Poisoner

Tippy Fullbottle's page

384 posts. Alias of Nazard.


Race

F/R/W: +2/+8/+1;

Classes/Levels

Perc: +6, SM: +4; Max HP: 9, Current HP: 9

Gender

AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5;

About Tippy Fullbottle

CONSUMABLES:

Ammunition
daggers (8) X X X X X X X X
cold iron daggers (in wrist sheathes)(2) X X
caltrops 1

Potions

Special Abilities


TIPPY FULLBOTTLE

Male Halfling Unchained Rogue (Knife Master, Scout) 1
N Small humanoid (halfling)
Init +5; Senses Perception +6, Sense Motive +4; Languages Common, Dwarven, Elven, Halfling

DEFENSE
AC 17 (armour +1, size +1, Dex +5), touch 16, flat-footed 12 (+2 vs crit confirms)
CMD 12
HP 9 (1d8+1)
Fort (0) +2, Ref (2) +8, Will (0) +1
Defensive Abilities None
Immunities None
Resistances None

OFFENSE
Speed 30 ft
Melee
dagger +6 (1d3-1; 19-20/x2)
dagger TWF +4/+4 (1d3-1/1d3-1; 19-20/x2)
Ranged
dagger +6 (1d3-1; 19-20/x2; 10 feet)
Special Actions
Sneak Attack: +1d8 damage when target is denied Dex bonus to AC (with daggers; +1d4 with other weapons).
Two-Weapon Fighting: extra attack as full attack; -2 penalty to all attacks that round; half Strength damage on off-hand attack

STATISTICS
Abilities Str 7 (-2), Dex 20 (+5), Con 12 (+1), Int 14 (+2), Wis 10 (+0), Cha 14 (+2)
Base Attack +0; Melee Touch -1; Ranged Touch +6
CMB -2

Feats
Weapon Finesse (UR1)
Two-Weapon Fighting (1)

Rogue Talents

Traits
Chance Encounter
River Rat

Skills
Acrobatics (1) +9-1
Bluff (1) +6
Diplomacy (1) +6
Disable Device (1) +11-1
Disguise (1) +6
Escape Artist (1) +9-1
Knowledge - Local (1) +6
Perception (1) +6
Sense Motive (1) +4
Stealth (1) +13-1
Swim (1) +3-1

Background Skills
Perform - woodwinds (1) +6
Sleight of Hand (1) +9-1

SQ
fleet of foot, halfling luck, keen senses, skulker

SPECIAL ABILITIES
Chance Encounter (Trait) Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse.
Fleet of Foot (Racial) 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.
Halfling Luck Halflings receive a +1 racial bonus on all saving throws.
Keen Senses Halflings receive a +2 racial bonus on Perception checks.
River Rat (Trait) You gain a +1 trait bonus on damage rolls with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you.
Skulker (Racial) Oppressed halflings train from a young age to take advantage of times when their oppressors ignore them. Such halflings gain a +1 racial bonus on attacks against foes who are denied their Dexterity bonus to AC.

FAVOURED CLASS
1: Rogue (+1 SP)

COINS
PP – 0
GP – 22
SP – 7
CP – 5

EQUIPMENT
Carrying Capacity: Light – 20 lbs; Medium – 40 lbs; Heavy = 60 lbs; Current – 18.5 lbs (Light)

Weapons – 8 x dagger (16 gp, 4 lbs), 2 x cold-iron daggers (8 gp, 1 lb)
Armour – reinforced tunic (1 gp, 2.5 lbs), barbed vest (10 gp, 2 lbs)
Alchemical
Other Combat Gear
Scrolls
Potions
Wands
Other Magic Items
Mundane Gear – 2 x spring-loaded wrist sheathes (10 gp, 1 lbs), waterproof sack (0.5 gp, 0.5 lbs), ear plugs (0.03 gp), 5 candles (0.05 gp), flask of oil (0.1 gp, 1 lb), MW thieves’ tools (100 gp, 1 lbs), MW backpack (50 gp, 1 lb), whetstone (0.02 gp, 1 lb), steel mirror (10 gp, 0.5 lbs), cold weather outfit (0 gp, 2 lbs), belt pouch (1 gp), waterskin (1 gp, 1 lb), gemshorn (5 gp), glass cutter (5 gp)

BACKGROUND
Tippy Fullbottle should never have had a chance. Practically born an orphan (his mother some unnamed halfling prostitute who died giving birth to him), Tippy survived by the mercies of the old mid-wife who had caught him. Tippy had a lot of bad influences on his young life, but old mother Haga did her best to keep the lad on the straight and narrow, and he grew to become a happy and sweet boy. When she passed on just after his sixth birthday, however, he was on his own.

