M HP: 13/13|AC: 18/14/15|Fort +3, Ref +6, Will +0|Init: +3|Perception +1
Size
S
Age
18
Alignment
N
Languages
Taldane, Halfling, Giant
Strength
12
Dexterity
17
Constitution
14
Intelligence
10
Wisdom
8
Charisma
16
About Anansi the Spider
A bit of (recent) Background :
In 4706 AR, Imperial Governor Teldas declared the Pathfinder Society an enemy of the state in Molthune after the Society opened a Pathfinder lodge in the Nirmathi capital. However, many Pathfinders still sneak into Molthune to explore the country's ruins and other mysterious locales.
Perched precariously (probably plausibly problematic), the Pathfinder provides his performance a perfect playful privileged position.
Now most would find their situation a bit...
The Halfling's blue eyes look about the crowded supposedly abandoned library at the supposed abandoned Pathfinder lodge in Molthune. Rough, dirty, angry faces greet his gaze from the recently gathered group of malcontents.
Currently balancing on the top of the made conveniently placed chair that he rushed-jobbed onto a bookcase to reach the top self, the grinning halfling waves at the gathering throng.
...teeter toddler, but I like to think of myself as innovative.
Casually plucking a volume off the aforementioned top self, the still waving halfling places it inside a saddle bag strung across his shoulder. Looking as if he should be attending a university, the Halfling seems a bit out of place.
The confused crowd begins chattering something about
Dirty Pathfinder! Yer kind ain't wanted here!
Anansi the Spider only nods in deference as he easily Vaults fully on top of the high bookcase, races across it to jump to get a few other high bookcases to somersault over the collective heads of those gathered near the exit!
Landing quite comfortably onto the floor, the Halfling doffs his hat to the stunned crowd just before continuing his exit out of the building....
This information on Trunau better be worth it...
....
Crunch:
Anansi the Spider
Male Halfling Swashbuckler (Mouser) 1
N Small humanoid (halfling)
Init +3; Senses Perception +1
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 15 (+4 armor, +0 shield, +1 size, +0 deflection, +3 Dex, +0 natural, +0 dodge)
hp 13(1d10+3)
Fort +3, Ref +6, Will +0
*Fearless +2
--------------------
Offense
--------------------
Speed 20'
Melee: Rapier +6 1d4+1 Special P 18-20 x2
Ranged: Dagger +5 1d3+1 Special P/S 19-20 x2
Special Attacks:
Special Qualities
Fearless
Halfling Luck:
Deeds (see below)
panache 3/3
swashbuckler finesse
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 14, Int 10, Wis 08, Cha 16
Base Atk +1; CMB +1; CMD 14
Feats Weapon Finesse(b), Weapon Focus(Rapier)
Class Skills
The Swashbuckler's class skills are Acrobatics (Dex)+11(1), Bluff (Cha)+7(1), Climb (Str)+9(1), Craft (Int), Diplomacy (Cha)+7(1), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex)+7(1bg), and Swim (Str). Linguistics (Int)+1(1bg)
Skill Points at each Level: 4 + Int modifier.
Traits: Vexing Defender, Acrobat, Intrepid Volunteer (Climb)
Drawback
Languages Taldane, Halfling, Giant
Favored Class: +1 Hp x1
7th
Additional Traits
(Threatening Defender and Dangerously Curious)
8th
Combat Expertise
9th
Skill Focus (UMD)
11th
?
12th
?
13th
?
15th
?
Deeds:
1st-level Deeds
PFS Legal Derring-Do (Ex) (Advanced Class Guide pg. 56):
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).
PFS Legal Dodging Panache (Ex) (Advanced Class Guide pg. 57):
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 modif ier (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.
Halfling Racial Traits:
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small statures make them weaker than other races.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
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.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following languages: Dwarven, Elven, Gnome, and Goblin.
Traits:
1. Vexing Defender [Campaign]
Source Giantslayer Player's Guide pg. 7, Giant Hunter's Handbook pg. 31
You’re trained in fighting opponents that are larger than you, and you are skilled at keeping them on their toes, pestering them from all directions. You gain a +1 trait bonus on Acrobatics checks, and Acrobatics becomes a class skill for you. In addition, you gain a +4 trait bonus on Acrobatics checks to move through an enemy’s space without provoking an attack of opportunity, provided that enemy is larger than you.
2. Acrobat [Social]
Source Ultimate Campaign pg. 59
Having trained from a young age, you’re capable of amazing feats of daring. You gain a +1 bonus on Acrobatics checks, and you take only a –2 penalty instead of the normal –5 penalty when using the Climb skill to attempt an accelerated climb.
3. Intrepid Volunteer [Race]
Source Inner Sea Races pg. 194
Requirement(s) Halfling
Like many free halflings, you volunteered readily for military service or an adventuring career and met other halflings who showed you how to make up for your small size. Choose one Strength-based skill or one combat maneuver. You can use your Dexterity modifier in place of your Strength modifier to calculate your total modifier for that skill check or combat maneuver check. (Climb)
Equipment:
Explorer's outfit
Source Ultimate Equipment pg. 89, PRPG Core Rulebook pg. 159
Price 10 gp; Weight 8 lbs.
Category Clothing
Description
This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.
Lamellar (leather)
Source Ultimate Equipment pg. 9, Ultimate Combat pg. 128
Statistics
Cost 60 gp Weight 25 lbs.
Armor Bonus +4; Max Dex Bonus +3; Armor Check Penalty -2
Arcane Spell Failure Chance 20%; Speed 30 ft./20 ft.
Description
Lamellar is a type of armor in which small plates of various types of materials are strung together in parallel rows using fine cord. Lamellar plates can be constructed from lacquered leather, horn, or even stone, though suits of iron and steel are the most common. Lamellar armor can be crafted into various shapes, including partial pieces such as breastplates, greaves, or even entire coats. The properties of specific suits and pieces of lamellar armor are determined by their material.
Pathfinder's kit
Source Pathfinder Society Primer pg. 7, Pathfinder Society Field Guide pg. 47, Ultimate Equipment pg. 57
Price 12 gp; Weight 22 lbs.
Category Kits
Description
This kit consists of a backpack, a bedroll, a belt pouch, a clay mugUE, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of stringAPG, 50 feet of thread, a week’s worth of trail rations, a waterskin, and a whetstone. For Small creatures, the weight of a Pathfinder’s kit is 7–1/2 pounds. Leaving the bedroll and rations at camp or on a mount reduces the weight by 12 pounds for Medium creatures and by 3 pounds for Small creatures.
Saddlebags
Source Ultimate Equipment pg. 81, PRPG Core Rulebook pg. 159
Price 4 gp; Weight 8 lbs.
Category Animal Gear
Description
These sturdy, weatherproof bags are draped over a saddle to add extra carrying capacity. Each side of a saddlebag can typically carry 20 pound of items that can fit in the bags. Saddlebags do not increase the amount of weight a mount can carry; they merely give riders a place to stow their equipment.