Matkakapteeni Saynfel "Hietakirppu" Bramblefur

Pathfinder Society -hahmot, pelaaja: Arkhios (4225-1)

"Kapteeni" Hietakirppu

Kapteeni käskee! Muhku murskaa!
Saynfel Poulis on puolituinen, alunperin kotoisin Korvosasta, Varisiasta. Hän on ovela, mutta jokseenkin typerä sekä äärimmäisen itsepäinen pikkuotus, joka menee eikä meinaa. Kohtalon kolhimana ja epäonnenkantamoisen seurauksena, sisaruksistaan eroon jouduttuaan Hietakirppu on joutunut selviytymään omillaan Varisian erämailla ja Storvalin Ylängöllä lähes puolet elämästään. Shoantiheimo Tamiir-Quah oli jo hetken aikaa seurannut nuoren Saynfelin liikkeitä maillaan, kunnes tämä oli ollut nääntymäisillään janoon ja heimolaiset ottivat tämän huostaansa. Monen mutkan kautta Hietakirppu onkin nyt noussut yhdeksi monista taivalkaapteeneista, jotka pitävät jöötä tienraivaajissa ja välittävät heille tehtäviä järjestön nimissä. Tavattuaan pitkän ajan jälkeen isoveljensä Cadoganin, hän muisti lapsuutensa orjuudessa ja tämän silmänsä aukenivat, ja hän vaihtoi leiriä mafian hommista Vapauden Teräksi.

Neutral Good Male Varisian Halfling Barbarian 2 / Rogue 7 / Halfling Opportunist 4
Experience: 38/39
Prestige Awards [Faction]: 12/54 [Liberty's Edge]
Favored Class: Rogue
Age 28
Height 3 ft. 3 in. (includes +1 inch growth from drinking fey waters)
Weight 38 lbs.

Hit Points: 120 (2d12+11d8+13 toughness+26 con+7 fav), RAGE: 152
Initiative: +7
Speed: 40ft.
Armor Class: 26 (+5 Dex, +8 Armor, +1 Natural Armor, +1 Deflection, +1 Size), touch 17, (ff.touch 12, flat-footed 21)
BAB: +10/+5
CMB: +14, RAGE: +16
CMD: 34, RAGE: 36
Sneak Attack: +6d6 (Effective Rogue level = 7)
Bludgeoner:
You take no penalty on attack rolls for using a lethal bludgeoning weapon to deal nonlethal damage.
Attack (Melee): "Muhku" (+3 Furious Courageous Adamantine Earth Breaker)

  • +16/+11 (1d10+19, B, x3); Power Attack (adamantine, cold iron & silver)
  • +21/+16 (1d10+26, B, x3); Power Attack (adamantine, cold iron, silver & alignment); Rage
  • +19/+14 (1d10+19+6d6, B, x3); Power Attack+Heroism (adamantine, cold iron & silver)
  • +25/+20 (1d10+26+6d6, B, x3); Power Attack+Heroism (adamantine, cold iron, silver & alignment); Rage
  • +21/+16 (1d10+19+6d6, B, x3); Power Attack+Heroism+Greater Invisibility (adamantine, cold iron & silver)
  • +27/+22 (1d10+26+6d6, B, x3); Power Attack+Heroism+Greater Invisibility (adamantine, cold iron, silver & alignment); Rage
    • Haste: +1 to Attack rolls & one extra attack with highest attack bonus!

Attack (Ranged: 110 ft.): "Neulakone" (+1 Adaptive Composite Longbow)

  • +17/+12 (1d6+6, x3)
  • +17/+12 (1d6+8, x3); Rage
  • +19/+14 (1d6+6+6d6*, x3) Heroism
  • +19/+14 (1d6+8+6d6*, x3); Heroism; Rage
  • +21/+16 (1d6+6+6d6*, x3) Heroism+Greater Invisibility
  • +21/+16 (1d6+8+6d6*, x3); Heroism+Greater Invisibility; Rage
    *When target is within 30 ft.
    • Haste: +1 to Attack rolls & one extra attack with highest attack bonus!

Abilities: Str 20, Dex 20, Con 14, Int 12, Wis 8, Cha 10
Abilities in Rage: Str 26, Dex 20, Con 20, Int 12, Wis 8, Cha 10
Saves:
Fort +14 (+6 base, +2 con, +3 racial, +3 resistance)
Ref +18 (+7 base, +5 dex, +3 racial, +3 resistance)
Will +9 (+4 base, -1 wis, +3 racial, +3 resistance)
Special Defenses

  • Heroism (morale): +3 to all Saves (+4 with Rage)
  • Rage (morale): +6 Str, +6 Con (= +3 Fort), +4 Will, -2 AC
  • Improved Uncanny Dodge (Never flat-footed; cannot be flanked (or dealt sneak attack) unless attacker has effective rogue level equal to 13 or higher)
  • Fearless: +2 racial bonus vs. fear (stacks with Halfling Luck)
  • Halfling Luck: +3 racial bonus to all saves
  • Dragonbone Divination Sticks: +3 luck bonus on one type of saving throw (Fortitude, Reflex, OR Will), determined randomly each day: (1d6: 1-2 = Fort, 3-4 = Ref, 5-6 = Will)
  • Wayfinder Resonance (Clear Spindle Ioun Stone): Protection from possession and mental control (as protection from evil)

Racial: Fearless, Halfling Luck, Keen Senses, Sure-Footed, Weapon Familiarity
Feats: Endurance Step Up, Toughness, Diehard Following Step, Extra Rage, Defensive Combat Training, Power AttackCT, BludgeonerBOON, Skill Focus: Use Magic Device, Step Up And Strike
Traits: Shoanti Tribesman (Varisia), Reactionary (Combat)
Skills: ACP = -1 (barbarian 10, rogue 63, half-opp 28)

  • Acrobatics +22/31 to Jump* (13 Ranks, +3 Class, -1 ACP, +5 Dex, +2 Racial, *+5 Competence, +4 Speed*)
  • Climb +22/+25* (13 Ranks, +3 Class, -1 ACP, +5 Str (+8 in rage*), +2 Racial)
  • Disable DeviceG +26/29 with traps & locks* (13 Ranks, +3 Class, -1 ACP, +5 Dex, +4 Competence, +2 Circumstance, +3 Trapfinding*)
  • Escape Artist +10 (-1 ACP, +5 Dex, +6 Competence)
  • Kno. (local) +14 (10 Rank, +3 Class, +1 Int)
  • Perception +22/25 with traps* (13 Ranks, +3 Class, -1 Wis, +2 Racial, +5 Competence, +3 Trapfinding*)
  • Sleight of Hands +13 (4 Ranks, +3 Class, -1 ACP, +5 Dex, +2 Circumstance)
  • Stealth +31 (13 Ranks, +3 Class, -1 ACP, +5 Dex, +4 Size, +5 Competence, +2 Circumstance)
  • Survival +11 (8 Ranks, +3 Class, -1 Wis, +1 Trait)
  • Swim +8/11 in rage* (1 Rank, +3 Class, -1 ACP, +5 Str (+8 in rage*))
  • Use Magic Device +25 (13 Ranks, +3 Class, +0 Cha, +3 Competence, +6 Skill Focus)
    • Wand activate DC: 20 or 25 (blindly)
    • Scroll activate DC: 20 + CL
      • Heroism: +3 morale bonus to all skill checks; +4 while in Rage

Languages: Common, Halfling, Shoanti


Special Abilities:
Rage 14 Rounds/Day, Rage Power: No Escape, Rogue Talents: Minor Magic (Mage Hand 3/Day), Major Magic (Vanish 2/Day), Combat Trick: Power Attack, Sneak Attack +6d6, Evasion, Uncanny Dodge, Improved Uncanny Dodge (As if Rogue lvl 9), Trap Sense +2, Exploitive Maneuver, Improved Trap Spotter (20 ft.), Excellent Aid +2, Exceptionally Lucky (+3), Fit In


Equipment: Mithral Breastplate of Shadow +2 (15 lb.), +3 Furious Courageous Adamantine Earth Breaker (7 lb.), +1 Adaptive Composite Longbow, Amulet of Natural Armor +1, Cloak of Resistance +3, Handy Haversack (1 lb.), Belt of Giant Strength +6 (0.5 lb.), Ring of Protection +1, Vest of Escape, Eyes of the Eagle, Circlet of Persuasion, Boots of Striding and Springing (0.5 lb.), Dragonbone Divination SticksUE, Wayfinder (Clear Spindle Ioun Stone) (1), Wand of Shield [____/39], Blunt Arrows [____/20], Piercing Adamantine Arrows [____/20]
Ioun Stones

  • Clear Spindle in Wayfinder
  • Cracked Magenta Prism (Stealth +2 Circumstance)

In Handy Haversack Masterwork Thieves' Tools (2 lb.), Climber's Kit (1,25 lb.), Grappling Arrow (5 lb.), Scroll of Jump x 4, Potion of Fly x 1, oil of daylight, oil of bless weapon x 2, Ghost Salt BlanchUE, tangleburn bagUE, meditation teaUE x 5, Diamond Dust worth 1000gp, Smoked Goggles, Diamond & Granite Dust worth 300gp
Spring-Loaded Wrist Sheaths Wand of Shield & Potion of Cure Serious Wounds
Encumbrance 25 lb. without backpack, 32,25 lb. with backpack (75 lb. light/150 lb. medium/225 lb. heavy)
Wealth: 5800 gp
HAT: Air Ship Captain Tricorne (worth 13gp)!
UE: Ultimate Equipment


Vanities:

  1. Thieves' Guild (4 PP), Sleight of Hands day job & +2 circumstance bonus.

Exploitive Maneuver (Ex): A halfling opportunist can use an enemy’s actions in combat for her own gain, as if the opponent were using aid another to assist the opportunist, giving her a bonus on her next skill check, attack roll, or to AC against the next attack. The enemy must be able to reach the opportunist, and the opportunist must activate this ability as an immediate action and succeed at a combat maneuver check against the enemy’s CMD; at the GM’s discretion, the opportunist can substitute another ability score modifier for her Strength modifier when making her combat maneuver check (such as using Dexterity for an agility-related action or Charisma for a social-related action). If the halfling succeeds at this combat maneuver check, she adds the aid another bonus to her action on her next turn and subtracts that bonus from the enemy’s roll for that action. Note that if the combat maneuver check is successful, the outcome of the enemy’s roll is irrelevant to this ability—a halfling opportunist can use a giant’s swinging club to jump farther whether the giant hits or misses with its attack roll.
The GM decides whether the enemy’s action can benefit the opportunist in the desired manner. Circumstances occurring between the enemy’s turn and the halfling’s turn may prevent her from following through with the desired action); if this occurs, she loses the bonus from aid another but can take her turn normally.

Example: Piria is a halfling opportunist battling an ogre in a walled arena. On the ogre’s turn, it swings at her with its club; Piria’s player wants to use her exploitive ability to catch the club and use its movement to boost her toward the top of the arena wall, giving her a bonus on her Acrobatics check to jump. The GM decides this is a reasonable use, has the player make a combat maneuver check against the giant’s CMD, and allows her to use Piria’s Dexterity bonus in place of her Strength bonus in the check. She succeeds and will gain the aid another bonus on her Climb check on her next turn. The GM rolls the ogre’s attack with a –2 penalty, hits Piria, and deals damage, but Piria still gets the aid another bonus on her next Acrobatics check— perhaps as the ogre’s club hit her, she grabbed it, flipped onto it, and on her turn can jump from the swinging club using the +2 bonus from aid another.

Excellent Aid (Ex): A halfling opportunist has an amazing talent for getting the most out of those who assist her. Increase the bonus she gets from aid another by +1. This increases by another +1 at 3rd level and again at 5th level. This increase does not apply to when she uses aid another to help others, only when others aid her.

Exceptionally Lucky (Ex): At 2nd level, a halfling opportunist learns how to squeeze even more from her innate luck. Her halfling racial bonus on saving throws increases to +2. At 4th level the bonus increases to +3.

Sneak Attack (Ex): This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 for every even level (2nd and 4th). If a halfling opportunist gets a sneak attack bonus from another source, the bonuses on the damage stack.

Improved Trap Spotter (Ex): At 2nd level, the range of the opportunist’s trap spotter ability increases to 20 feet.

Fit In (Ex): At 3rd level, a halfling opportunist masters the art of sending out nonverbal cues that suggest agreement and affiliation. This enables her to act as if she belongs in any situation, whether an aristocratic garden party or an evil cult’s inner sanctum. She can make a Disguise check in lieu of a Diplomacy check to influence the initial attitudes of NPCs. She does not need to change her appearance to make this check—this ability relies on instinctively knowing how to act to make it appear she belongs. If multiple creatures with differing views of appropriate behavior are present, she cannot simultaneously affect them and must choose a target creature or group to influence—she can’t pretend to be a guest at a fancy party to impress the nobles and pretend to be a maid to mingle with the servants at the same time.


Pathfinder Society - Pelatut Skenut:

  1. The Frozen Fingers of Midnight
  2. Silent Tide
  3. Black Waters
  4. Mists of Mwangi
  5. Among the Living
  6. Slave Pits of Absalom
  7. The Hydra's Fang Incident
  8. Murder on the Silken Caravan
  9. Eye of the Crocodile King
  10. Blood of Dralkard Manor
  11. Stay of Execution
  12. The Third Riddle
  13. The Prince of Augustana
  14. The Many Fortunes of Grandmaster Torch
  15. The Asmodeus Mirage
  16. To Scale the Dragon
  17. The Trouble With Secrets
  18. Sniper in the Deep
  19. Drow of the Darklands Pyramid
  20. Lyrics of Extinction
  21. Shades of Ice, Part II: Exiles of Winter
  22. The Rebel's Ransom
  23. Portal of the Sacred Rune
  24. Realm of the Fellnight Queen -module (+3 XP); grew permanently +1 inch.
  25. King Xeros of Old Azlant
  26. The Refuge of Time; Boon (Bonus Feat: Bludgeoner), Atonement (Alignment: CN -> CE -> CN)
  27. Hall of Drunken Heroes (vajaat rewardit: 2757gp)
  28. The Harrowing -module (+3 XP); Player-made Decision: Alignment CN -> TN
  29. The Waking Rune; Self-made promise: Alignment TN -> NG
  30. Eyes of the Ten, Part I: Requiem for the Red Raven (belt of giant str +4 to +6)
  31. Eyes of the Ten, Part II: Maze of the Open Road (retrain Endurance & Diehard to Step Up & Following Step for: 10 PP, 1300gp)
  32. Eyes of the Ten, Part III: Red Revolution
  33. Eyes of the Ten, Part IV: Nothing Ventured, Nothing Gained (Venture-Captain!) -42013gp (+1 Furious -> +3 Furious Courageous; Tricorne worth 13gp)

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