Halfling

Garret's page

784 posts. Organized Play character for Magabeus.


Full Name

Garret Greenbottle

Race

| Ac 29 (Mage armor[+4] and Barkskin[+3]) T21 FF 22| Init +8 Fort +9 Ref+13 Will +10 (+2 vs fear & +2 vs enchantment & evasion) | Perception +14 Sense Motive +6 |

Classes/Levels

Ki 2/5 | Reroll 1/1

Gender

hp 52/52, Freedom of movement

Size

Small, 3'3"

Age

27

Alignment

LG

Deity

Erastil

Languages

Halfling - Common, Elven, Gnome

Occupation

Cook

Strength 10
Dexterity 21
Constitution 12
Intelligence 14
Wisdom 14
Charisma 9

About Garret

Pathfinder Society:

Pathfinder ID:24861-2
Faction: Grand Lodge
XP: 13
Prestige Points / Fame: 20 / 26

Chronicles:
1: First Steps 3: A Vision of Betrayal
Starting Gold: 150
GP Gained: 303
Day Job: 20
Items Bought: 435.4
Services Bought: 1.6

Starting PP / Fame: 0/0
Prestige Gained: 2
Prestige Spend: Wand of Mage Armor, 2 PP

2: First Steps, Part I: In Service To Lore
Starting Gold: 36
GP Gained: 417
Day Job: 50
Items Bought: 12.5

Starting PP / Fame: 0/2
Prestige Gained: 2
Prestige Spend: Wand of Cure Light Wounds, 2 PP

3: The Glass River Rescue
Starting Gold: 490.5
GP Gained: 516
Day Job: 10
Items Bought: 1013

Starting PP / Fame: 0/4
Prestige Gained: 2

4: The Frostfur Captives
Starting Gold: 3.5
GP Gained: 502
Day Job: 10
Items Bought: 308.02

Starting PP / Fame: 2/6
Prestige Gained: 2

5: Shades of Ice—Part I: Written in Blood
Starting Gold: 207.48
GP Gained: 500
Day Job: 5
Items Bought: 250

Starting PP / Fame: 4/8
Prestige Gained: 2

6: Shades of Ice - Part II: Exiles of Winter
Starting Gold: 462.48
GP Gained: 503
Day Job: 20

Starting PP / Fame: 6/10
Prestige Gained: 2

7: Shades of Ice - Part III: Keep of the Huscarl King
Starting Gold: 985.48
GP Gained: 1207
Day Job: 50

Items Bought: 301

Starting PP / Fame: 8/12
Prestige Gained: 2

8: Shadow's Last Stand—Part I: At Shadow's Door
Starting Gold: 1941.48
GP Gained: 875
Day Job: 10

Starting PP / Fame: 10/14
Prestige Gained: 2

9: Shadow's Last Stand—Part II: Web of Corruption
Starting Gold:
GP Gained: 1311
Day Job: 5

Items Bought: 4000

Starting PP / Fame: 12/16
Prestige Gained: 2

10: Scions of the Sky Key Part 3: The Golden Guardian - GM
Starting Gold: 142.48
GP Gained: 1910

Starting PP / Fame: 14/18
Prestige Gained: 2

11: Out of Anarchy
Starting Gold: 2052.48
GP Gained: 1205
Day Job: 15

Items Sold: 160
Items Bought: 2376
Services: 50

Starting PP / Fame: 16/20
Prestige Gained: 2
Prestige Spend: 2 Aspis Hunter

12: Trouble in Tamran
Starting Gold: 1006.48
GP Gained: 1853
Day Job: NA

Items Sold: 0
Items Bought: 500

Starting PP / Fame: 16/22
Prestige Gained: 2

13: Faithless and Forgotten Part I: Let Bygones Be
Starting Gold: 2354.48
GP Gained: 1850
Day Job: NA

Items Sold: 0
Items Bought: 4000

Starting PP / Fame: 18/24
Prestige Gained: 2

14: Faithless and Forgotten Part II: Lost Colony of Taldor
Starting Gold: 204.48
GP Gained: 1850
Day Job: NA

