Halfling

Mouser Lowhill's page

805 posts. Organized Play character for PatheticWretch.


Full Name

Mouser Lowhill

Race

Halfling

Classes/Levels

Rogue 4 / Swashbuckler 1 / Halfling Opportunist 3 | HP 67/67 | AC 27; Tch 17; FF 21 | F +7; R +17; W +7 | CMB+11; CMD 23 | Speed 30 ft | Init +7 | +1 Rapier: +14 (1d4+7/18-20) | Perc +15

About Mouser Lowhill

Mouser Lowhill
Male Halfling Unchained Rogue 4 (Vexing Dodger) / Swashbuckler 1 (Mouser) / Halfling Opportunist 3
CG Small Humanoid (Halfling)
Init +7; Senses Perception +15 (Trap Spotter 20')
Languages Common, Halfling, Giant
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DEFENSE
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AC 27, touch 17, flat-footed 21
    (+6 Dex, +5 armor, +2 shield, +1 natural, +1 size)
hp 67 (1d10, 7d8, +16 Con, +4 favored)
Fort +7, Ref +17, Will +7 (+8 vs. fear)
Defensive Abilities Evasion, Fearless, Halfling Luck, Shadowhunter (+2 vs. saves to remove negative levels, recover physical ability damage), Exceptionally Lucky
________________________________________________________________________
OFFENSE
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Speed 30 ft. (6 squares, Fleet of Foot, Underfoot Trickster)
Melee +1 Rapier 'Cat's Paw' +14 (1d4+7/18-20)
Ranged mwk Shortbow +14 (1d4)
Base Atk +6/+1; CMB +11 (+15 dirty trick)(Agile Maneuvers); CMD 23 (27 vs. dirty trick)(Defensive Combat Training)
Special Attacks Sneak Attack +4d6, Limb-Climber, Panache (3), Deeds (Derring-do, Dodging Panache, Underfoot Assault), Shadowhunter (deal 50% damage to incorporeal creatures), Debilitating Injury, Exploitive Maneuver
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STATISTICS
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Abilities STR 10, DEX 23, CON 14, INT 10, WIS 10, CHA 16 
Feats Weapon Finesse*, Dirty Fighting, Improved Dirty Trick, Agile Maneuvers, Defensive Combat Training*, Underhanded Trick, Accomplished Sneak Attacker
Traits Scrambling Servant, Trunau Native
Skills (Underfoot Agility*) Acrobatics +16*, Appraise +8, Bluff +7, Climb +13*, Diplomacy +7, Disguise +12, Disable Device +20, Escape Artist +11*, Fly +6, Intimidate +3, Linguistics +4, Handle Animal +7, Knowledge (History, Local) +4, Perception +15, Ride +6, Sleight of Hand +18, Stealth +21, Swim +3, Use Magic Device +12 Armor Check Penalty 0
SQ Finesse Training, Rogue Talents (Combat Trick, Trap Spotter), Excellent Aid (+1), Improved Trap Spotter (20'), Fit In
Combat Gear potion of cure light wounds (x3), potion of feather fall, acid flask (x3), alchemist fire (x2), antitoxin (x2), caltrops Other Gear +1 rapier
Cat's Paw,' +2 mithral shirt, +2 burgler's buckler (darkwood), +2 belt of incredible dexterity, +1 cloak of resistance, +1 amulet of natural armor, slippers of spider climbing, ioun stone (dusty rose prism)(cracked)
mwk rapier (cold iron), mwk hopeknife, mwk shortbow, dagger, sap, sling, bullets (10), mwk backpack, bandolier, bedroll, bell, candle, chalk (1 piece), earplugs, fishhook, string, flint and steel, inkpen, parchment (sheet), rations (trail/per day) (x3), rope (silk/50 ft.), sewing needle, mwk thieves' tools, tindertwig, signal whistle, bandolier, belt pouch, sack, waterskin, spring-loaded wrist sheath (x2, mwk hopeknife, dagger), mwk perception tool, 215 gp

