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Erasmo Oakkeg's page

165 posts. Alias of Sir Longears.


Race

| HP: 59/60 | AC: 23 (16 Tch, 18 Fl) | CMB: +8*, CMD: 18* | F: +4, R: +10, W: +4 | Init: +6 | Perc: +11*, SM +7

Classes/Levels

| Speed 20 ft. | Active conditions: none.

Gender

Male N halfling swashbuckler (mouser) 5/halfling opportunist 1

Size

Small

Age

47

Alignment

N

Deity

Pharasma

Location

Korvosa

Languages

Common, Dwarven, Halfling, Shoanti, Sign Languages, Varisian

Strength 8
Dexterity 18
Constitution 14
Intelligence 13
Wisdom 10
Charisma 16

About Erasmo Oakkeg

Sheet:
Erasmo Oakkeg
Male halfling swashbuckler (mouser) 5/halfling opportunist 1
N Small humanoid (halfling)
Initiative +4; Senses Perception +11

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DEFENSE
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AC 23, touch 16, flat-footed 18 (+5 armor, +4 Dex, +1 dodge, +2 shield, +1 size)
hp 60 (6 HD; 5d10+1d8+12+9)
Fort +4, Ref +10, Will +4
Defensive Abilities charmed life 3/day, dodging panache, halfling luck, nimble +1
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OFFENSE
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Speed 20 ft.
Melee mw short sword +13 (1d4+10/17-20)
Melee dagger +12 (1d4+10/17-20)
Ranged dagger +12 (1d4+5/17-20) [10 ft]
Special Attacks exploitive maneuver, panache (3), precise strike, quick steal, underfoot assault

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STATISTICS
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Str 8 (-1), Dex 18 (+4), Con 14 (+2), Int 13 (+1), Wis 10 (+0), Cha 16 (+3)
Base Atk +5; CMB +8 (+10 with deft maneuvers, +14 with dirty trick); CMD 18 (20 vs. deft maneuvers, 22 vs. dirty trick)
Feats
Free: Agile Maneuvers, Combat Expertise, Deadly Aim, Power Attack
1: Deft Maneuvers (bonus), Quick Draw
3: Weapon Focus (light blades)
4: Fencing Grace
5: Cautious Fighter
Skills 37 ranks; 12 background
Acrobatics +15 (6 ranks, 3 class skill, 4 Dex, 2 racial)
<> -4 to jump (due to slower base speed)
<> +5 to move through the spaces of larger foes (Underfoot Agility, Underfoot Dodger)
Appraise +5 (1 rank, 3 class skill, 1 Int)
Bluff +12 (6 ranks, 3 class skill, 3 Cha)
<> +6 vs. city officials or guards (Korvosa Corruption)
Climb +16 (1 rank, 3 class skill, 4 Dex, 2 racial, 1 trait, 5 competence)
Diplomacy +8 (1 rank, 3 class skill, 3 Cha)
<> +2 vs. citizens of Korvosa (commendations)
<> +3 to gather information (Korvosa Lore)
<> +5 vs. government officials (Korvosa Law)
Disable Device +18 (6 ranks, 3 class skill, 4 Dex, 1 trait, 2 circumstance, 2 competence)
Intimidate +3 (3 Cha)
<> +5 to force an opponent to act friendly (Korvosa Law)
Knowledge (local) +5 (1 rank, 3 class skill, 1 Int)
Linguistics +9 (5 ranks, 3 class skill, 1 Int)
Perception +11 (6 ranks, 3 class skill, 0 Wis, 2 racial)
Profession (guard) +7 (4 ranks, 3 class skill, 0 Wis)
Sense Motive +7 (4 ranks, 3 class skill, 0 Wis)
Sleight of Hand +11 (2 ranks, 3 class skill, 4 Dex, 2 competence)
Stealth +17 (6 ranks, 3 class skill, 4 Dex, 4 racial)
<> +6 on the streets of Korvosa (Korvosa Corruption)
Traits Helpful, Trap Finder
Languages Common, Dwarven, Halfling, Infernal, Shoanti, Sign Languages, Skald, Varisian
SQ derring-do, keen senses, kip-up, sure-footed, swashbuckler initiative, swashbuckler weapon training +1, trap spotter, underfoot dodger
Favored Class swashbuckler (+5 skill points)
Retraining hit points (+9 hp, max +19)

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EQUIPMENT
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Weapons dagger [4], mw short sword, sling
Worn burglar's buckler, +1 mithral chain shirt
Slotted Items gauntlets of skilled maneuver (dirty trick), ring of climbing
Wands, Rods, Etc -
Backpack mw thieves' tools, spider's silk rope [50 ft.]
-Consumables: -
Belt Pouch 457 gp, 9 sp
Other belt pouch, diving suit, swim fins

Carrying Capacity
Total Carried Weight: 15.75 lbs. (11.25 [combat]/4.5 [other gear])
Light Load: 20 lbs.
Medium Load: 40 lbs.
Heavy Load: 60 lbs.
Lift Over Head: up to 60 lbs.
Lift: up to 120 lbs.
Push or Drag: up tp 300 lbs.