Items Sold: 0
Items Bought: 250

Starting PP / Fame: 18/24
Prestige Gained: 2

15: Faithless and Forgotten Part III:
Starting Gold: 1804.48
GP Gained: 1850
Day Job: 5

Items Sold: 0
Items Bought: 250

Starting PP / Fame: 20/26
Prestige Gained:

16: The Heresy of Man III - GM:
Starting Gold: 1804.48
GP Gained: 1850
Day Job: NA

Items Sold: 0
Items Bought: 2906.38

Starting PP / Fame: 20/26
Prestige Gained:

17: From the Tome of Righteous Repose - GM:
Starting Gold: 2035.1
GP Gained: 1615
Day Job: NA

Items Sold: 0
Items Bought: 0

Starting PP / Fame: 20/26
Prestige Gained:

18: Beyond Azlant Ridge:
Starting Gold: 3650.1
GP Gained: 2463
Day Job: 10

Items Sold: 0
Items Bought: 0

Starting PP / Fame: 20/26
Prestige Gained:
Prestige Spend 16

Additional Resources
Archetype: Underfoot Adept – Advanced Race Guide 65
Archetype: Qinggong Monk – Ultimate Magic 51
Equipment: Weapon Blanch, silver - Ultimate Equipment 105
Trait: Equality for All - Halflings of Golarion 30
Trait: Reactionary - Advanced Players Guide 328
Weapon: Hanbo - Adventurer's Armory Inside Cover & 3

Equipment & Expenditures Tracking:

Purchases Chronicle 1
Bedroll - 0.1 gp
Bit and Bridle - 2 gp {Sold chronicle 11}
Bit and Bridle - 2 gp
Blankets*3 - 1.5 gp {Sold chronicle 11}
Dagger (cooking knife) - 2 gp
Explorer's outfit - 10 gp
Flint and Steel - 1 gp
Grappling Hook - 1 gp
Kama, masterwork - 302 gp {Sold chronicle 11}
Mule - 8 gp {Sold chronicle 11}
Pony (Combat Trained) - 45 gp
Pot (Iron) - 0.8 gp
Pouch, belt - 1 gp {Sold chronicle 11}
Rations (ingredients for meals) *10 - 5 gp
Rope (Silk/50 ft.) - 10 gp
Saddle (Military) - 20 gp
Saddle (Pack) - 5 gp {Sold chronicle 11}
Saddlebags - 4 gp
Small Tent - 10 gp
Spell Component Pouch (Herbal pouch for cooking) - 5 gp
Traveller's outfit - 0 gp(free at creation)
Wand of Mage Armor - 2 Prestige Points
- Chronicle 2: 3 charges used
- Chronicle 3: 1 charge used
- Chronicle 4: 1 charge used
- Chronicle 5: 1 charge used
- Chronicle 7: 2 charges used
- Chronicle 8: 1 charge used
- Chronicle 9: 1 charge used
- Chronicle 12: 2 charges used
- Chronicle 13: 2 charges used
- Chronicle 14: 2 charges used
- Chronicle 15 (current): 2 charges used

Services Chronicle 1
Donation to Shrine: 0.6 gp
Tavern expenses: 1 gp

Purchases Chronicle 2
Acid - 10 gp
Bandolier - 0.5 gp {Sold chronicle 11}
Chest, small - 2 gp
Wand of Cure Light Wounds - 2 Prestige Points
- Chronicle 3: 1 charge used
- Chronicle 5: 1 charge used
- Chronicle 12: 3 charges used
- Chronicle 14: 3 charges used
- CURRENT: 8 charges used

Purchases Chronicle 3
Cloak of Resistance +1 - 1000 gp, made available on Chronicle 1
Shuriken (20), Cold Iron - 8 gp
Chronicle 3: 10 used (Blanch)
Chronicle 6: 8 used
Shuriken (10), Cold Iron + Silver (Blanch) - 0 gp {Chronicle 3 & 3)
Weapon Blanch (Silver) - 5 gp {Used on 10 Cold Iron Shuriken}

