Poisoner

Consequences Leatherbottom's page

63 posts. Organized Play character for eddv.


Full Name

Consequences "Connie" Leatherbottom

Race

Halfling HP:18/35 | AC 21 FF 16 T 16 CMB +1 CMD 16 | Per + 10 SM +1 Init +5 | Smokesticks: 3/4 Assault Leader 0/1 Adaptable Luck 0/3

Classes/Levels

uRogue (Escapologist) 4

Gender

Male

Size

Small

Alignment

CG

Deity

Cayden Cailean

Languages

Common Halfling

Occupation

Wool Merchant by Day, Freedom Fighter by night

Strength 8
Dexterity 20
Constitution 14
Intelligence 8
Wisdom 12
Charisma 14

About Consequences Leatherbottom

133118-9 Consequences "Connie" Leatherbottom
Halfling unchained rogue 4 (Pathfinder RPG Occult Adventures 123, Pathfinder Unchained 20)
CG Small humanoid (halfling)
Init +5; Senses Perception +10
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Defense
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AC 23, touch 16, flat-footed 19 (+4 armor, +5 Dex, +1 shield, +1 size)
hp 50 (4d8+12)
Fort +7, Ref +14, Will +7; +2 vs. fear
Defensive Abilities danger sense +1, evasion
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Offense
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Speed 30 ft.
Melee +2 halfling rope-shot +13 (1d4+7) or
dagger +10 (1d3-1/19-20) or
dagger +10 (1d3-1/19-20) or
mwk Cold Iron halfling rope-shot +12 (1d4+5) or
mwk Silversheen halfling rope-shot +12 (1d4+5)
Special Attacks sneak attack (unchained) +2d6
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Statistics
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Str 8, Dex 20, Con 14, Int 8, Wis 12, Cha 14

Base Atk +4; CMB +2 ; CMD 16

Feats Skill Focus: Escape Artist,Stealthy, Iron Will, Weapon Finesse, Weapon Focus: Halfling Rope Shot

Traits equality for all (andoran), fate's favored

Skills Acrobatics +14 (+1 to jump), Bluff +11, Diplomacy +10, Disable Device +22, Escape Artist +27, Perception +17, Stealth +20, Use Magic Device +11 ; Racial Modifiers +2 Bluff, +2 Perception
Languages Common, Halfling

SQ adaptable luck[ARG], debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, elusive +2, fleet of foot, rogue talents (Trap Spotter, occult dungeoneering, weapon trick), unfettered mind

Combat Gear
wand of cure light wounds (50/50)
acid (3)
alchemist's fire
smokestick (4)
star candle firework[UE] (2)

Other Gear
+2 darkleaf cloth studded leather
+1 buckler,
+2 halfling rope-shot
dagger
dagger
Silversheen halfling rope-shot
cold iron halfling rope-shot
Bag of Holding I
cloak of resistance +2
Eyes of the Eagle
alchemist's lab
alexandrite gem (continual flame heightened)
backpack
belt pouch
chalk (10)
concealable thieves' tools[UI]
flint and steel
piton (5)
silk rope (50 ft.)
Scroll of Detect Secret Doors
Scroll of detect traps
Scroll of knock
Scroll of locate object
Sleeves of Many Garments
Travelers Any Tool
Vest of Escape
Wand of CLW

53 gp, 2 sp, 1 cp
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Special Abilities
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Adaptable Luck +3/+2 (3/day) +3 to one ability check, attack, save, or skill check, +2 after the roll.

Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.

Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.

Debilitating Injury: Disoriented -2/-4 (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.

Dirty Fighting Forgo flanking bonus to make combat maneuver not provoke attack of op.

Elusive +2 Can disarm magical traps, and gain a bonus to Disable Device and Escape Artist

Evasion (Ex) If succeed on Reflex save for half dam, take none instead.

Fearless +2 bonus to save vs. fear (stacks with halfling luck).

Improved Feint You can make a Bluff check to feint in combat as a move action.

Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.

Trapfinding: A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.

Unfettered Mind (Su) Remove a mind-affecting effect with Escape Artist at the original DC + 20

Freebooter's Bane (Ex): At 1st level, the freebooter can, as a move action, indicate an enemy in combat and rally her allies to focus on that target. The freebooter and her allies gain a +1 bonus on weapon attack and damage rolls against the target. This ability applies only to allies who can see or hear the freebooter and who are within 30 feet of the freebooter at the time she activates this ability. At 5th level and every 5 levels thereafter (10th, 15th, and 20th level), the bonus increases by 1.

Daylight: Once per day, the Pathfinder field agent can use her wayfinder to cast daylight. This upgrade can be selected more than once. Each additional time it’s selected, the Pathfinder field agent gains another use of the spell per day.

Occult Dungeoneer (Su) (Magic Tactics Toolbox pg. 7): Street thieves in Absalom expect wares to be securely locked, and sometimes it takes high-quality tools and magic training to ensure there’s a meal at the end of the day. A rogue with this ability can use spell-trigger and spell-completion items as if the following spells were on a spell list to which he has access: detect secret doors, detect traps, knock, locate object, and obscure object. If the spell-trigger device allows a wielder to apply his own caster level (such as with a staff ), the rogue may use his class level as his caster level. The rogue may also use knock as a supernatural ability once per day, using his rogue level as his caster level.

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Shopping list:
Circlet of Persuasion (4500)
Belt of Dexterity (4000)
Ring of Swarming Stabs (6000)