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Halfling

Auris Deftfoot's page

49 posts. Pathfinder Society character for TriOmegaZero.


Race

Halfling

Classes/Levels

Rogue8/Fighter1

Gender

Male

About Auris Deftfoot

Auris Deftfoot
Male Halfling Fighter (Lore Warden) 1/Rogue 8
CG Small humanoid (halfling)
Init +4; Senses Perception +15
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Defense
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AC 25, touch 17, flat-footed 21 (+6 armor, +2 shield, +4 Dex, +1 size, +2 deflection)
hp 72 (1d10+8d8+23)
Fort +9, Ref +13 (+2 bonus vs. traps), Will +8; +2 resistance bonus to recover from a continuing effect (ongoing poison, ongoing disease, recover from hold person, etc.), +2 vs. fear
Defensive Abilities evasion, improved uncanny dodge, trap sense +2
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Offense
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Speed 30 ft., climb 20 ft.
Melee +1 agile mithral kukri +13/+8 (1d3+5/18-20) and
dagger +12/+7 (1d3/19-20) and
masterwork cold iron punching dagger +13/+8 (1d3/×3) and
masterwork silver light mace +13/+8 (1d4)
Ranged sling +12 (1d3)
Special Attacks sneak attack +4d6
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Statistics
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Str 11, Dex 18, Con 14, Int 14, Wis 13, Cha 14
Base Atk +7; CMB +6; CMD 22
Feats Combat Expertise, Iron Will, Piranha Strike, Quick Draw, Second Chance, Weapon Finesse
Traits freedom fighter, lessons of chaldira
Skills Acrobatics +17 (+22 to jump), Bluff +9, Climb +13, Diplomacy +14, Disable Device +25, Disguise +7, Escape Artist +21, Heal +11, Intimidate +6, Knowledge (arcana) +6, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +6, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +6, Linguistics +6, Perception +15 (+19 to locate traps), Sense Motive +11, Sleight of Hand +7, Stealth +25, Swim +3; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Abyssal, Aklo, Common, Elven, Goblin, Halfling, Infernal, Tien, Varisian
SQ rogue talents (fast stealth, guileful polyglot, pressure points, wall climber), trapfinding +4
Combat Gear oil of magic weapon, wand of cure light wounds; Other Gear +2 shadow chain shirt, +1 buckler, +1 agile mithral kukri, dagger (10), masterwork cold iron punching dagger, masterwork silver light mace, sling, aegis of recovery, belt of incredible dexterity +2, boots of striding and springing, cloak of resistance +2, ring of protection +2, vest of escape, wayfinder, backpack, sunrod (5), thieves' tools, masterwork, waterskin, 9,159 gp
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Special Abilities
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Aegis of recovery (1 uses) +2 resist bonus to recover from effects, heals wearer below 0 hp and crumbles.
Caravan (empty) (Diplomacy) Can use the chosen skill to make Day Job rolls.
Climb (walls only) (20 feet) You have a Climb speed.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Fearless +2 racial bonus vs Fear saves.
Freedom Fighter +1 to Stealth checks, +1 to hit in the surprise round.
Improved Uncanny Dodge (Lv >=12) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 12+.
Lessons of Chaldira (1/day) Your studies of Chaldira Zuzaristan's exploits have given you a knack for avoiding trouble. Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse.
Piranha Strike -2/+4 You can subtract from your attack roll to add to your damage with light weapons.
Pressure Points (Su) A ninja with this trick can strike at an opponent's vital pressure points, causing weakness and intense pain. Whenever the ninja deals sneak attack damage, she also deals 1 point of Strength or Dexterity damage, decided by the ninja. Unlike normal ab
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Second Chance Forgo the remaining attacks of a full attack to reroll the first.
Sneak Attack +4d6 +4d6 damage if you flank your target or your target is flat-footed.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +4 Gain a bonus to find or disable traps, including magical ones.
Wall Climber (Su) A ninja with this ability gains a climb speed of 20 feet, but only on vertical surfaces. This ability cannot be used to scale perfectly smooth surfaces or to climb on the underside of horizontal surfaces.


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