Purchases Chronicle 4
Cold weather outfit - 8 gp
Potion of Darkvision - 300 gp
Whetstone - 0.02 gp

Purchases Chronicle 5
Wayfinder - 250 gp

Purchases Chronicle 7
Masterwork Sling - 300 gp
Cold Iron Bullets - 1 gp

Purchases Chronicle 9
Agile Amulet of Mighty Fists - 4000 gp

Purchases Chronicle 11
Handy Haversack - 2000 gp
Ioun Torch - 75 gp
Masterwork Hanbo - 301 gp

Services Chronicle 11
Various bribes: 50 gp

Purchases Chronicle 12
Ioun Stone (dusty rose prism, cracked) - 500 gp

Services Chronicle 12
Inn and tavern costs: 5 gp

Purchases Chronicle 13
Belt of Amazing Dexterity +2 - 4000 gp

Purchases Chronicle 14
Jewelry - 50 gp
Sleeves of Many Garments - 200 gp

Purchases Chronicle 16
Liquid Ice (2) - 80 gp
Oil of Bless Weapon (2) - 100 gp
Oil of Daylight - 750 gp
Potion of Fly - 750 gp
Potion of Lesser Restoration - 300 gp {Used chronicle 18}
Scroll of Comprehend Languages (4) - 100 gp
Scroll of Glitterdust - 150 gp
Scroll of See Invisibility - 150 gp
Smelling Salts (2) - 50 gp
Smoked Goggles - 10 gp
Sunrod (5) - 10 gp
Torches (8) - 0,08 gp
Vermin Repellent (10) - 50 gp
Waterskin - 1 gp
Wismuth Salix (2) - 60 gp

Purchases Chronicle 18
Raise Dead - 16 PP
estoration to remove negative level - 4 PP
Restoration to remove negative level - 4 PP
Scroll of Lesser Restoration (2) - 0 gp
Wand of Identify (22) - 330 gp

Leveling Choices:

Level 1
Ability Point Buy: STR 12, DEX 16, CON 12, INT 14, WIS 14, CHA 7
Race: Halfling
Gender: Male
Alignment LG
Favored Class: Monk
Deity: Erastil
Trait: Equality for All
Trait: Reactionary
Feat: Weapon Finesse
Bonus Language: Elven, Gnome
Class: Monk
Archetypes: Qinggong Monk & Underfoot Adept
Favorite Class Bonus: +1 HP
Skill Points: 4 Class + 2 INT
- Acrobatics
- Climb
- Perception
- Profession (Cook)
- Sense Motive
- Stealth
Level 2
Class: Monk
Monk Bonus Feat: Combat Reflexes
Favorite Class Bonus: +1 HP
Skill Points: 4 Class + 2 INT
- Acrobatics
- Escape Artist
- Knowledge (Local)
- Knowledge (Nature)
- Perception
- Stealth
Level 3
Class: Monk
Favorite Class Bonus: +1 HP
Feat: Vicious Stomp
Skill Points: 4 Class + 2 INT
- Acrobatics
- Escape Artist
- Knowledge (Religion)
- Knowledge (Planes)
- Perception
- Stealth
Level 4
Ability Increase: Dexterity
Class: Monk
Favorite Class Bonus: +1 HP
Skill Points: 4 Class + 2 INT
- Acrobatics
- Escape Artist
- Knowledge (History)
- Knowledge (Local)
- Perception
- Stealth
Level 5
Class: Monk
Favorite Class Bonus: +1 HP
Feat: Ki Throw
Skill Points: 4 Class + 2 INT
- Acrobatics
- Escape Artist
- Escape Artist
- Knowledge (local)
- Perception
- Stealth
Level 6
Class: Monk
Favorite Class Bonus: +1 HP
Bonus Feat: Dodge
Skill Points: 4 Class + 2 INT
- Acrobatics
- Climb
- Climb
- Escape Artist
- Perception
- Stealth
Level 7
Class: Monk
Favorite Class Bonus: +1 HP
Feat: Combat Expertise
Skill Points: 4 Class + 2 INT
- Acrobatics
- Climb
- Escape Artist
- Perception
- Stealth
- Swim

Expected Feat Progression
9: Greater Trip
10: (Monk Bonus) Improved Critical
11:

Background:

Garret is from Andorran origin, where he was apprenticed to a chef of a good restaurant.

