Ruins of Undermountain

PADDY BRANDYWINE LEVEL 14

Male halfling bard (archaeologist) 14

CG Small humanoid (halfling)

Init +12+6 Dex, +4 Improved Initiative, +2 Reactionary trait; Senses Perception +16

  DEFENSE

AC 29, touch 20, flat-footed 22 (+6 armor, +2 deflection, +6 Dex, +1 dodge, +3 shield, +1 size); +4 vs. traps

hp 127 (14d8+4214d8 bard, +28 Con, +14 Favored Class, +0 Toughness feat)

Fort +9+4 base, +2 Con, +1 racial, +2 Great Fortitude feat, Ref +16+9 base, +6 Dex, +1 racial, Will +11+9 base, +1 Wis, +1 racial; +4 vs. traps, +2 vs. fear

Defensive Abilities evasion, trap sense +41 plus 1 for every 3 levels past 3rd, uncanny dodge

  OFFENSE

Speed 35 ft.20 ft. base, +5 ft. Fleet feat, +10 ft. boots of striding and springing, -0 ft. armor

Melee

+3 Small icy burst keen mithral longsword +18/+13BAB plus +3 Str plus +1 size plus +1 Weapon Focus plus +3 enhancement (1d6+6+3 Str plus +3 enhancement/17-20 plus 1d6 cold) or

+1 Small limning dagger +18/+13BAB plus +6 Dex plus +1 size plus +1 enhancement (1d3+4+3 Str plu s+1 enhancement/19-20) or

Small mwk morningstar +15/+10BAB plus +3 Str plus +1 size plus +1 enhancement (1d6+3+3 Str) or

unarmed strike +17/+12BAB plus +6 Dex plus +1 size (1d2+3+3 Str)

Ranged

frostbite sling +18/+13BAB plus +6 Dex plus +1 size plus +1 enhancement (1d3+4+3 Str plus +1 enhancement plus 1d6 cold; increments 105 = thrown/early firearm | 10 = projectile; range 5050 ft. ft.) or

thrown +1 Small limning dagger +18BAB plus +6 Dex plus +1 size plus +1 enhancement (1d3+3+3 Str plus +1 enhancement/19-20; increments 55 = thrown/early firearm | 10 = projectile; range 1010 ft. ft.) or

Small timeworn zero pistol +13BAB plus +6 Dex plus +1 size plus -4 non-proficiency ranged touch (1d6 cold; increments 105 = thrown/early firearm | 10 = projectile; range 5050 ft. ft.)

Spell-Like Abilities (CL 14th; concentration +20)

1/day—mending

Bard Spells Known (CL 14th; concentration +20)

5th (3/day)—greater dispel magic, ki shout (DC 21), resonating word (DC 21)

4th (5/day)—break enchantment, cure critical wounds, fireballB (DC 20), freedom of movement, greater invisibility

3rd (5/day)—cure serious wounds, curse of disgust (DC 19), good hope, haste, invisibility sphere

2nd (7/day)—blur, delay poison, gallant inspiration, glitterdust (DC 18), mirror image, versatile weapon

1st (7/day)—alarm, cure light wounds, detect secret doors, feather fall, grease (DC 17), hideous laughter (DC 17)

0 (at will)—dancing lights, detect magic, know direction, light, mage hand, read magic

B bonus spell from ring of spell knowledge III

  STATISTICS

Str 1715 base, -2 race, +0 level, +4 belt of physical might, Dex 2315 base, +2 race, +2 level, +4 belt of physical might, Con 1413 base, +0 race, +1 level, Int 1515 base, +0 race, +0 level, Wis 1313 base, +0 race, +0 level, Cha 2216 base, +2 race, +0 level, +4 headband of alluring charisma

Base Atk +10/+5; CMB +12+10 BAB, -1 size, +3 Str; CMD 3110 +10 BAB, -1 size, +3 Str, +6 Dex, +2 deflection, +1 dodge

