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Auris Deftfoot's page

59 posts. Pathfinder Society character for TriOmegaZero.







About Auris Deftfoot

Auris Deftfoot
Male halfling fighter (lore warden) 2/rogue 9 (Pathfinder Campaign Setting: Pathfinder Society Field Guide)
CG Small humanoid (halfling)
Init +4; Senses Perception +18
AC 26, touch 17, flat-footed 22 (+6 armor, +2 deflection, +4 Dex, +1 natural, +2 shield, +1 size)
hp 87 (11 HD; 9d8+2d10+27)
Fort +11, Ref +13, Will +10; +2 vs. fear
Defensive Abilities evasion, improved uncanny dodge, trap sense +3
Speed 30 ft., climb 20 ft.
Melee +1 agile mithral kukri +14/+9 (1d3+5/18-20) or
+1 menacing cold iron punching dagger +14/+9 (1d3+1/×3) or
dagger +13/+8 (1d3/19-20) or
mwk silver light mace +14/+9 (1d4)
Special Attacks sneak attack +5d6
Str 11, Dex 18, Con 14, Int 16, Wis 15, Cha 14
Base Atk +8; CMB +7; CMD 23
Feats Combat Expertise, Gang Up[APG], Improved Two-weapon Feint[UC], Improved Two-weapon Fighting, Iron Will, Quick Draw, Shadow Strike[APG], Two-weapon Fighting, Weapon Finesse
Traits freedom fighter, lessons of chaldira
Skills Acrobatics +19, Bluff +18, Climb +13, Diplomacy +19, Disable Device +27, Disguise +10, Escape Artist +22, 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 +18, Sense Motive +12, Sleight of Hand +7, Stealth +27, Swim +3, Use Magic Device +19; 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 (5), mwk 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, masterwork thieves' tools, sunrod (5), waterskin, 27,555 gp
Special Abilities
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 >=13) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 13+.
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.
Shadow Strike You can deal precision damage against targets with some concealment.
Sneak Attack +5d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trap Sense +3 (Ex) +3 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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