Lem

Corric Toppleton's page

153 posts. Alias of inxpitter.


Full Name

Corric Toppleton

Race

Halfling

Classes/Levels

Rogue (Vexing Dodger) / 3

Gender

Male

Size

Small

Age

25

Alignment

Chaotic Good

Deity

None

Location

Trunau

Languages

Common, Halfling, Goblin

Strength 12
Dexterity 15
Constitution 14
Intelligence 13
Wisdom 12
Charisma 14

About Corric Toppleton

Statistics:
Male Halfling Rogue (Vexing Dodger) 3
CG Medium Humanoid (Human)
Init +4; Senses Perception +8

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DEFENSE
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AC 15, touch 13, flat-footed 13 (+2 armor, +2 dex, +0 shield, +1 race)
hp 21
Fort +3 (+0 base, +2 Con), Ref +5 (+3 base, +2 Dex), Will +2 (+1 base, +1 Wis) +2 against fear
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OFFENSE
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Speed 20 ft.

Melee (+2 base, +1 race, +2 Dex) = +5
Sap +4 (1d4,x2)
Double Attack Sap +2 (1d4 + 2,x2)
Double Attack Sap Sneak Attack +2 (1d4 + 2d6 +2, x2)

Ranged (+3 base, +1 race, +2 Dex) = +5
Light Crossbow +6 (1d6, 19-20/x2, 80 ft)

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STATISTICS
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Str 12, Dex 15, Con 14, Int 13, Wis 12, Cha 14
Base Atk +2; CMB +2 (+2 BAB, +1 Str, -1 size); CMD 14 (+2 BAB, +1 Str, +2 Dex, -1 size)

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Feats
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Sap Adept: Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage, you gain a bonus on your damage roll equal to the number of sneak attack damage dice you rolled. One too many. whoops. Will grab at 3rd level.

Two-Weapon Fighting: Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.

Weapon Finesse (Unchained Rogue)
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Improved Dirty Trick (Vexing Dodger)
You do not provoke an attack of opportunity when performing a dirty trick combat maneuver. In addition, you receive a +2 bonus on checks made to attempt a dirty trick. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries a dirty trick on you.

Note: Dirty Trick
You can attempt to hinder a foe in melee as a standard action. This maneuver covers any sort of situational attack that imposes a penalty on a foe for a short period of time. Examples include kicking sand into an opponent’s face to blind him for 1 round, pulling down an enemy’s pants to halve his speed, or hitting a foe in a sensitive spot to make him sickened for a round. The GM is the arbiter of what can be accomplished with this maneuver, but it cannot be used to impose a permanent penalty, and the results can be undone if the target spends a move action. If you do not have the Improved Dirty Trick feat or a similar ability, attempting a dirty trick provokes an attack of opportunity from the target of your maneuver.

If your attack is successful, the target takes a penalty. The penalty is limited to one of the following conditions:

blinded, dazzled, deafened, entangled, shaken, or sickened.

This condition lasts for 1 round. For every 5 by which your attack exceeds your opponent’s CMD, the penalty lasts 1 additional round. This penalty can usually be removed if the target spends a move action. If you possess the Greater Dirty Trick feat, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds your opponent’s CMD. In addition, removing the condition requires the target to spend a standard action.

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Traits
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Orphaned by Orcs: You grew up in a tranquil, happy home near the mountains, but that peace was shattered when orcs came down from the mountains to raid your settlement. The giants killed your parents and left you a young orphan, and since that day, you’ve sworn to avenge the deaths of your kin. You gain a +1 trait bonus on attack rolls against creatures with the orc subtype, and a +2 trait bonus on rolls to confirm critical hits against creatures with the orc subtype.

Reactionary: +2 initiative.

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Skills (9 points; 8 class, 1 INT)
=============================

Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Acrobatics +10 (rank 3, +2 Dex, +2 race)
Bluff +8 (rank 3, +2 Cha)
Climb +7 (rank 3, +1 Str)
Diplomacy +7 (rank 1, +2 Cha)
Disguise +6 (rank 1, +2 Cha)
Disable Device +8 (rank 3, +2 Cha)
Escape Artist +7 (rank 2, +2 Dex)
Knowledge (local) +5 (rank 1, +1 Int)
Sleight of Hand +7 (rank 2, +2 Dex)
Perception +8 (rank 3, +1 Wis, +2 race)
Stealth +10 (rank 3, +2 Dex, +2 race)
Swim +6 (rank 2, +1 Str)
Use Magic Device +6 (rank 1, +2 Cha)