Traits Magical Talent (mending), Reactionary

Feats Armor Proficiency (light), Combat Reflexes, Dodge, Exotic Weapon Proficiency (whip), Fleet, Great Fortitude, Improved Initiative, Improved Unarmed StrikeB, Lucky Halfling, Martial Weapon Proficiency (longsword, rapier, sap, short sword, shortbow), Shield Proficiency (all except tower shields), Simple Weapon Proficiency (all), Weapon Finesse, Weapon Focus (longsword)

Skills Acrobatics +187 ranks, +6 Dex, +3 class skill, +2 racial, -0 armor (+23 jumping), Appraise +72 ranks, +2 Int, +3 class skill, Bluff +123 ranks, +6 Cha, +3 class skill, Climb +188 ranks, +3 Str, +3 class skill, +2 racial, +2 climber's kit, -0 armor, Diplomacy +112 ranks, +6 Cha, +3 class skill, Disable Device +2712 ranks, +6 Dex, +7 Clever Explorer, +2 mwk thieves' tools, -0 armor, Disguise +60 ranks, +6 Cha, Escape Artist +134 ranks, +6 Dex, +3 class skill, -0 armor, Fly +80 ranks, +6 Dex, +2 size, -0 armor, Heal +10 ranks, +1 Wis, Intimidate +60 ranks, +6 Cha, Knowledge (arcana) +186 ranks, +2 Int, +3 class skill, +7 bardic knowledge, Knowledge (dungeoneering) +175 ranks, +2 Int, +3 class skill, +7 bardic knowledge, Knowledge (history) +175 ranks, +2 Int, +3 class skill, +7 bardic knowledge, Knowledge (local) +175 ranks, +2 Int, +3 class skill, +7 bardic knowledge, Knowledge (nobility) +175 ranks, +2 Int, +3 class skill, +7 bardic knowledge, Knowledge (religion) +175 ranks, +2 Int, +3 class skill, +7 bardic knowledge, Linguistics +116 ranks, +2 Int, +3 class skill, Perception +163 ranks, +1 Wis, +3 class skill, +2 racial, +7 Clever Explorer, Ride +60 ranks, +6 Dex, -0 armor, Sense Motive +51 ranks, +1 Wis, +3 class skill, Sleight of Hand +123 ranks, +6 Dex, +3 class skill, -0 armor, Spellcraft +116 ranks, +2 Int, +3 class skill, Stealth +2512 ranks, +6 Dex, +3 class skill, +4 size, -0 armor, Survival +10 ranks, +1 Wis, Swim +30 ranks, +3 Str, -0 armor, Use Magic Device +2112 ranks, +6 Cha, +3 class skill

Languages Aklo, Common, Draconic, Elven, Halfling, Giant, Gnome, Goblin, Thorass, Undercommon

SQ archaeologist's luck (+3increases to +3 at level 11, and +4 at level 17, 104 plus +6 Cha rounds/day), bardic knowledge +7half bard level, clever explorer +7half bard level, jack-of-all-trades, lore master 21 plus 1 for every 6 levels over 5th/day, rogue talents (another day, fast stealth, weapon training), weapon familiarity

Combat Gear +1 human-bane bullets (6), ogre piss admixture, oil of remove paralysis, potion of cure moderate wounds (2), potion of cure serious wounds, potion of invisibility (2), potion of lesser restoration, potion of neutralize poison, potion of protection from energy (acid), potion of remove disease, potion of spider climb, potion of water breathing, restorative ointment (5 doses), scroll of greater invisibility (2; CL 8th), scroll of raise dead, wand of cure moderate wounds (27 charges), wand of fireballs (CL 10th; 12 charges), wand of magic missile (CL 3rd; 18 charges), wand of scorching ray (18 charges)

Other Gear +2 mithral chain shirt, +2 Small buckler, +1 ghost touch slashing cloak, +3 Small icy burst keen mithral longsword, +1 Small limning dagger, Small masterwork morningstar, Small timeworn zero pistol (9 charges), belt of physical might +4 (Str, Dex), frostbite sling with 18 bullets, bag of tricks (rust), boots of striding and springing, glove of storing, handy haversack, headband of alluring charisma +4, ioun torch, quick runner's shirt, ring of protection +2, ring of spell knowledge III (fireball), climber's kit, infernal dragon tooth necklace, masterwork thieves' tools, diamond-studded silver and gold belt buckle (worth 10,000 gp), 15,934 gp, 34 sp, 5 cp

  SPECIAL ABILITIES

Archaeologist's Luck (Ex) As swift action, gain luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. Maintain as free action, but ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action. Treated as bardic performance for purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, cannot be maintained the same time as other performance abilities.

