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Halfling

Auris Deftfoot's page

54 posts. Pathfinder Society character for TriOmegaZero.


Race

Halfling

Classes/Levels

Rogue9/Fighter2

Gender

Male

About Auris Deftfoot

Auris Deftfoot
Male Halfling Fighter (Lore Warden) 2/Rogue 8
CG Small humanoid (halfling)
Init +4; Senses Perception +16
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Defense
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AC 26, touch 17, flat-footed 22 (+6 armor, +2 shield, +4 Dex, +1 size, +1 natural, +2 deflection)
hp 80 (2d10+8d8+25)
Fort +10, Ref +13 (+2 bonus vs. traps), Will +9; +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 +14/+9 (1d3+5/18-20) and
+1 menacing cold iron punching dagger +14/+9 (1d3+1/×3) and
dagger +13/+8 (1d3/19-20) and
masterwork silver light mace +14/+9 (1d4)
Special Attacks sneak attack +4d6
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Statistics
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Str 11, Dex 18, Con 14, Int 16, Wis 15, Cha 14
Base Atk +8; CMB +7; CMD 23
Feats Combat Expertise, Gang Up, Improved Two-Weapon Feint, Improved Two-Weapon Fighting, Iron Will, Quick Draw, Two-Weapon Fighting, Weapon Finesse
Traits freedom fighter, lessons of chaldira
Skills Acrobatics +17 (+22 to jump), Bluff +18, Climb +13, Diplomacy +17, Disable Device +25, Disguise +10, Escape Artist +21, Heal +12, Intimidate +9, Knowledge (arcana) +7, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +10, Knowledge (nature) +7, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +7, Linguistics +7, Perception +16 (+20 to locate traps), Sense Motive +12, Sleight of Hand +7, Stealth +25, Swim +3, Use Magic Device +18; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Abyssal, Aklo, Common, Elven, Goblin, Halfling, Infernal, Tien, Undercommon, 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, +1 menacing cold iron punching dagger, dagger (9), masterwork silver light mace, amulet of natural armor +1, belt of incredible dexterity +2, boots of striding and springing, circlet of persuasion, cloak of resistance +2, headband of mental prowess +2 (Int, Wis), ring of protection +2, vest of escape, wayfinder, backpack, sunrod (5), thieves' tools, masterwork, waterskin, 3,831 gp
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Special Abilities
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Caravan (empty, Diplomacy) Can use the chosen skill to make Day Job rolls.
Circlet of persuasion +3 competence bonus to CHA-based checks (skills already included).
Climb (walls only) (20 feet) You have a Climb speed.
Combat Expertise +/-3 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.
Gang Up You are considered to be flanking your target if another ally is also adjacent to that target
Improved Two-Weapon Feint Make a Bluff check instead of your first attack
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 before the result of a saving throw is known, you can reroll that saving throw.

You must take the second result even if it is worse.
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.
Sneak Attack +4d6 Attacks deal extra dam if flank foe or if foe 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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