SPECIAL ABILITIES:

Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
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. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
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.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.
-Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
-Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
-Underfoot Assault (Ex): At 1st level, if a foe whose size is larger than the mouser's is adjacent to her and misses her with a melee attack, the mouser can as an immediate action spend 1 panache point to move 5 feet into an area of the attacker's space. This movement does not count against the mouser's movement the next round, and it doesn't provoke attacks of opportunity. While the mouser is within a foe's space, she is considered to occupy her square within that foe's space.
While the mouser is within her foe's space, the foe takes a –4 penalty on all attack rolls and combat maneuver checks not made against the mouser, and all of the mouser's allies that are adjacent to both the foe and the mouser are considered to be flanking the foe. The mouser is considered to be flanking the foe whose space she is within if she is adjacent to an ally who is also adjacent to the foe. The mouser can move within her foe's space and leave the foe's space unhindered and without provoking attacks of opportunity, but if the foe attempts to move to a position where the mouser is no longer in its space, the movement provokes an attack of opportunity from the mouser. This deed replaces opportune parry and riposte.
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.
Excellent Aid (Ex): A halfling opportunist has an amazing talent for getting the most out of those who assist her. Increase the bonus she gets from aid another by +1. This increases by another +1 at 3rd level and again at 5th level. This increase does not apply to when she uses aid another to help others, only when others aid her.
Exceptionally Lucky (Ex): At 2nd level, a halfling opportunist learns how to squeeze even more from her innate luck. Her halfling racial bonus on saving throws increases to +2. This bonus increases to +3 at 4th level.
Exploitive Maneuver (Ex): A halfling opportunist can use an enemy’s actions in combat for her own gain, as if the opponent were using aid another to assist the opportunist, giving her a bonus on her next skill check, attack roll, or to AC against the next attack. The enemy must be able to reach the opportunist, and the opportunist must activate this ability as an immediate action and succeed at a combat maneuver check against the enemy’s CMD; at the GM’s discretion, the opportunist can substitute another ability score modifier for her Strength modifier when making her combat maneuver check (such as using Dexterity for an agility-related action or Charisma for a social-related action). If the halfling succeeds at this combat maneuver check, she adds the aid another bonus to her action on her next turn and subtracts that bonus from the enemy’s roll for that action. Note that if the combat maneuver check is successful, the outcome of the enemy’s roll is irrelevant to this ability—a halfling opportunist can use a giant’s swinging club to jump farther whether the giant hits or misses with its attack roll.
The GM decides whether the enemy’s action can benefit the opportunist in the desired manner. Circumstances occurring between the enemy’s turn and the halfling’s turn may prevent her from following through with the desired action); if this occurs, she loses the bonus from aid another but can take her turn normally.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Finesse Training (Ex): 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.
Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.
Fit In (Ex): At 3rd level, a halfling opportunist masters the art of sending out nonverbal cues that suggest agreement and affiliation. This enables her to act as if she belongs in any situation, whether an aristocratic garden party or an evil cult’s inner sanctum. She can make a Disguise check in lieu of a Diplomacy check to influence the initial attitudes of NPCs. She does not need to change her appearance to make this check—this ability relies on instinctively knowing how to act to make it appear she belongs. If multiple creatures with differing views of appropriate behavior are present, she cannot simultaneously affect them and must choose a target creature or group to influence—she can’t pretend to be a guest at a fancy party to impress the nobles and pretend to be a maid to mingle with the servants at the same time.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
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.
Improved Trap Spotter (Ex): At 2nd level, the range of the opportunist’s trap spotter ability increases to 20 feet.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
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 trapfinding.
Panache: More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler's ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.
Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler's character level doesn't restore panache.
Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler's character level to 0 or fewer hit points doesn't restore any panache.
Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Talents marked with an asterisk add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made.
A rogue cannot choose a ninja trick with the same name as a rogue talent.
Shadowhunter: Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Halflings can take this trait in place of weapon familiarity.
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.
Swashbuckler Finesse (Ex): At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.
Trap Spotter (Ex): A halfling opportunist has a keen ability to notice and react to danger. She gains the trap spotter rogue talent.
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.
Underfoot Trickster (Ex): At 4th level, a vexing dodger can move through the space of a creature two size categories larger than herself without needing to attempt an Acrobatics check. She would still need to succeed at Acrobatics checks to avoid attacks of opportunity provoked by leaving a threatened space; this ability covers only the ability to move. Additionally, whenever the vexing dodger hits a larger foe with a melee sneak attack, she can choose to forgo the sneak attack bonus damage and instead attempt make a dirty trick combat maneuver as a swift action.
This ability replaces uncanny dodge.
Weapon and Armor Proficiency: Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers. Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