After learning the basics of cooking Garret soon found out that some suppliers wouldn't exactly deliver on their agreements. Fish sometimes wasn't exactly the catch of the day and stuff like that.

After sharing this with the chef Garret was asked to find out more, luckily he is quite nimble and can go about in an unobtrusive manner. Garret reported back to his employer and the contract with the supplier was broken.

Garret's approach to live is an approach where he finds it very important to deliver on one's promises. A deal is a deal and if everyone would just follow their agreements the world would be a better place. This matches his approach to cooking; the famous chef's had an idea when they created their recipes, we should follow these to the letter. Great cooking is perfectly replicating a great dish every time you cook.

Garret has recently arrived in Absalom and hopes to improve his cooking skills further in the city. He joined the Pathfinder Society to contribute to a society that believes in the greater good whille agreements are followed.

Combat:

AC 20, touch 20, flat-footed 14 (+1 size, +5 Dex, +2 Wis, +1 Monk, +1 Dodge)
hp 52 (7d8+14)
Fort +8 (+5 Monk, +1 Con, +1 Racial, +1 Resistance)
Ref +12 (+5 Monk, +5 Dex, +1 Racial, +1 Resistance)
Will +9 (+5 Monk, +2 Wis, +1 Racial, +1 Resistance)
Save modifiers: +2 vs. fear, +2 vs enchantment
BaB +5
Flurry of Blows +3/+3
Size Modifier +1
CMB Trip = +16 (+7 Maneuver Training +5 Dex +2 Improved Trip +0 Size +2 gauntlets)
CMD Non-trip = 23 (10 +5 BaB +0 STR + 5 DEX +2 WIS +1 Monk -1 Size +1 Dodge)
CMD Trip = 26 (10 +5 BaB + 0 STR +5 DEX +2 WIS +1 Monk +0 Size +2 Improved Trip +1 Dodge)

Speed 40 ft.
Melee Unarmed +11 (1d6+5), Flurry +11/+11/+6, Trip +16, Flurry Trip +14/+14/+9

Ranged shuriken (cold iron) +11 (1d1), Flurry +11/+11/+6 10ft range increment
Ranged Mwk sling +12 (1d3), 50ft range increment

Melee Dagger (small) +11 (1d3/19-20)
Ranged dagger (small/thrown) +10 (1d3/19-20)
Dagger should be considered as a cooking knife and will most probably not be used in combat

Aspis Hunter: +1 on attack and damage rolls vs Aspis agents
+1 on CMB vs large opponents

Space 5 ft.; Reach 5 ft.
Special Attacks Flurry of Blows (same as on normal melee attacks)
Evasion: If you succeed at reflex for half damage, instead take none

Abilities:

