Shoanti Tribeswoman

Autumn Longbriar's page

14 posts. Alias of gyrfalcon.


Race

| Female CG Halfling uRogue 2 | HP 19 | AC 20, T 18, FF 16 | CMB -1/+4, CMD 13 | F+3, R+8 (evasion), W+2; 1/day reroll save | 40’ move | Init+6 | PER +6, low-light vision

Gender

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About Autumn Longbriar

Autumn Longbriar
Halfling unchained rogue 2 (Canny Scoundrel, Grifter)
CG Small humanoid (halfling)
Init +6; Senses Perception +8
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Defense
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AC 20, touch 18, flat-footed 16 (+3 armor, +4 Dex, +1 size, +2 shield)
hp 19 (2d8+6)
Fort +3, Ref +8, Will +2;
Defensive Abilities evasion, reroll save 1/day
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Offense
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Speed 30 ft. (40 ft when martially focused)
Melee mwk dagger +7 (1d3-1/19-20) or
. . traveling kettle +6 (1d4-1), +1 fire if full of boiling water
Special Attacks sneak attack (unchained) +1d6, fencing +1d6
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Statistics
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Str 8, Dex 18, Con 14, Int 8, Wis 12, Cha 16
Base Atk +1; CMB -1; CMD 13
Feats Weapon Finesse, Extra Combat Talent
[b]Traits
giant dodger, lessons of Chaldira
Skills
Acrobatics +11 (2* rank, 4 class, 4 DEX, 1 competence), +3 to avoid attacks of opportunity when leaving threatened squares,
Appraise +7 (1^ rank, 3 class, 3 CHA)
Bluff +8 (2 rank, 3 class, 3 CHA),
Climb +4 (2* rank, 3 class, -1 STR)
Diplomacy +8 (2 rank, 3 class, 3 CHA),
Disable Device +12 (2 rank, 4 class, 4 DEX, 2 circumstance),
Escape Artist +9 (2* rank, 3 class, 4 DEX),
Intimidate +8 (2 rank, 3 class, 3 CHA),
Perception +8 (2 rank, 3 class, 3 WIS),
Perform (comedy) +8 (1^ rank, 3 class, 4 DEX),
Perform (dance) +11 (2* rank, 3 class, 4 DEX, 2 circumstance),
Profession (gambler) +5 (1^ rank, 3 class, 1 WIS),
Sense Motive +6 (2 rank, 3 class, 1 WIS),
Sleight of Hand +10 (2* rank, 4 class, 4 DEX), +2 when ally can reach target
Stealth +12 (2* rank, 3 class, 4 DEX, 4 size),
Use Magic Device +8 (2 rank, 3 class, 3 CHA);
Languages Common, Halfling
Gear sheet
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Class Abilities
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Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed
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Traits
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Lessons of Chadira (religion trait) 1/day, can re-roll a failed save
Giant Dodger (regional trait) +3 bonus on Acrobatics checks to avoid provoking an attack of opportunity when moving out of a threatened space
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Racial Abilities
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Fey-Quickened You gain Run as a bonus featAthletics (Run package) and a +2 racial bonus on initiative checks. This racial trait replaces fearless and keen senses
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.
Halfling Luck +1 racial to saves
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). Replaces weapon familiarity.

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Spheres of Guile
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Skill Leverage: Acrobatics, Escape Artist, Perform (Comedy, Dance)

Trade Tradition
1. Trade: Cutpurse
2. Trade: Dungeon Delver
3. Trade: Gambler
4. Trade: Mage Hunter
5. Performance (Dance): Entwining Prance
6. Body Control Sphere

Virtuoso Operative
L1 - Performance: Performance Mastery
L2 - Performance: Guarded Twist
L2 [util] - Performance: Synchronized Rhythm

Body Control Sphere

Meditate [approach] (Ex)
Adopting this approach is a swift action. While you maintain this approach, you gain some conscious control over your physiological processes and your emotional responses determined by the (control) talent you choose when you adopt the approach. You can endure certain effects listed in the talent when you fail an ability check, skill check, or saving throw against an effect permitted by your current (control) talent. To endure an effect, you attempt an associated skill check as a swift or immediate action. The DC and effect depend on whether it was an ability check, saving throw, or skill check.

Ability Check (twice the DC): If your skill check succeeds, you get a +2 insight bonus on the ability check, which can cause you to succeed instead of fail.
Saving Throw (DC 150% the save DC): If your skill check succeeds, you get a +3 insight bonus on the saving throw, which can cause it to succeed instead of fail.
Skill Check (DC 5 + the skill check DC): If your associated skill check succeeds, the failed skill check becomes a success.
When you meditate, you may add up to two (control) talents to the approach, but you cannot have more than one unless at least one of those talents has the [utility] tag.

You gain the Maintain Stamina talent when you gain the Body Control sphere.

Maintain Stamina (control)
You can endure any failed ability check, skill check, or saving throw to avoid the exhausted, fatigued, nauseated, paralyzed, or sickened conditions.

Slip Past (Ex)
You can move through a space as narrow as half yours without squeezing, as narrow as one-quarter your space at half speed, as narrow as your shoulders at one-quarter speed, and as narrow as your head at a rate of 5 feet per full-round action. You can move freely through the spaces of creatures one size category closer to yours (usually reduced from three sizes different to two sizes different; you still provoke attacks of opportunity). You can use your Escape Artist modifier in place of your Acrobatics modifier for checks to move through the spaces of creatures closer to you in size and to avoid attacks of opportunity.

Performance Sphere

Dance Package
As a move action, you can move up to half your speed to begin a dance, gaining the benefits of a single (dance) talent you possess. Allies within 10 feet + 5 feet per 5 ranks in this package’s associated Perform skill of you may either spend a move action and move up to half their speed, or take a 5-foot step, to gain the benefits of your dance until the start of their next turn. For every 10 minutes that a dance is maintained, you become fatigued; you cannot begin a dance while exhausted.

Creatures benefiting from your dance (including yourself) are called dancers. You must maintain the dance each round by moving up to half your speed (minimum 10 feet), usually as part of any action spent to move, or it ends at the end of your turn. Movement made as part of a dance still provokes attacks of opportunity.

Performance Mastery
If you possess the (dance) package, whenever you maintain a dance, you may change the (dance) or (instrumental) talent used as part of the action used to maintain the performance. In addition, if you move at least half your speed to begin a dance, you can apply two (dance) talents to the dance instead of one.

Entwining Prance (dance)
All dancers begin to weave closely around nearby opponents. Whenever an enemy enters the threatened area of a dancer, the dancer may spend an attack of opportunity to force the enemy to succeed at a Reflex save or become entangled until they leave all the dancers’ threatened areas (or until the dance ends).

Guarded Twist (dance)
A creature can pick up an item from the ground, retrieve a stored item, sheathe a weapon, or stand up from prone as part of the movement required to join or maintain this dance. Dancers taking the actions listed above do not provoke an attack of opportunity (including when they initially take the action to become a dancer).

Additionally, whenever you begin or maintain a dance with this talent, roll a Perform (dance) check with a circumstance bonus equal to the number of dancers, which cannot exceed your operative ability modifier (minimum +1). All dancers may use your Perform (dance) check result in place of any Acrobatics check to avoid provoking an attack of opportunity for as long as they continue the dance.

If you have at least 6 ranks in the associated skill for this package, the dancers also get a +1 dodge bonus to AC for every 6 ranks you possess.

Synchronized Rhythm (dance) [utility]
Whenever a dancer attempts an Acrobatics check made to balance, jump, soften a fall, or wall hop, Climb check, Escape Artist check made to squeeze, Fly check, Sleight of Hand check, or Swim check, they can choose to use your Perform (dance) bonus when making such a check, gaining a morale bonus equal to the number of dancers within your dance (maximum bonus equal to your operative modifier). Any penalties they are suffering to the check still apply.

Vocation Sphere
Cutpurse (trade) [utility]
You gain Acrobatics, Escape Artist, Sleight of Hand, and Stealth as class skills. If you have at least one ally within reach of your opponent, you gain a +2 circumstance bonus on Sleight of Hand checks against them.

Dungeon Delver (trade) [utility]
You gain Acrobatics, Disable Device, Knowledge (dungeoneering), and Use Magic Device as class skills. You are only considered to have failed by 5 or more on any of these skill checks if you fail by 7 or more.

Gambler (trade) [utility] You gain Appraise, Bluff, Sense Motive, and Sleight of Hand Diplomacy as class skills. You can use your Charisma modifier in place of your Intelligence modifier for Appraise checks

Mage Hunter (trade) [utility]
You gain Disable Device, Disguise, Knowledge (arcana), and Spellcraft as class skills. You can disable magical traps using Disable Device as if you had the trapfinding class feature.

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Spheres of Might
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Martial Trad: Free Runner
1. Athletics: Expanded Training (Leap, Climb)
2. Athletics: Wall Stunt
3. Athletics: Athletics: Dizzying Tumble
4. Athletics: Swift Movement

L1 Canny Scoundrel (Keen Blades)
- Scout Sphere, D: Hidden Eyes, B: Active Camouflage
- Scoundrel Sphere
- Equip: Unarmored Training
L1 - Extra Combat Talent (Scoundrel: Bob & Weave)
L2 - Fencing Sphere

Athletics Sphere

Climb
You retain your Dexterity bonus to AC while climbing and may climb at half your base speed instead of one-quarter and may move at your full speed instead of half speed when taking a -5 penalty. Associated Movement Mode: Climbing. Associated Skill: Climb.

Leap
You may reduce the effective height of any fall by 20 ft. on a successful DC 15 Acrobatics check rather than 10. In addition, the fall is reduced by an additional 10 ft. for every 10 points this check exceeds the target DC. Associated Movement Mode: Jumping. Associated Skill: Acrobatics.

Run
You move five times your normal speed while running if wearing medium, light, or no armor and carrying no more than a medium load, or four times your speed if wearing heavy armor or carrying a heavy load. If you make a jump after a running start (see Acrobatics), you gain a +4 bonus on your check. You retain your Dexterity bonus to your Armor Class while running. Associated Movement Mode: Ground. Associated Skill: Acrobatics. Associated Feat: Run.

Swift Movement
When you have martial focus, while using movement modes associated with the packages you possess, you gain a competence bonus to your speed of +10 ft. When using the (leap) package with this ability, apply the bonus to the maximum distance you may travel while jumping and to your base speed when determining the bonus to Acrobatics checks made to jump granted by your speed even if you are not trained in the (run) package. For every 5 ranks you possess in the skill associated with a movement type, your speed with that movement type increases by an additional 5 ft.

Wall Stunt (leap or run)
If you possess the (leap) package, when jumping or falling, you may make an Acrobatics check to jump as a swift action, provided there is a solid surface other than a ceiling (wall, floor, etc.) adjacent to you at that point. You may treat spaces occupied by creatures of your size or larger as containing such an object but your movement provokes attacks of opportunity as normal. Any fall damage that would be incurred is calculated after removing the height of the swift action jump.

If you possess the (run) package, as long as there is a wall adjacent to you, you may run along the wall for all or part of your movement, including vertically. A square of vertical movement costs two squares of movement. You may treat spaces occupied by creatures of your size or larger as containing a wall, but your movement provokes attacks of opportunity as normal. Doing so bypasses any obstacle on the ground. You must end your movement on the ground as normal; if there is no ground present, you fall.

If you also possess the (climb) package, you may attempt to cling to the wall at the end of your movement. If you possess the (leap) package, you may make Acrobatics checks to jump as part of this movement as normal. If you possess the Mobile Striker talent, you can kick off of a wall for the rest of your movement, gaining a +1 circumstance bonus to your damage roll if you make an attack while airborne. For every 5 ranks in Acrobatics you possess, this bonus increases by +1.

Dizzying Tumble (motion)
Your rapid spins and twists leave a creatures reeling. As long as you move no more than your base speed, when you exit a square adjacent to a hostile creature, that creature must succeed on a Will save or be sickened for one round. If you move no more than half your base speed, they are instead nauseated for 1 round on a failed save; this talent cannot be used with the 5-foot step action. You may not nauseate an individual creature with this talent more than once per hour.

Swift Movement
When you have martial focus, while using movement modes associated with the packages you possess, you gain a competence bonus to your speed of +10 ft. When using the (leap) package with this ability, apply the bonus to the maximum distance you may travel while jumping and to your base speed when determining the bonus to Acrobatics checks made to jump granted by your speed even if you are not trained in the (run) package. For every 5 ranks you possess in the skill associated with a movement type, your speed with that movement type increases by an additional 5 ft.

Fencing Sphere
Fatal Thrust
Whenever you make an attack action or an attack of opportunity against a target that is within 30 ft. and that you are flanking, that is flat-footed, or that has lost its Dexterity bonus to AC (such as through a successful feint), you deal an additional +1d6 precision damage to the target. This damage is not multiplied on a critical hit. This damage increases by an additional 1d6 precision damage for every 5 points of base attack bonus you possess.

A fencer may apply the effects of a single (exploit) talent to any fatal thrust.

Scoundrel Sphere

Swift Hands
You may use your Dexterity in place of your Strength when attempting a dirty trick or steal maneuver and may use your ranks in the Sleight of Hand skill in place of your base attack bonus when determining your combat maneuver bonus to perform a dirty trick or steal maneuver. In addition, you may apply any enhancement bonuses to your unarmed strikes to your dirty trick and steal combat maneuvers.

Marked Target
You may make a melee touch attack against a creature as a swift action; if this attack is successful, the creature is battered and takes a -1 penalty on Perception checks for 1 round. For every 4 ranks in Sleight of Hand you possess, this penalty is increased by 1.

Trick: Whenever you perform a steal or dirty trick combat maneuver, or make a Sleight of Hand check to take an object from a target unnoticed, you may apply one (trick) talent to it. (Trick) talents cannot be applied to maneuvers performed as a free action.

Bob And Weave
As long as you have an ally adjacent to you, you can spend a swift action to have that ally provide you with soft cover until the beginning of your next turn, even if the ally providing soft cover moves. You can use this soft cover to make a Stealth check.

Scout Sphere

Active Camouflage
Whenever you move at least 10 ft. in a round and begin and end your turn in cover or concealment, you gain a competence bonus to Stealth checks equal to 1/2 your ranks in Stealth (minimum 1) for one round. You must end your movement in a different square than the one you started your turn to receive this benefit. If you use the Sniper function of the Stealth skill, the penalty to Stealth checks is reduced by -10 (to a minimum of 0).