Mathezic

Frindlikh Ardig's page

175 posts. Organized Play character for Kludde.


Full Name

Frindlikh Enseir Ardig

Race

Encounter Map

Classes/Levels

Human Loyalist 4 | HP 39/39 | AC 19 (FF 15, T 14) | Init +6 | For +4 Ref +8 Wil +1 | CMD 17 | Perc. + 7 |

Gender

Skills:
Acr +11, App +8, Blf +3, Cli +7, Crf (Untr) +1, Crf (Wea) +6, Dip -1, Ddv +12 (Traps +13), Dsg -1, Esc +11, Fly +4, Itm +3, K(Local) +7, Prc +7, Pfm (Untr) -1, Rid +4, Ssm +4, Slh +11, Sth +11, Srv +0, Swi -3

Alignment

Neutral Good

Languages

Common, Dwarven

Occupation

Weaponsmith

Strength 10
Dexterity 18
Constitution 16
Intelligence 12
Wisdom 10
Charisma 8

About Frindlikh Ardig

Character sheet:

Frindlikh
Male human (Taldan) rogue (unchained, knife master) 5 (Pathfinder RPG Ultimate Combat 72, Pathfinder Unchained 20)
CG Medium humanoid (human)
Init +6; Senses Perception +8
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Defense
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AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 43 (5d8+15)
Fort +4, Ref +8, Will +1
Defensive Abilities blade sense, evasion, uncanny dodge
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Offense
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Speed 30 ft.
Melee +1 kukri +6 (1d4+5/18-20) or
. . mwk cold iron kukri +6 (1d4+2/18-20)
Ranged coat pistol +7 (1d4/×3) or
. . coat pistol +7 (1d4/×3)
Special Attacks sneak attack (unchained) +3d6
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Statistics
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Str 10, Dex 18, Con 16, Int 13, Wis 10, Cha 8
Base Atk +3; CMB +3; CMD 17
Feats Combat Expertise, Improved Feint, Martial Weapon Proficiency (kukri), Two-weapon Fighting, Weapon Finesse
Traits reactionary, vindictive
Skills Acrobatics +12, Appraise +7, Bluff +7, Climb +8, Disable Device +8, Disguise +3, Escape Artist +9, Intimidate +3, Knowledge (local) +9, Linguistics +5, Perception +8, Sense Motive +4, Sleight of Hand +11 (+13 to conceal a light blade), Stealth +12, Swim +6, Use Magic Device +3
Languages Aklo, Common, Hallit
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, hidden blade, rogue talents (firearm training[UC], trap spotter)
Combat Gear wand of cure light wounds, alchemist's fire (2), antitoxin (2), smokestick (2), thunderstone (2), vomit capsule[ACG] (2); Other Gear +1 mithral chain shirt, +1 kukri, coat pistol[UC], coat pistol[UC], mwk cold iron kukri, pellets[UC] (20), hat of disguise, masterwork thieves' tools, powder horn[UC], 861 gp
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Special Abilities
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Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Blade Sense +1 (Ex) +1 dodge bonus to AC vs. attacks made against you with light blades.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
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.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Hidden Blade +2 +2 bonus on Sleight of Hand checks to conceal a light blade.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Sneak Attack (Unchained) +3d8/+3d4 +3d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Vindictive +1 damage against an adjacent opponent who damaged you in the previous round.

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Background:

Lost and saved and lost again. Frindlikh grew up an orphan of the streets of Oppara. Part of a gang called the 'lost boys', it was always alluded that he was somehow special, that the parent he never knew were more than commoners. 'Golden boy' they called him, and golden was his fortune when a rich merchant, spotting his talent with the knife, took him on as a protege and trained him in the Taldorian ways.

What happened since, Frindlikh does not talk about. The merchant, dead. Frindlikh, on the run, beset by enemies. Who were the men that killed his mentor? Ever restless and haunted, aware of his failure, Frindlikh hopes to make amends, to save where he failed, to rebuild what he has lost, to clean his tarnished reputation. His temper restrained by years of professionalism, his thirst for vengeance hidden away deeply behind layers of patience, he seeks to surpass himself, so that one day he can come out ahead.

Personality:

A kid of the streets, Frindlikh hides a rough core under thin layer of veneer. While his upbringing taught him to be a truly graceful fighter, he is definitely not beyond dirty tricks and sneaky manoeuvres. His personality matches his style - when willing, he can be courteous, graceful, patient. Drive him into a corner, however, and Frindlikh will quickly turn into the hissing alley cat he was so familiar with in his youth.

Frindlikhs greatest fear is another failure, and he will do anything to prevent that. He has been taught to be professional, which he holds as his greatest ideal - his flaw being that his temper at times gets the better of him.

About the player:

Thirty-something Dutch citizen and veteran of the outer Planes. A knack for exactness and scientific accomplishment. Haunted by an evil autocorrect function.