Boons
Chronicle 3: Crisis Averted: You rescued the dwarven emissaries and helped to mitigate a developing crisis. When the Pathfinder's expedition pays off, certainly the society will remember your contribution.
Chronicle 6: Dragonkiller:You defeated Aralantryx, the Shadow Lodge’s enslaved white dragon, and gained special insight into how to kill others of her kind. You may add an extra 1d6 points of damage to a single damage roll made against a true dragon at any time in the future. This damage stacks with other bonus damage such as sneak attack and is not multiplied on a critical hit. When this bonus has been used, cross Dragonkiller off your Chronicle sheet.
Chronicle 7: Snowmask Induction (Su): You allied with the Snowmask Clan and returned Jedrek’s Shard to its place of honor beside Ranulf’s body. In thanks, you are ritually inducted into the Snowmask Clan with the title Snowmask Brother or Snowmask Sister. As part of this mystic ceremony, you gain the permanent benefits of endure elements but only in cold and only to temperatures of 0 degrees F and above; you gain no bonuses in extreme heat. This is a supernatural ability.
Chronicle 9: Spider's Captor: Rather than simply kill the treacherous criminal mastermind and Shadow Lodge agent known as the Spider, you brought her in alive to stand trial for her crimes before the lawful authorities of Andoran. In thanks for your contribution to the process of bringing her to justice, you gain an official writ of appreciation from the People's Council granting you a +5 bonus on any Diplomacy Check made to influence a government official within the nation of Andoran.
Chronicle 10: Scholar of Ashkurhal: Studying the murals of Ashkurhall opened your subconscious mind to ancient dwarven secrets. Whenever you are examining architecture, objects, or writing of dwarven origin, you either gain a +1 bonus on any Appraise, Knowledge, or Linguistics check involved, or you can substitute your Perception or Sense Motive bonus for the check. You can cross this boon off your Chronicle sheet as a free action in order to apply its benefits when examining architecture, objects, or writing of any origin for the duration of the scenario.
Chronicle 10: Sky Key Component (Sargava): You have recovered one of the five lost components of the strange relic known as the Sky Key. This piece once belonged to Sigrin, who founded the now abandoned settlement of Ashkurhall in the Bandu Hills.
Chronicle 10: Stinkeye's Friend: Playing with a domesticated basilisk has taught you to be careful around creatures with gaze attacks. When you are subjected to a gaze attack, you can cross this boon off your Chronicle sheet to gain a +4 insight bonus on a saving throw to avoid the gaze’s effects.
Chronicle 10: Vanei's Friend: You have befriended Vanei Thaskin, who now works as an informant for the Pathfinder Society. Once per scenario, you can recall information Vanei provided in order to reroll a failed Bluff, Diplomacy, or Knowledge check pertaining to the Aspis Consortium. If the second check fails, cross this boon off your Chronicle sheet; your reckless use of Vanei’s information has compromised her cover and led to her capture.
Chronicle 11: Skillful Barterer: Your experience bartering in Pezzack prepares you to negotiate without coin. Once during a scenario, while in a settlement of at least 100 people, you may trade up to 300 gp worth of non-magical equipment for non-magical equipment of equivalent value. You may not receive coins, gems, or other money as a part of this trade. After you use this boon, cross it off your chronicle sheet.

Monk
Evasion (Ex): At 2nd level or higher, a monk can avoid even magical and unusual attacks with great agility. If a monk makes a successful Ref lex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Fast Movement (Ex): +10 ft At 3rd level, a monk gains an enhancement bonus to his base speed, as shown on Table 3–10. A monk in armor or carrying a medium or heavy load loses this extra speed.
Maneuver Training (Ex): At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.
Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.
Ki Pool (Su): At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.
At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
By spending 1 point from his ki pool, a monk can make one additional attack at his highest attack bonus when making a flurry of blows attack.
In addition, he can spend 1 point to increase his base speed by 20 feet for 1 round.
Finally, a monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Each of these powers is activated as a swift action. A monk gains additional powers that consume points from his ki pool as he gains levels.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

bigger]Prestige Awards[/bigger]
Aspis Hunter (Fame 20, 2 PP) You gain special training in foiling the efforts of the Society’s largest external enemy, the Aspis Consortium. You gain a +1 bonus on attack rolls and on weapon damage rolls against Aspis agents who wear clearly visible insignia showing their affiliation and rank.

