy ability.

Inspiration An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. He has an inspiration pool equal to 1/2 his investigator level + his Intelligence bonus. As a free action he can expend one use of inspiration from his pool to add 1d6 to the result of a check (including any he takes 10 or 20 on). The choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without spending a use of inspiration if he is trained in that skill. An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep.
Inspiration can also be used on attack rolls and saving throws, though at the cost of expending two uses of inspiration from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding An investigator adds half his level to Perception skill checks made to locate traps and to Disable Device checks. An investigator can use Disable Device to disarm magical traps.

Poison Resistance At 2nd level an investigator gains a +2 bonus on all saving throws against poison.

Poison Lore Starting at 2nd level an investigator cannot accidentally poison himself when applying poison to a weapon. If the investigator takes a minute and physically examines a poison he can make a Knowledge (Nature) check to identify any natural poison or Knowledge (Arcana) to identify any magical poison (DC to identify is equal to the poison's saving throw DC). Lastly, once a poison is identified, he can spend one minute and make a Craft (Alchemy) check (DC equal to the poison's saving throw DC) to neutralize one dose of the poison. This renders the dose harmless. The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.

Investigator Talents

Alchemist Discovery: Infusion When the investigator creates an extract he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots. An infused extract can be imbibed by a non-alchemist to gain its effects.

Keen Recollection At 3rd level, an investigator can make all Knowledge skill checks untrained.

Trap Sense At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on reflex saving throws made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.


1st Crafter's Fortune
Cure Light Wounds
Disguise Self
Expeditious Retreat
Polypurpose Panacea
True Strike
Enlarge Person
Endure Elements
Stone Fist
Keen Senses


Carrying Capacity
Light 0-50 lb. Medium 51-100 lb. Heavy 101-150 lb.
Current Load Carried 46 lb.

Money 240 GP 9 SP 10 CP
Sword Cane, MWK (345gp) (4 lb.)
Rapier, MWK (320gp) (2 lb.)
Dagger x7 (14gp) (7 lb.)
Shortbow, MWK Composite (450gp) (2 lb.)
Hand Crossbow, MWK (400gp) (2 lb.)
Studded Leather, MWK (175gp) (20 lb.)
Alchemy Kit, MWK (55gp) (5 lb.)
Thieves Tools, MWK (100gp) (2 lb.)
Hand of the Mage (900gp) (2 lb.)


Whirrun was born in the slums and learned the streets at an early age. He had a loving mother, but his father disappeared a few years after he was born. With a mom working multiple jobs and two little sisters Whirrun spent all his time trying to scrape money from the gutters. He would work, beg, cheat, lie, steal, coerce, threaten, and do whatever he could shy of fighting to keep his family eating for just one more day.

As he grew into his adolescence he got in with a rough crowd and got dragged into a gang. The work was dangerous, but it paid better than going lone wolf and he could usually keep his head down enough to stay out of trouble. But one day was caught during a job and beaten senseless by those that he thought were his allies, then thrown out, and he didn't understand why.

Whirrun looked into it, and discovered there was an impending gang war and he was set up as a scapegoat to gain leverage. After learning this he found one of the rival gangs, whispering secrets into their ears. When they asked him why he would do this betrayal, he laughed and said "Because I hate mysteries. They need to be solved."

As the underground broke out in a small war, Whirrun took his mother and his sisters and spirited them away from the city, using the coin he had been saving up over years. They settled in a safer place, where Whirrun pays most of the bills using the skills he learned in the streets and with an alchemy shop. He's a good enough alchemist to run a shop with just that service, but ask him properly and he offers a few other services as well...

Appearance and Personality:

Whirrun has curly golden hair that sneaks out from his large feathered hat. He wears a coat of red with dark breeches that have various pockets. He has a sly grin that rarely leaves his face and always a little bit of stubble.

Whirrun smiles and laughs easily, but his empathy isn't always the best. Often he comes at things from a calculating point of view, missing the human side of the equation. He learns fast but trusts slow.