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SPECIAL ABILITIES
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Cautious Fighter (feat) When fighting defensively or using total defense, Erasmo's dodge bonus to AC increases by 2.
Charmed Life (Ex) As an immediate action before attempting a saving throw, Erasmo can add his Charisma modifier to the result of the save. He must choose to do this before the roll is made.
Deft Maneuvers (feat) Erasmo does not provoke an attack of opportunity when performing a dirty trick, disarm, reposition, steal or trip combat maneuver and can make a Bluff check to feint in combat as a move action. In addition, he receives a +2 bonus on checks made to attempt these combat maneuvers. Erasmo also receive a +2 bonus to his Combat Maneuver Defense when an opponent tries one of these combat maneuvers on him.
Derring-Do (Ex) Erasmo can spend 1 panache point when he makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. He can do this after he makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. Erasmo can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Dexterity modifier.
Dodging Panache (Ex) When an opponent attempts a melee attack against Erasmo, he can as an immediate action spend 1 panache point to move 5 feet; doing so grants him a dodge bonus to AC equal to his Charisma modifier against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if he 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. Erasmo can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Excellent Aid (Ex) Erasmo has an amazing talent for getting the most out of those who assist him. Increase the bonus he gets from aid another by +1. This increase does not apply to when he uses aid another to help others, only when others aid him.
Exploitive Maneuver (Ex) Erasmo can use an enemy’s actions in combat for his own gain, as if the opponent were using aid another to assist him, giving him a bonus on his next skill check, attack roll, or to AC against the next attack. The enemy must be able to reach Erasmo, and he must activate this ability as an immediate action and succeed at a combat maneuver check against the enemy’s CMD; at the GM’s discretion, Erasmo can substitute another ability score modifier for his Strength modifier when making his combat maneuver check (such as using Dexterity for an agility-related action or Charisma for a social-related action). If Erasmo succeeds at this combat maneuver check, he adds the aid another bonus to his action on his next turn and subtracts that bonus from the enemy’s roll for that action. Note that if the combat maneuver check is successful, the outcome of the enemy’s roll is irrelevant to this ability.
Helpful (trait - race) Whenever Erasmo successfully performs an aid another action, he grants his ally a +4 bonus instead of the normal +2.
Indomitable Faith (trait - faith) Erasmo gains a +1 trait bonus on Will saves.
Kip-Up (Ex) While Erasmo has at least 1 panache point, he can kip-up from prone as a move action without provoking an attack of opportunity. He can kip-up as a swift action instead by spending 1 panache point.
Panache (Ex) At the start of each day, Erasmo gains a number of panache points equal to his Charisma modifier. His panache goes up or down throughout the day, but usually cannot go higher than this, though feats and magic items can affect this maximum. Erasmo spends panache to accomplish deeds, and regains panache in the following ways. Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time Erasmo confirms a critical hit with a light or one-handed piercing melee weapon, he regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half his character level doesn’t restore panache. Killing Blow with a Light or One-Handed Piercing Melee Weapon: When Erasmo reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, he regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half his character level to 0 or fewer hit points doesn’t restore any panache.
Quick Steal (Ex) As a swift action Erasmo can spend 1 panache point when he hits a foe larger than his size with a light or one-handed piercing melee weapon to attempt a steal combat maneuver check against the creature he hit. Using this deed does not provoke an attack of opportunity.
Nimble (Ex) Erasmo gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes her to lose this dodge bonus.
Precise Strike (Ex) While he has at least 1 panache point, Erasmo gains the ability to strike precisely with a light or one-handed piercing melee weapon, adding his swashbuckler level to the damage dealt. To use this deed, Erasmo cannot attack with a weapon in his off hand or use a shield other than a buckler. He can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of him. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit. As a swift action, Erasmo can spend 1 panache point to double his precise strike's damage bonus on the next attack. This benefit must be used before the end of his turn, or it is lost.
Swashbuckler Initiative (Ex) While Erasmo has at least 1 panache point, he gains a +2 bonus on initiative checks. In addition, if his hands are free and unrestrained, and he has any single light or one-handed piercing melee weapon that isn’t hidden, he can draw that weapon as part of the initiative check.
Swashbuckler Weapon Training (Ex) Erasmo gains a +1 bonus on attack and damage rolls with one-handed or light piercing melee weapons. While wielding such a weapon, he gains the benefit of the Improved Critical feat.
Trap Finder (trait - campaign) Erasmo gains a +1 trait bonus on Disable Device checks, and that skill is always a class skill for him. In addition, he can use Disable Device to disarm magic traps, like a rogue.
Trap Spotter (Ex) Whenever Erasmo comes within 10 feet of a trap, he can attempt an immediate Perception check to notice the trap. This check should be made in secret by the GM.
Underfoot Assault (Ex) If a foe whose size is larger than Erasmo’s is adjacent to him and misses him with a melee attack, he 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 his movement the next round, and it doesn’t provoke attacks of opportunity. While Erasmo is within a foe’s space, he is considered to occupy his square within that foe’s space. While Erasmo is within his foe’s space, the foe takes a –4 penalty on all attack rolls and combat maneuver checks not made against Erasmo, and all of his allies that are adjacent to both the foe and Erasmo are considered to be flanking the foe. Erasmo is considered to be flanking the foe whose space he is within if he is adjacent to an ally who is also adjacent to the foe. Erasmo can move within his 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 Erasmo is no longer in its space, the movement provokes an attack of opportunity from him.
Underfoot Dodger (Racial) Erasmo does not treat crowd squares as difficult terrain and they gain a +5 bonus on Acrobatics checks to move through the spaces of larger foes.