Underfoot Adept (Monk)
Underfoot Grace (Ex): At 1st level, an underfoot adept uses his size and grace to avoid the attacks of those he passes. When using the Acrobatics skill to avoid attacks of opportunity by moving through a threatened area or an enemy's space, he only takes a –5 penalty when doing so at full speed, instead of the normal –10 penalty. This ability replaces the bonus feat gained at 1st level.
Underfoot Trip (Ex): At 1st level, an underfoot adept learns a number of maneuvers and grabs that can cause even the largest opponents to stumble and fall. He gains Improved Trip as a bonus feat, even if he does not meet the requirements. At 4th level, and every four levels thereafter, he acts as if he is one size larger for the purposes of determining the maximum size of creatures he can trip and when determining his CMB and CMD for purposes of a trip combat maneuver. This ability replaces stunning fist.
Improved Underfoot Grace (Ex): At 5th level, an underfoot adept's ability to avoid attacks of opportunity against those he passes improves. When using the Acrobatics skill to avoid attacks of opportunity, while moving through a threatened area or through an enemy's space, he takes no penalty when doing so at full speed. This ability replaces high jump.

Traits:
Equality for All: Even when facing foes much larger than yourself, you still embody the Andoran ethos of liberty. You gain a +2 trait bonus to your CMB and your CMD when facing opponents who are at least two sizes larger than you.

Reactionary

Skills:

Modifiers between brackets are on top of original modifier
Total modifier = ranks + ability + class skill + check penalty
Acrobatics +17 = 7 + 5 +3 +2 racial
Appraise +2 = 0 +2
Bluff -1 = 0 -1
Climb +9 = 4 +0 +3 +2 racial
Craft (Untrained) +2 = 0 +2
Diplomacy -1 = 0 -1
Disguise -1 = 0 -1
Escape Artist +15 = 7 +5 +3
Fly +7 = 0 +5 +2 size
Heal +2 = 0 +2
Intimidate -1 = 0 -1
Knowledge (history) +6 = 1+2+3
Knowledge (local) +5 = 3+2+0
Knowledge (nature) +3 = 1+2+0
Knowledge (religion) +6 = 1+2+3
Knowledge (planes) +3 = 1+2+0
Perception +14 = 7 +2 +3 +2 racial
Perform (Untrained) -1 = 0 -1
Profession (Cook) +6 = 1 +2 +3
Ride +6 = 1 +5
Sense Motive +6 = 1 +2 +3
Stealth +19 = 7 +5 +3 +4 size
Survival +2 = 0 +2
Swim +4 = 1 +0 +3

Posessions:

Body
Explorer's outfit
Agile Amulet of Mighty Fists Neck
Cloak of Resistance +2 Shoulders
Wayfinder Slotless with Ioun Stone (dusty rose prism)
Ioun torch Slotless
Ioun Stone (dusty rose prism, cracked)
Belt of Amazing Dexterity +2 Belt
Sleeves of Many Garments Wrists
Gauntlet of the Skilled Maneuver (Trip) Hands
Ring of Protection +1 (Ring)

Weapons
Shuriken, cold iron * 2
Shuriken, cold iron + silver blanch * 10
Masterwork Sling
- Sling Bullets Cold Iron * 48
Masterwork Hanbo

Handy Haversack with
Acid
Alchemist's Fire (2)
Alkali Flask (2)
Antiplague (2)
Antitoxin (2)
Cork Vest
Earplugs (10)
Holy Water (2)
Liquid Ice (2)
Oil of Bless Weapon (2)
Oil of Daylight
Potion of Fly
Scroll of Comprehend Languages (4)
Scroll of Glitterdust
Scroll of Lesser Restoration (2)
Scroll of See Invisibility
Smelling Salts (2)
Smoked Goggles
Sunrod (5)
Torches (8)
Vermin Repellent (10)
Waterskin
Wismuth Salix (2)
Bedroll
Cold weather outfit
Dagger (cooking knife)
Grappling Hook
Jewelry (50 gp)
Pot (Iron)
Potion of Daylight
Rations (ingredients for meals) *10
Rope (Silk/50 ft
Small Tent
Spell Component Pouch (Herbal pouch for cooking)
Traveling outfit
Wand of Cure Light Wounds (42 charges)
Wand of Identify (22)
Wand of Mage Armor (30 charges)
Whetstone

Rolf - Pony (Combat Trained) with
Bit and Bridle;
Saddle (Military)
Saddlebags

Found during scenario

Used in scenario
Wand of CLW: 10
Wand of Mage Armor: 4