Weight Seller

Hon Semparatus's page

492 posts. Alias of ReckNBall.


Classes/Levels

Rogue3/Wiz1 by training, Machiavellian by temperment

Languages

Common, Draconic, Dwarven, Elf , Gnome, Halfling, Orc, Undercommon,

About Hon Semparatus

Hon Semparatus
About Hon Semparatus (20pt buy)
Male Human Rogue (3)/ Wizard(1)
Med. Humanoid
Driver!
Male Human (Varisian) Rogue 3/Wizard 1
LN Medium Humanoid (human)
Init +6; Senses Perception +7
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge)
hp 19 (3d8+1d6)
Fort +1, Ref +5 (+1 bonus vs. traps), Will +3
Defensive Abilities evasion, trap sense
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Offense
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Speed 20 ft.
Melee Dagger +3 (1d4+1/19-20/x2) and
. . Whip -1 (1d3+1/x2)
Ranged Sling +4 (1d4+1/x2)
Special Attacks sneak attack +2d6
Wizard Spells Prepared (CL 1):
1 (2/day) Animate Rope, Break (DC 15)
0 (at will) Mage Hand, Mending, Light
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Statistics
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Str 12, Dex 14, Con 10, Int 18, Wis 10, Cha 14
Base Atk +2; CMB +3; CMD 16
Feats Dodge, Improved Initiative, Scribe Scroll, Secret Signs
Traits Militia Veteran (any town or village) (Ride), Prehensile Whip
Skills Acrobatics +3 (-1 jump), Appraise +8, Bluff +6 (+10 to pass secret signs), Climb +2, Diplomacy +6, Disable Device +7, Disguise +6, Escape Artist +3, Fly +3, Handle Animal +7, Intimidate +6, Knowledge (arcana) +9,Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +10, Knowledge (nobles) +8 Linguistics +10, Perception +7 (+8 to locate traps), Profession (driver) +4, Ride +5, Sense Motive +7, Sleight of Hand +6, Spellcraft +9, Stealth +6, Swim +2, Use Magic Device +6
Languages Common, Draconic, Dwarven, Elven, Gnome, Halfling, Orc, Undercommon, Varisian
SQ arcane bonds (object [ring] [1/day]), hand of the apprentice (7/day), rogue talents (getaway artist), specialized schools (universalist), trapfinding +1
Combat Gear Sling bullets, softstone (20); Other Gear Quilted cloth armor, Studded leather armor, Dagger, Sling, Sling bullets (10), Sling bullets, softstone (20), Whip, Ring, Belt pouch (31 @ 14.62 lbs), Carriage (8 @ 26.5 lbs), Kite, cards, puzzle box, Mirror, Rope, Shovel, Thieves' tools, Twine (50'), Waterproof bag (empty), Waterskin, Wrist sheath, spring loaded Dagger(1 @ 1 lbs), Wrist sheath, spring loaded (empty), 71 GP, 1 SP, 9 CP
Carried Weight 53Lbs Medium load
Light: 43lb Med: 86lb Hvy: 130lb [/spoiler]
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Special Abilities
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Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Getaway Artist (Ex) +2 bonus on driving checks.
Hand of the Apprentice (7/day) (Su) Throw the melee weapon you are holding 7/day.
Secret Signs You can hide somatic components of spellcasting
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

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Horse, light (2 of them to pull carriage)
Horse
N Large Animal
Init +2; Senses low-light vision, scent; Perception +6
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Defense
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AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +5, Will +1
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Offense
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Speed 50 ft.
Melee Hooves x2 (Horse) -2 x2 (1d4+1/x2)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. Trip)
Feats Endurance, Run
Tricks Come [Trick], Heel [Trick], Riding [Trick], Stay [Trick]
Skills Acrobatics +2 (+10 jump, +6 to jump with a running start), Fly +0, Perception +6, Stealth -2, Swim +3 (+7 to resist nonlethal damage from exhaustion)
Languages
SQ riding [trick]
Other Gear You have no money!
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Special Abilities
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Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

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Description:

Spoiler:
Hon cuts a slightly better than average image of a typical villager. He is well-spoken, not above flattery if it serves a purpose. Mouse brown hair and 7-day beard. He does try to look his best. First impressions go a long way. He is a friendly outgoing fellow who puts the customer first... as long as there is an advantage of doing so.

Background synopsis:
Hon grew up in Kassen, leveraged himself into the militia as way to escape the small world of Kassen, if only for a little while. Invested his life savings into the carriage business with some free-lancing as a small-time smuggler. He acquired a rep as one who doesn't judge cargo or persons and, with his connections, has yet to be robbed.

background longer version:
Hon was a fine young prospect for the village. Came from good stock, impressed folks with his smarts but not lording it over them. It was clear he had a bit of wanderlust in him and the village would soon be too small for the likes of him. The elders found a way to keep his roots in Kassen while satiating his urge to explore. Now every youngster pulled mandatory training in the militia, he did well enough yet always he cast his eyes upon the horizon. The council provided militia accompaniment for the local merchants to the big city to protect their investment as well as provide furlough time to the militia.
Well once arrived in the "Big City" and a couple of hours freedom, Hon came across a deal he could not turn down. Convincing his fellow guardman, they hitched up Hon's big purchase, a carriage that has seen much better days, and brought it back to refurbish on their off time.
Nowadays, Hon is a one-man show driving folk to destination in comfort and style. He makes sure every route is a paying trip, so has garnered a bit of a rep as a reliable small-time smuggler. While no customer has been robbed (one of the benefits of underworld connections) on his travels, his contractual obligations do allow him to case numerous locations and an opportunity to speak to many people of all walks. He even has a shtick for most routes giving commentary and history lessons by the by. All part of the networking game.