There weren't a lot of options for a six-year-old halfling orphan living in the streets of Daggermark, at least not good nor legal ones. Bouncing from one bad situation to worse, Tippy ran the criminal gamut from pickpocket to cat burglar, finding himself being shoved through tiny windows and into other places too small for his human "friends". Through his teen years, Tippy graduated to pirate, first working the Dagger River, then out to the West Sellen, harassing Razmiran traders. Among the pirates of the River Kingdoms, Tippy ran another gamut: lookout, barge cutter, decoy--whichever odd jobs his small size, innocent looks, or nimble fingers could help him do. As his criminal past built up, he sunk further and further towards the lure of evil.

Slipping aboard the small river skiff of a group of Starstone Brewers one night changed his life forever. Rather than tossing him overboard, the Caileanites took the 15-year-old halfling under their collective wing, like the best-intentioned but worst-executed gaggle of uncles a halfling could ever have. Finally having found some semblance of a family who didn't want him around simply to help them get into stuff that didn't belong to them quickly began to undo the years of fear and bad choices. Tippy started to smile again, to laugh again, especially at the comical antics of his uncles.

The Brewers were a performing troupe, traveling the Inner Sea to any place where fighting men and women needed courage, entertainment, and a good brew, picking up war orphans along the way, though they had their hands full with Tippy. They stopped at every little village along the river to ply their trade, earn a few coins, and make a few friends. Their skiff had just approached the Ustalav border when the halfling learned of their next objective: joining the Fifth Crusade to bolster the spirits of the men and women fighting the forces of the Abyss at the Worldwound, and they wanted Tippy to come with them.

Fighting demons: are they nuts!?

When the ship made port in Karcau, Tippy would have been off that boat so fast and into the crowd, but those rascally uncles had bolted the door and tiny window of his little cabin from the outside, beyond even his skill to escape. With no other stops between Karcau and Kenabres, Tippy hatched a desperate plan.

The Brewers were very careful to keep their prodigious supply of alcohol from the ship's small crew, save for a generous ration for off-duty use, of course. After Tippy managed to swipe a small cask of fine brandy, he made his way under cover of darkness to the tiller and bribed the cold and tired riverman (who had no more desire to get any closer to the Worldwound than Tippy) to steer the ship over to the east bank and let the halfling off. Unfortunately, his plan went awry when the tillerman insisted on drinking his payment first, and in his altered state, managed to crash the ship on the west bank. Not in a position to be too picky, Tippy grabbed his gear and leapt over the side, wading up onto the shore of the demon-infested Worldwound.

Tippy managed one entire day before he ran from his first demon. He raided a camp of some human cultists, picking up a nice pair of cold iron daggers in the process, but they gave chase. They would have caught him, save for the strange Desnan woman, all alone behind enemy lines, who found him, hid him, and led him to the safety of his uncles, who had been frantically searching for him. With his uncles for cover, Tippy made his way to Kenabres after all, and when they insisted he sign up for the Crusade, he didn't argue. Though none of the Brewers believed his story of a Desnan woman all alone in the Worldwound, he knew she was out there, and he wanted to return the favour.

DESCRIPTION
Tippy Fullbottle manages an unimpressive three feet in height, even with stretching. His weathered face, hand, and curly brown hair usually have a few dirty smudges, like he hasn’t bathed in a week (which he usually hasn’t) and has just been crawling through some dusty shack (which he usually has). Daggers rest in sheathes on his belt and calves, with another on a leather strap across his chest. Bulges at the sleeves of his shabby coat betray the presence of two more.