ACP -0

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common, Halfling, Goblin

Special Abilities:

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SPECIAL ABILITIES
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Rogue
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Weapon and Armor Proficiency
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

Sneak Attack
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Limb-Climber (Ex)
When adjacent to or in the space of a corporeal creature at least one size category larger than herself, a vexing dodger can climb that creature's body with a successful Climb check against a DC equal to the target creature's CMD. Although the vexing dodger is holding on to the creature, this action isn't a grapple; it doesn't provoke attacks of opportunity from the creature, and neither the vexing dodger nor the creature she climbs gains the grappled condition. While the vexing dodger is on the climbed creature, the creature takes a penalty on attack rolls against the vexing dodger equal to the number of sneak attack dice the dodger possesses.

This ability replaces trap finding.

Weapon Finesse
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Improved Dirty Trick (Ex)
At 2nd level, a vexing dodger gains Improved Dirty Trick as a bonus feat, even if she doesn't meet the prerequisites.

This ability replaces the rogue talent gained at 2nd level.

Evasion (Ex)
At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Underfoot Agility (Ex)

At 3rd level, a vexing dodger gains a +1 morale bonus on Acrobatics, Climb, and Escape Artist attempts against creatures at least one size category larger than herself. This bonus increases by 1 for every 3 levels beyond 3rd.

This ability replaces trap sense.

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Halfling/b]
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[b]Ability Score Racial Traits:
Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed (Slow Speed): Halflings have a base speed of 20 feet.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Adaptable Luck: Some halflings have greater control over their innate luck. This ability gives them more options for how they can apply their good fortune from day to day, but also narrows its scope. Three times per day, a halfling can gain a +2 luck bonus on an ability check, attack roll, saving throw, or skill check. If halflings choose to use the ability before they make the roll or check, they gain the full +2 bonus; if they choose to do so afterward, they only gain a +1 bonus. Using adaptive luck in this way is not an action. This racial trait replaces halfling luck.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.


Gear/ Equipment:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 64lbs

Worn

Leather Armor (10 gp, 15 lbs)
Bandolier, 2 (1gp, - )
Spring-loaded Wrist Sheath, 2 (10 gp, 4 lbs)
Short Sword, 2 (2 gp, 4 lbs)
Crossbow, light (35 gp, 4 lbs.

Backpack{
Rogue's Kit (50 gp, 37 lbs)
*bedroll
*belt pouch
*caltrops
*chalk (10)
*a flint and steel
*grappling hook
*iron pot
*mess kit
*mirror
*pitons (10)
*rope
*soap
*thieves' tools
*torches (10)
*trail rations (5 days)
*waterskin.

Money 892 GP 0 SP 0 CP

Background:

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Background
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To say Corric was a carefree child was a bit of an understatement. After all, this was the lad who had to be chained to his bedpost when he was grounded. It wasn't his fault his childhood dream was to swim in a pool of gruel the siegestone produced, though he would admit later it was an odd obsession to have. It was the oddness of the act that attracted him to to attempt it, and for his troubles he was bound to his room for the next month.

Eventually, hard feelings soften and with no apparent damage done the townsfolk relented and his parents were allowed to let him roam free once more, though he was banned from approaching the siegestone unless times of emergency. Nevertheless, his parent were concerned that his frivolous nature would get the best of him once more and so began taking him on scavenging missions which was their main source of income. As he grew into adulthood, Corric began to learn the family business of rummaging through abandoned settlements.

However, one night when Trunau opened its gates it wasn't for the Toppleton family. Rather it was for the small, shaking form of Corric. Alone. Dirty. The tatters of his clothing gripped tightly around him.

It wasn't until much later that the townsfolk managed to coax the truth out of him. In stuttered phrases, in bits of gibberish, the past event became known.

The Toppleton family had been on another salvage trip, business as usual. However, this time their careful preparation and keen eye were overcome by a marauding Orc Band. His father was slain almost instantly, the massive weight of the Orc leader's greataxe tearing though his upper torso like butter. His lower half remained there as if standing defiantly to protect his family. An image that Corric would remember for a lifetime.

After the salvage was taken as well as all their supplies, Grosh Grimgut (the Orc leader) introduced himself to Corric and his mother. He began to ramble, consoling the both of them for their loss and promised to make it right to them. With a gurgled yell, he commanded one of his cohorts to present them both with old, rusted daggers.

They were confused, understandably so.

Gross grinned, and explained what would happen next. For their father's sacrifice, he would allow one of them to live. For the next sacrifice, they would be given purpose to live. Something to drive them to not kill themselves. But Grosh would not choose who to gift the second sacrifice. That would be for them to decide.

And then the unthinkable happened.

Lady Toppleton attacked her own son, flinging herself upon the young lad, pressing the dagger to his throat. Corric, surprised, barely managed to keep the blade from plunging into the soft flesh of his neck. He could hear Grosh's laughter in the background and see the cold, emotionless face of his mother. No tears. Panic building, Corric struggled to raise her hand as a lifetime of moving rubble had put some muscle in her arms.

"Mom!"

No answer. Just an ever mounting pressure on his neck.

"Mom!!!"

And then...he killed her. A surge of strength pushed her off balance ever so slightly, and he grabbed the knife provided by his captors. A quick flourish. A spray of crimson than spattered his face. He couldn't move, wouldn't move, as he heard her death gurgles as she lurched back off of him. And then she lay still.

Corric didn't remember much after that. Only the Orc leader laughing loudly with his men, enjoying the spectacle. He congratulated the small halfling, even patted him on the back. He pointed him in the direction of Trunau, gathered the loot they came for, and sauntered off. He was alive, true to Grosh's word.

And he was broken.

It would be several months before the townsfolk saw any sort of the old Corric. A few years later, he would be the bounding around the place causing joy and havoc wherever he went, though with an alarming amount of zeal. There's something...unnerving about his grin, the way he greets strangers, and the way he refuses to let anyone touch the old, rusted dagger at his side.

Appearance and Personality:

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Appearance and Personality
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Short in stature, most folks would have a hard time imagining how a lively spirit fits in a body so small. In the bar you'll find his swinging from the the lighting fixtures singing tunes with the rest of them. In the inn you'll see him chatting with the lovely girls and maidens, flourishing bouquets of wild flowers found only outside Trundau's walls. Life is short (and so is Corric) and he plans to grab it by the balls before it can escape.

However, there are times when Corric seems somewhat dangerous. He hates bullies and liars and takes great pleasure in "playing" with them before he finishes them off (usually in self defense). He is a vengeful sort, one time waiting over a year to repay a wrong done to him by one of the guardsmen who had insulted him. Everything moves to his broken sense of justice in which debts must be repaid. If not, they gnaw at him slowly, keeping him up at night. However, his justice is easily shattered and if you can convince him he was morally in the wrong he sort of shuts down internally.

Corric is also consistently reckless, making moves in battle that might be extremely risky for only a slight advantage. Its exhilarating, and for even a small moment blocks the pain of the past.

Friends / Enemies:

Close Friend
Jess "Crazy Jess" Meeson: Owner of That 'n' Such salvage shop, she was a close friend of the Toppleton family. When Corric was orphaned, he was taken in as a surrogate son. She knew there was something wrong with him, the way he drowned himself in pleasure and picked fights with people he deemed "evil." She took care of him and, when push came to shove, trained him in a series of fighting techniques using non-lethal sap weapons. It was the most she could do make sure if he did snap one day, the chances he would kill someone went down significantly though she now worries that it has driven his sadistic side instead. He treats her as a mother, but has never called her that, always "Jess." It bothers her at times.

Unknown Friend
Sara MorningHawk: Owner of the Clamor, couldn't help hearing of the Topleton's fates. She was their main buyer of high grades metals for her smithy work. For one reason or another, she began to haul Corric over to her shop to help with the other apprentices running errands and running furnaces. It was hard work, it was paid work, but Corric didn't realize that Sara was helping him cope with his loss in her own strange way. These days Corric only knows Sara as angry boss that gets on his case, though she has defended him more times than he knows.

Known Enemy
Grosh Grimgut: Leader of a marauding Orc Caravan, the main focus of Corric's trauma and odd mentality in life. He is brutal, efficient, but has a bad habit of playing games with his enemies. He does keep his word if it's convenient, but hates being outdone. And deals don't need to be kept to dead men. He's out there somewhere, doing what he does best, and Corric dreams of meeting him. One. Last. Time.

Unknown Enemy
Randal Heimes: Turnau betrayer, the one who told Grosh where the Toppletons would be. Randal knows information is power, and his silver tongue has made him wealthy throughout the years. He decided the best way to live in luxury was to serve as an information broker, trading info for gold to both marauders and the townsfolk. It was easy enough to build a good reputation with both, and two loyal bodyguards/servants made his job all the easier. His conscious seems to affect him at times, but when he sees all that he's hoarded, his worries become nothing.