BACKGROUND:

A halfling dressed in brown studded-leather armor looks around at his new companions. He nods at the dwarf, but seems less thrilled at the taller races.

"Great...I'm going to get a kink in my neck looking up at all these longshanks. Anyway, I'm Mouser Lowhill, swashbuckler extraordinaire. I have some experience in recovering misallocated property, along with kicking butt and taking names. I guess you're probably going to want me to do all the hard stuff. Fine."

Mouser was born a slave to an orc tribe, which rather than killing them had taken to keeping his Halfling family as cooks and targets for abuse. As a lad of twelve years old, Mouser escaped through a combination of chance and beginner’s luck with a blade when he killed one of the orc slavers and escaped.

After escaping, Mouser relocated to the home of a distant relative in Trunau, where he has been for the past decade. His relatives either couldn’t provide for or didn’t care much about him, and the scrappy Halfling survived through his wits, recovering ‘misallocated’ property, and quick feet. When one of the commanders of the Trunau militia saw him fighting off a merchant for an apple that had accidentally fallen into his pocket, he received an invitation to join on the spot. He did just that to escape justice, and joined the militia as its newest member—yesterday, in fact. He plans to take the Standing Vow today, though he isn’t sure if that is just to keep out of trouble or if he really cares about this town.

Mouser has a dislike of the taller races, especially orcs. He found himself the target of a gang of human bullies in Trunau. While a human could earn his trust, he has found most of them condescending to those of ‘normal’ (i.e. short) stature, treating him like a servant or child.

Like many halflings, Mouser Lowhill has always been driven by the unlikely pairing of luck and curiosity, though he also adds a dose of superstition and gullibility. He carries a lucky coin, which he hopes to never lose. He flips the coin to make all his most important decisions. Mouser’s background as a slave makes him a compulsive liar and a kleptomaniac, skills he needed to survive, but he is also courageous to a fault.

He loves traps, and would set some as protection or for sabotage, and is fascinated by their construction.

He finds himself doing all the hard work, which he is willing to do, but not without seeming really put out about it.

Mouser would eventually like to return to the orc tribes and free his family, though he isn’t sure exactly where they might be. For now, he is a member of the Bellflower Network, and opposing slavery in all its forms.

Mouser has a chip on his shoulder, and wants to prove, if nothing else, that it's not the size of the dog in the fight, it's the size of the fight in the dog.