Bardic Knowledge (Ex) Add half bard level (minimum 1) on all Knowledge checks and can attempt all Knowledge checks untrained.

Clever Explorer (Ex) Disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. Take 10 on Disable Device checks, even if distracted or endangered, and can disarm magical traps.

Combat Reflexes (Ex) Make a number of additional attacks of opportunity per round equal to your Dexterity bonus. May make attacks of opportunity while flat-footed.

Equipment Descriptions

timeworn zero pistol Resolved as ranged touch attack. Creature critical hit must make DC 15 Fort save or be staggered 1 round. Using semi-automatic can take additional attack as if using Rapid Shot (-2 penalty on all attacks). If using Rapid Shot feat, may make third attack but penalty increases to -6 on all attacks. Has 50% glitch chance under following conditions: first time used after month of inactivity, when single-use consumable is used, when last charge is drained, when skill check is required to use and 1 is rolled, or critical hit confirmed against wearer of active defense item (like a force field).

Improved Unarmed Strike (Ex) You do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Jack-of-All-Trades (Ex) Can use any skill, even if normally requires training.

Lore Master (Ex) Can take 10 on any Knowledge skill check in which you have ranks. May choose to roll normally instead of taking 10. Up to 1/day, take 20 on any Knowledge skill check as standard action.

Lucky Halfling 1/day—When an ally within 30 ft. of you attempts a saving throw, you may also roll the same save as if you were the subject of the effect. Your ally may choose to use your save in place of his own. May use this ability after ally has rolled but before GM declares if roll is success or failure.

Magic Item Descriptions

bag of tricks (rust) 2/day—No more than 10/week, as standard action, toss fuzzy ball up to 20 ft. and it turns into an animal (01-30 wolverine, 31-60 wolf, 61-85 boar, 86-100 leopard) for up to 10 minutes, or slain or dismissed. Follows commands as Handle Animal. Only one animal can be summoned at any one time.

bane special weapon ability Against designated type (or subtype) of foe, weapon's enhancement bonus is +2 better than its actual bonus, and it deals an extra 2d6 damage.

frostbite sling Functions as +1 frost sling. 3/day—Can hurl magical snowball as ranged touch with maximum range of 40 ft. dealing 1d6+6 nonlethal cold damage leaving the target fatigued until the target recovers the nonlethal damage. Effect cannot make the target exhausted even if already fatigued.

+1 ghost touch slashing cloak As full-round action, spin in place and make attack roll (at highest bonus) against all creatures within 5 ft. dealing 2d6 damage per hit. Deal damage normally against incorporeal creatures without 50% reduction in damage. Incorporeal creatures can pick up and move or wield while manifesting.

glove of storing As free action, shrink and store one-handed item weighing up to 20 lbs. into glove. Item is so small it cannot be seen. Retrieve as free action.

icy burst special weapon ability On command, weapon deals extra 1d6 cold damage on successful hit. On successful critical hit, deals extra cold damage depending upon weapon's critical hit multiplier: x2 grants 1d10, x3 grants 2d10, and x4 grants 3d10. This extra damage applies on a critical hit even if the regular cold bonus is inactive.

limning special weapon ability On successful strike against creature affected by magical concealment (including blur, displacement, invisibility, or similar effect from spell, spell-like ability, or supernatural means but not extraordinary abilities) outline target in faerie fire for 1 round. Has no effect on creatures merely hiding or hidden by darkness or fog.

ogre piss Consume as standard action provoking attacks of opportunity to gain +4 enhancement Str, +2 size Str, -2 size Dex, -1 on attack rolls, -1 size on AC, increase size one category, and increase melee weapon damage for 5 minutes. Gain +2 morale on Str and Con, +1 morale on Will saves, and -2 penalty on AC for 5 rounds.

quick runner's shirt 1/day—As swift action, take additional move action on your turn.