Background:
Erasmo was born in outskirts of the dwarven city of Janderhoff in a halfling family of pig farmers, the Luducks, and the sausages produced in the farm were famous among the dwarves. Erasmo had two older brothers and even if his older brother would eventually inherit the farm, the business was so prosperous that there would be enough work and room for him... but that simply wasn't that exciting for the young Erasmo.

As soon as he was considered an adult, the famous halfling wanderlust hit him hard so Erasmo decided to leave his family behind and follow a group of young dwarves who were looking for some "adventuring". In Erasmo's mind, they'd be famous and rich and he would live a completely different live than his "boring parents and brothers". He was correct about the last part, but it was certainly not what he had expected... by a mile.

A couple weeks after leaving Janderhoff, Erasmo's party was ambushed by a group of giants who were looking for some fun. His dwarven companions fought hard but were quickly slaughtered, since there was no lost love between dwarves and giants, but Erasmo was captured to serve as a slave.

Poor Erasmo spent his next seventeen years working as a house slave for Hrogar the Giant and the amount of suffering, humiliation, and abuse he suffered were almost unbearable. Erasmo thought about ending his live several times, but his hatred for Hrogar was so immense that he could not do it, not until he was able to have some revenge. After so many years, his opportunity presented itself during a negotiation that went poorly between Hrogar and a group of orcs and during the fight Erasmo was able to free himself and grab a knife (almost the size of a short sword for him) and jump on Hrogar's leg with ferocity, climbing the giant and stabbing him repeatedly. The fight was so chaotic that Erasmo was even able to escape the orcs, even if he was just planning on having his revenge.

A couple days later, Erasmo was found by a group of Skoan-Quah Shoanti, almost starved and wounded, roaming the Cinderlands while carrying two things with him: a bloodied giant-sized knife and a single giant testicle. Erasmo recovered from his wounds and even lived among the Shoanti for a couple years before he decided to "return to the civilization", accompanying Yazi, one of his friends he made among the Shoanti. Yazi was returning to Korvosa so Erasmo decided to go with her, since he was not ready to return to Janderhoff and meet his family... he would not admit his utter failure in live and return home with his tail between his legs.

Erasmo have lived in Korvosa for the last eight years, jumping from one job to another. Life is not easy, but it wasn't for a long time. He is not a good person, but isn't bad either... he takes care of himself, he helps his few friends and make sure to make the lives of his enemies as miserable as possible.

Appearance:
Erasmo is almost middle aged at 47 years old, with 3'2" of height and weighting around 35 lbs. Erasmo has quite a fit body, even if not stronger than a regular halfling. His hair is black as is his goatee, which is an uncommon feature in a halfling, since most of his kin can only grow sideburns, and his skin is quite weathered from his countless years as a servant. On his right hand there is an spiral tattoo, which represents his faith of Pharasma, an acquired trait from his time among the Shoanti.

Due to his profession, Erasmo prefers to be always prepared for anything. He usually wears his mithral shirt under his clothes, as well as a large leather belt and a brown cloak, which helps him to hide his weapons.

Personality:
Erasmo is somewhat quiet, always preferring to hear instead of talk and he hates to be the center of attentions. He isn't fast to make friends, but can be fiercely loyal to the few lucky ones. Knowing how quickly one's fortune can change, Erasmo tends to enjoy the present instead of worrying about the future.

In general, Erasmo has a mindset that the world owes him for his time as a slave and different than many halflings, he dislikes Desna, thinking that she also owes him for all the bad luck in his life.