Appearance

Personality

1. Background
    a. Conflict
    b. Challenges
    c. Mystery
    d. Passion
    e. Birthplace
    f. Family
    g. Professions and Crafts
    h. Significant Past Events
        i. Family-related events
        ii. Personal events
        iii. Notable individuals
    i. Mysteries
    j. Existing Conflicts
    k. What triggered adventuring?
    l. Initial possessions
    m. Bound duties
    n. Quests
2. Primary Motivators - Acquisition and Competition
3. Emotion and Core Traits
    a. Emotional Disposition and Moodiness - Excited, Labile
    b. Core Traits
        i. Outlook: Optimistic
        ii. Integrity: Unscrupulous
        iii. Impulsiveness: Spontaneous
        iv. Boldness: Intrepid
        v. Agreeableness: Agreeable
        vi. Interactivity: Engaging
        vii. Conformity: Heterodox
4. Secondary Personality Traits
    a. Sense of Humor: Gleeful
    b. Favorite Topics of Conversation: gold and treasure, traps, tall people
    c. Group Affiliations
    d. Religion and Spirituality
    e. Quirks, Habits, and Oddities
    f. Hobbies and Enjoyments
    g. Mental Disorders
    h. Barks

Level Progression:

Level 1:
Class Taken: Swashbuckler
Class Feature Gained: deeds, panache, swashbuckler finesse
Hit points Gained: 1d10, + 2 Con
Skill Points (4+2): acrobatics (1), appraise (1), climb (1), perception (1), stealth (1), sleight of hand (1)
Feats: weapon finesse*, dirty fighting

Level 2:
Class Taken: Rogue
Class Feature Gained: finesse training, sneak attack +1d6, limb-climber
Hit points Gained: 1d8, + 2 Con, +1 favored
Skill Points (8+2): acrobatics (1), appraise (1), climb (1), diplomacy (1), disable device (2), perception (1), stealth (1), sleight of hand (1), use magic device (1)

Level 3:
Class Taken: Rogue
Class Feature Gained: evasion, improved dirty trick
Hit points Gained: 1d8, + 2 Con, +1 favored
Skill Points (8+2): acrobatics (1), bluff (1), climb (1), disguise (1), disable device (1), linguistics (1), handle animal (1), perception (1), stealth (1), use magic device (1)
Feat: agile maneuvers

Level 4:
Class Taken: Rogue
Class Feature Gained: finesse training, sneak attack +2d6, underfoot agility
Hit points Gained: 1d8, + 2 Con, +1 favored
Skill Points (8+2): acrobatics (1), climb (1), disguise (1), disable device (1), knowledge (history)(1), knowledge (local)(1), perception (1), sleight of hand (1), stealth (1), swim (1)
Ability Score Increase: Dex

Level 5:
Class Taken: Rogue
Class Feature Gained: Debilitating injury, rogue talent
Hit points Gained: 1d8, + 2 Con, +1 favored
Skill Points (8+2): acrobatics (1), appraise (1), climb (1), disguise (1), disable device (1), escape artist (1), perception (1), sleight of hand (1), stealth (1), use magic device (1)
Feats: defensive combat training, underhanded trick

Level 6:
Class Taken: Halfling Opportunist
Class Feature Gained: exploitive maneuver, trap spotter, excellent aid (+1)
Hit points Gained: 1d8, + 2 Con
Skill Points (6+2): appraise (1), climb (1), disguise (1), disable device (1), perception (1), sleight of hand (1), stealth (1), use magic device (1)

Level 7:
Class Taken: Halfling Opportunist
Class Feature Gained: exceptionally lucky (+2), sneak attack +1d6, improved trap spotter
Hit points Gained: 1d8, + 2 Con
Skill Points (6+2): appraise (1), climb (1), disguise (1), disable device (1), perception (1), sleight of hand (1), stealth (1), use magic device (1)
Feat: accomplished sneak attacker

Level 8:
Class Taken: Halfling Opportunist
Class Feature Gained: fit in, excellent aid (+2)
Hit points Gained: 1d8, + 2 Con
Skill Points (6+2): acrobatics (1), appraise (1), climb (1), disguise (1), perception (1), sleight of hand (1), stealth (1), use magic device (1)
Ability Score Increase: Dex

Dice:

[dice=stealth]1d20+21[/dice]
[dice=perception (Trap Spotter 20')]1d20+15[/dice]
[dice=disguise (Fit In)]1d20+12[/dice]

