Occultist

Baron Jack Pineglade's page

49 posts. Organized Play character for DM Livgin.


Full Name

Baron Jack Pineglade

Race

Halfling Snakebite Striker 2 / Rogue (UC) 8| AC30 +1 vs evil T19 F23 | HP 98/104 | CMD:25 | F:+15 R:+22 W:+7 | Init:+8 | Perception: +8

Classes/Levels

| Resiliency 1/1, Sneaky: 1/1, Spell Storing: - | Active Effects: Bear's Endurance, haste, Inspire Courage +3, Protection from Evil ,mounted

About Baron Jack Pineglade

The halfling picks some dried flesh from his filthy armor spikes and starts chewing on it as he waits for this show to hit the road.

Halfling Snakebite Striker 2 / Rogue (UC) 8
CN Small humanoid (halfling)
Init +8; Senses Perception +8
Defense
AC 29, touch 18, flat-footed 23 (+7 armor, +1 deflection, +6 dex, +4 shield, +1 size, ); +2 vs traps
hp 103 (2d10+8d8+8+40)
Fort +13, Ref +21, Will +7; +2 vs. fear or traps, +1 vs Illusion
Defensive Abilities evasion
Offense
Speed 30 ft.
Melee +1 Vicious Sneaky Armor Spikes +17 (1d4+2d6+8) or,
+1 Vicious Sneaky Armor Spikes +15/+15/+10 (1d4+2d6+8), unarmed +9 (1d4-1)
Ranged light crossbow +16 (1d6/19-20) or,
cold iron throwing axe +16/+11 (1d4-1)
Special Attacks sneak attack +5d6

Statistics
Str 9, Dex 24, Con 16, Int 7, Wis 10, Cha 9
Base Atk +8; CMB 6 ; CMD 23
Feats Two-Weapon Fighting, Two-Weapon Feint, Combat Expertise, Toughness, Gang Up, Improved Two-Weapon Feint, Improved Two-Weapon Fighting
Traits Crowd Dodger, Classically Schooled
Skills Acrobatics +20, Bluff +16, Climb +3, Diplomacy +7, Disable Device +20, Escape Artist +11, Handle Animal +5, Intimidate +3, Perception +6, Ride +15, Sleight of Hand +11, Spellcraft +3, Stealth +16, Swim +3, Use Magic Device +3
Armor Check Penalty 0
Languages Halfling, Taldane
SQ rogue talents (combat trick-imp. twf., resiliency, slow reactions, spell storing), Danger Sense +2, Debilitating Injury, Uncanny Dodge, rogue's edge (acrobatics), weapon familiarity, brawlers flurry, halfling luck, fleet of foot, fearless, brawlers cunning, martial training 1

Combat Gear
+1 vicious sneaky armor spikes,
acid flask,
alchemist fire (2),
antitoxin (2),
cold iron, ghost salt crossbow bolts (5),
liquid ice (2),
light crossbow,
impact foam (2),
oil of bless weapon,
oil of unwelcome halo (2),
oil of spirit bane,
oil of magic weapon,
potion of gaseous form (2),
potion of fly,
potion of touch of the sea,
potion of water breathing,
scroll of bears endurance (4 charges),
scroll of freedom of movement,
wand of cure light wounds (9 charges),
wand of cure light wounds (50 charges),
wand of infernal healing (13 charges),
wand of lesser restoration (6 charges),
wand of obscuring mist (49 charges)
wand of keep watch (41 40 charges),

Other Gear
+3 buckler,
+3 mithral chain shirt,
backpack (masterwork),
bandoleer,
belt of incredible dexterity +2 (dex)
cloak of resistance +4,
courtier's outfit,
dull grey ioun stone (spell level 4, CL7),
dusty rose prism (cracked) ioun stone (+1 initiative),
magenta prism (cracked) ioun stone (+2 bluff),
grapple hook,
masterwork tool (iron battle mask; +2 bluff to feint),
ring of protection +1,
rope (silk, knotted, break DC 24),
smelling salts,
runeward tattoo (illusion)
wayfinder,

Riding Bat (riding, combat trained),
'Hellboy' Giant Gecko (combat trained)

'Hellboy' Giant Gecko:
N Medium animal
Init +8 ; Senses darkvision 120 ft., low-light vision, scent; Listen +2, Spot +2
Defense
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 11 (2d8+2)
Fort +4 , Ref +5 , Will +2
Offense
Speed 40 ft., climb 40 ft.
Melee bite +2 (2d4+1)
Space 5 ft. , Reach 5 ft.
Statistics
Str 13 , Dex 15 , Con 12 , Int 2 , Wis 14 , Cha 6
Base Atk +1 ; Grapple +2
Feats Improved Initiative
Skills Balance +10, Climb +22; Racial Modifiers +8 Balance, +8 Climb
Special Abilities
Expert Climber (Ex) The unique physiology of gecko feet allow geckos to climb any surface, no matter how slick or sheer. In effect, giant geckos are treated as constantly being under a natural version of the spell spider climb. This ability also provides them with an additional +8 bonus on Climb check, which stacks with their racial bonus.

Tactics (how to bot):
Jack rides into position to use outflank and full attacks.

Full Attack; Two Weapon Feint
[dice=bluff to feint]1d20+18[/dice] DC = 10 + BAB + WIS or 10 + Sense Motive

[dice=Armor Spikes, attack]1d20+15[/dice]
[dice=Armor Spikes, damage]1d4+2d6+8+5d6[/dice]
[dice=Armor Spikes, vicious]1d6[/dice]

[dice=Armor Spikes, attack]1d20+9[/dice]
[dice=Armor Spikes, damage]1d4+2d6+8+5d6[/dice]
[dice=Armor Spikes, vicious]1d6[/dice]

[dice=unarmed, attack]1d20+9[/dice]
[dice=unarmed, damage]1d4-1+5d6[/dice]

[dice=fortitude]1d20+15[/dice] +2 vs fear, +1 vs illusions
[dice=reflex]1d20+21[/dice] +2 vs fear, +2 vs traps, +1 vs illusions
[dice=will]1d20+7[/dice] +2 vs fear, +1 vs illusions

[dice=diplomacy]1d20-1[/dice]
[dice=knowledge(planes)]1d20+5[/dice]
[dice=perception]1d20+7[/dice]
[dice=use magic device]1d20+3[/dice]

Flanking due to Gang Up.

Sneak attack riders if he hits:
Slow Reactions - Can not take attacks of opportunity for one round.
Debilitating Injury
- Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue.

- Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
Vicious - Jack takes [dice]1d6[/dice] damage on a hit (including non-sneak attacks).

Temporary Gear:

Pathfinder Agent Dossier:
Agent No.: 156828-6
Faction: Sovereign Court
Experience: 28
Prestige: 18
Fame: 51

As per the menagerie FAQ, the riding gecko is the active pet and the dire riding bat is the mount pet.

Boons: