Halfling

Auris Deftfoot's page

194 posts. Organized Play character for TriOmegaZero.


Race

Male Halfling UCRog10/Ftr3 HP98/98 AC26 TC17 FF26 CMD27 F+14 R+18 W+15 (+2 vs fear) Init+4 Perc+21(Trapspotter+26) Spd30 Buffs: N/A

Classes/Levels

Senses: Darkvision, Light Sensitivity Chronicles.

About Auris Deftfoot

Auris Deftfoot
Male halfling fighter (lore warden) 3/unchained rogue 10 (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder Unchained 20)
CG Small humanoid (halfling)
Init +4; Senses Darkvision 60ft, Light Sensitivity, Perception +21
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Defense
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AC 26, touch 17, flat-footed 22 (+6 armor, +2 deflection, +4 Dex, +1 natural, +2 shield, +1 size; +2 deflection vs. evil)
hp 98 (13 HD; 10d8+3d10+26)
Fort +14, Ref +18, Will +15; +2 vs. fear; +2 resistance vs. evil
Defensive Abilities danger sense +3, improved evasion, improved uncanny dodge
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Offense
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Speed 30 ft., climb 20 ft.
Melee +1 agile mithral kukri +16/+11 (1d3+5/18-20) or
+1 menacing cold iron punching dagger +16/+11 (1d3+5/×3) or
dagger +15/+10 (1d3/19-20) or
mwk silver light mace +16/+11 (1d4)
Special Attacks sneak attack (unchained) +5d6
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Statistics
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Str 11, Dex 18, Con 14, Int 16, Wis 16, Cha 14
Base Atk +10; CMB +11; CMD 27
Feats Combat Expertise, Combat Reflexes, Dampen Presence, Gang Up[APG], Improved Two-weapon Feint[UC], Improved Two-weapon Fighting, Iron Will, Quick Draw, Two-weapon Feint[UC], Two-weapon Fighting, Weapon Finesse
Traits freedom fighter, lessons of chaldira
Skills Acrobatics +22, Bluff +21, Climb +16, Diplomacy +21, Disable Device +31, Disguise +10, Escape Artist +24, Intimidate +5, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +10, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +11, Perception +21, Sense Motive +13, Sleight of Hand +8, Stealth +30, Survival +3 (+5 to avoid becoming lost), Swim +4, Use Magic Device +21; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Abyssal, Aklo, Common, Elven, Goblin, Halfling, Infernal, Tien, Undercommon, Varisian
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talents (dampen presence, improved evasion, stand up, trap spotter, wall climber[UC]), trapfinding +5
Combat Gear oil of magic weapon, ring of invisibility, wand of cure light wounds, healer's kit, healer's kit, healer's kit; Other Gear +2 comfort shadow chain shirt, +1 arrow deflection buckler, +1 agile mithral kukri, +1 menacing cold iron punching dagger, dagger (5), mwk silver light mace, clear spindle ioun stone, deep red sphere ioun stone, amulet of natural armor +1, blinkback belt[UE], boots of striding and springing, circlet of persuasion, cloak of resistance +5, headband of mental prowess +2 (Int, Wis), ring of protection +2, vest of escape, wayfinder[ISWG], backpack, masterwork thieves' tools, sunrod (5), waterskin, 21,774 gp
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Special Abilities
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Climb (20 feet) You have a Climb speed.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Dampen Presence You may use the Stealth skill to hide from blindsight or blindsense
Danger Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-6 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-6 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Gang Up You are considered to be flanking your target if two allies threaten that target
Improved Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Failure deals half dam.
Improved Two-Weapon Feint Make a Bluff check instead of your first attack
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improved Uncanny Dodge (Lv >=14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 14+.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Sneak Attack (Unchained) +5d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stand Up (Ex) Stand up as a free action (provokes AoO) or swift action (no AoO).
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +5 Gain a bonus to find or disable traps, including magical ones.
Two-Weapon Feint Forgo first melee attack to feint
Wall Climber (Su) A ninja with this ability gains a climb speed of 20 feet, but only on vertical surfaces. This ability cannot be used to scale perfectly smooth surfaces or to climb on the underside of horizontal surfaces.

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