[dice=+1 Rapier]1d20+14;1d4+7[/dice]
[dice=+1 Rapier]1d20+9;1d4+7[/dice]

[dice=+1 Rapier (flank, sneak attack)]1d20+14+2;1d4+7;4d6[/dice]
[dice=+1 Rapier (flank, sneak attack)]1d20+9+2;1d4+7;4d6[/dice]
[ooc]If hits, target is disoriented for 1 round (target takes a –2 penalty on attack rolls, or -4 penalty vs. Mouser).[/ooc

[dice=dirty trick (dirty fighting, improved dirty trick)]1d20+15[/dice]
[dice=dirty trick (dirty fighting, improved dirty trick)]1d20+10[/dice]
[dice=dirty trick (flanking, dirty fighting, improved dirty trick)]1d20+15+4[/dice]
[dice=dirty trick (flanking, dirty fighting, improved dirty trick)]1d20+10+4[/dice]
[ooc]If succeeds in giving target the blinded condition, the target cannot remove the condition during the first round of blindness.[/ooc

[ooc]If attacked and attack misses, spend 1 panache to activate underfoot assault + limb-climber.[/ooc
[ooc] 3 Panache remaining[/ooc
[dice=limb-climber (climb check vs. creature's CMD)]1d20+13[/dice]
[dice=exploitative maneuver (CMB vs. creature's CMD)]1d20+11[/dice] [ooc]If successful, creature takes -4 on its attack against Mouser, and Mouser receives +4 to his AC.[/ooc

*underfoot agility - every 3 rogue levels
*defensive combat training (when not receiving +1 BAB)

https://www.reddit.com/r/Pathfinder_RPG/comments/4ux6i8/the_vexing_mouser_b uild/

http://nerdassmess.blogspot.com/2017/05/shank-parasite-rose-warden-unchaine d.html

http://paizo.com/threads/rzs2tqyd?Maxing-out-Dirty-Trick

*greater dirty trick, dirty trick master, quick dirty trick, combat expertise feats, critical focus + dirty critical hit, kitsune style feats, sure grasp

*sneaky maneuver rogue talent
*fools for friends trait
*can get Defensive Combat Training from resonant power in wayfinder

*mwk climbing tool

*weapon: 'cat's paw'
*armor:
*shield: darkwood or mithral buckler, enhancements?, Burglar's Buckler (+2 competence),
*belt: Belt of Superior Maneuvers (+x enhancement bonus, 3x day), +4 Belt of Incredible Dexterity
*body:
*chest: Unfettered Shirt or Quick Runner's Shirt
*eyes: Eyes of the Eagle
*feet: slippers of spider climbing
*hands: Gauntlets of the Skilled Maneuver (+2 untyped to chosen dirty trick)
*head: hat of disguise
*headband: headband of ninjitsu
*neck: amulet of natural armor
*ring: Ring of Climbing, Ring of Protection, ring of tactical precision
*ring: Ring of Invisibility, Ring of Freedom of Movement
*shoulders: Cloak of Resistance, Cloak of Displacement, Minor
*wrists: Sleeves of Many Garments, longarm bracers
*slotless: wayfinder, Dusty Rose Prism (Ioun Stone) (+1 Init), Dusty Rose Prism Ioun Stone (+1 AC), Handy Haversack, Cracked Incandescent Blue Sphere (+1 Perc), Cracked Magenta Prism (+2 any skill), Cracked Magenta Prism Ioun Stone (+2 competence to climb early and for cheap; change to acrobatics after getting climb ring), Dusty Rose Ioun Stone in Wayfinder for +1 bonus to CMB, Variety of self-buffing Wands (reduce person, longstrider, etc), Ioun stone: Dusty Rose Prism Wayfinder resonance (+2 CMB/CMD +1 AC insight), Tattoo, Serpentine (free dirty trick 3x/day on successful attack), Cracked pale green prism (+1 competence)