Rogue Talents Only one talent that adds effects to sneak attack (marked with *) can be applied to an individual attack, and the decision of which to use must be made before the attack roll is made.

Another Day (Ex) 1/day—As immediate action, when you would be reduced to 0 or fewer hp by a melee attack, make 5-ft. step. If movement takes you out of reach of attack, take no damage but are staggered for 1 round on next turn.

Fast Stealth (Ex) Move at full speed using Stealth without penalty.

Trap Sense (Ex) Gain bonus on Reflex saving throws to avoid traps and dodge bonus to AC against attacks by traps.

Uncanny Dodge (Ex) Cannot be caught flat-footed and do not lose Dex bonus to AC if your attacker is invisible. Still lose Dex bonus to AC if immobilized or an opponent successfully uses the feint action against you.


Height 3'1"; Weight 35 lbs.; Hair Brown; Eyes Green; Skin Bright Blue; Age 30; Religion Tymora; Homeland Waterdeep; Favored Class Bard; XP Earned 321,038 of 425,000

Defeated Enemies Advanced Fleshreaver Golem, Advanced Four-Armed Mudra Skeleton, Advanced Ghoul Stalker, Advanced Grick, Advanced Owlbear, Brown Mold, Cannibalistic Hunter, Cave Giant, Clockwork Minotaur, Destrachan, Drider, Drow Bladesman, Drow Priestess of Lolth, Dungeonbred Manticore (2), Flail Snail, Flesh Golem (2), Fleshewn Troll Throne, Goblin Rascal, Guardian Fire Elemental, Hill Giant Barbarian, Hobgoblin Lieutenant, Kobold Cutthroat, Krampus, Mind Flayer Necromancer, Minotaur, Necrocraft Assemblage, Orc Crossbowman (2), Orc Savage (2), Orc Scout (3), Orc Warlord, Poisonous Magma Ooze, Retriever, Sacristan Kyton, Sand Spider, Scaladar, Starlight Wasp, Steel-Clad Barbarian, Syricta, Yellow Terror Solifugid, Zombie Beholder (2)

Catch Phrase "No risk, no luck!"

History Paddy Brandywine is from a middle-class halfling merchant family in Waterdeep who paid for him to attend the schools of the Watchful Order of Magists and Protectors. He dove into his studies and is fascinated by all things magical but particularly those items from lost cultures and civilizations. He is a student of history as well as language and can speak and read at least one dead language. Paddy is not your typical scholar, however. He prefers a hands-on approach to learning and seeks out dangerous magical sites for first hand experience. He is an expert on breaking into old fortresses, lost tombs, and sealed caches to liberate the magic within for use by the people of today. Paddy is a follower of Tymora, the goddess of luck, and he believes has to test his luck often to prove her favor. It just so happens, he is a very lucky guy.
 
Paddy has not lived in Waterdeep his entire life. He spent a couple of years as the chief lock and trap expert for a company of adventurers called the Raven's Feathers who explored ruins around the High Moor and Serpent Hills for a time. With a bit of experience under his belt, Paddy has returned to test his luck against Undermountain. To him, however, the real prize would be to one day explore the abandoned splendor of old Myth Drannor in the far off Cormanthor woods. Paddy feels strongly he will perfect his talents and find powerful magic to aid in his plundering of demon-infested Myth Drannor.

Pathfinder® Roleplaying Game | Forgotten Realms® Campaign Setting | Not Endorsed by Paizo Publishing or Wizards of the Coast
Ruins of Undermountain Campaign | Harm Incorporated — 2013-2020 | DM — Charles W. Plemons III
27 Games Played | Last Played 01/03/2020 | Created 10/31/2013 | Played by Preston Harmon