Pirate Queen

Greta Lightfoot's page

58 posts. Organized Play character for Stiehle.


Full Name

Greta Lightfoot

Race

NG Female Halfling Rogue 1 | Perception: +5 | HP: 11 (of 15) | Speed: 25' | Stealth: +5 | Class DC: 15 | AC 16, TAC 15 | Fort +2, Reflex+6, Will +5 | Hero Points: 1

Classes/Levels

Abilities/Spells Used:
0 (of 1 Halfling Luck)
Buffs/Conditions*:
None

Size

At only 2'8" tall and maybe 30 lb. in wet clothes, this halfling lass never knew her parents and grew up in a circus, which sounds a lot more fun than it really is. But despite the long hours and hard labor, she learned a few very useful skills.

Special Abilities

Now a rogue trained in acrobatics and thievery, Greta is also a Pathfinder at the tender age of 19 . She wears leather armor and wields a shortsword and hand crossbow when there is trouble, and is adept at disguising herself as a human child at need.

About Greta Lightfoot

Neutral Good | Female | Halfling
Small | Acrobat | Rogue 1
Pathfinder Society #260381-1501

Strength 8 [-1] Constitution 12 [+1] Dexterity 18 [+4]
Wisdom 16 [+3] Intelligence 10 [+0] Charisma 14 [+2]

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General Stats

Hit Points 15

Hero Points 1

Class DC 15
(10 + Level + DEX)

Normal Speed 25 ft.
Modified Speed 25 ft.

Perception +5
(WIS [3] + Prof [Expert 2])

Fort Save +2
(CON [1] + Prof [Trained 1])
Reflex Save +6
(DEX [4] + Prof [Expert 2])
Will Save +5
(WIS [3] + Prof [Expert 2])

Save Notes None

Armor Class 16
(DEX [4] + Prof [Trained 1] + Armor [1])

Touch Armor Class 15
(DEX [4] + Prof [Trained 1] + Armor [0])

AC Notes Leather (Light Armor, AC Bonus +1, TAC +0, DEX Cap +6 ACP -, Speed Penalty -)

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Attacks

Melee Strikes
Shortsword (1 Hand, Agile, Finesse, Versatile S)
+5 attack, 1d6+4 P damage
(DEX [4] + Prof [Trained 1])

Light Mace (1 Hand, Agile, Finesse, Shove)
+5 attack, 1d4+4 B damage
(DEX [4] + Prof [Trained 1])

Dagger (1 Hand, Agile, Finesse, Versatile S)
+5 attack, 1d4+4 P damage
(DEX [4] + Prof [Trained 1])

Sap (1 Hand, Agile, Nonlethal)
+5 attack, 1d6+4 B damage
(DEX [4] + Prof [Trained 1])

Ranged Strikes
Hand Crossbow (1 Hand, Reload 1, Range 60')
+5 attack, 1d6 P damage
(DEX [4] + Prof [Trained 1])

Dagger (1 Hand, Agile, Finesse, Thrown 10', Versatile S)
+5 attack, 1d4-1 P damage
(DEX [4] + Prof [Trained 1])

Combat Notes Add DEX modifier to damage instead of STR when attacking with an agile or finesse one-handed weapon (Finesse Striker ability); add +1d6 precision damage against a flat-footed creature when making a ranged strike or with an agile or finesse melee or thrown weapon (Sneak Attack ability); on the first round of combat, creatures that haven't acted are considered flat-footed (Suprise Attack ability).

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Skills

Acrobatics* +5
(DEX [4] + Prof [Trained 1])

Arcana -4
(INT [0] + Prof [Untrained -4])

Athletics* +0
(STR [-1] + Prof [Trained 1])

Crafting* -4
(INT [0] + Prof [Untrained -4])

Deception* +3
(CHA [2] + Prof [Trained 1])

Diplomacy* +3
(CHA [2] + Prof [Trained 1])

Intimidation* -2
(CHA [2] + Prof [Untrained -4])

Lore (Circus) +1
(INT [0] + Prof [Trained 1])

Lore (Underworld) +1
(INT [0] + Prof [Trained 1])

Medicine -1
(WIS [3] + Prof [Untrained -4])

Nature -1
(WIS [3] + Prof [Untrained -4])

Occultism -4
(INT [0] + Prof [Untrained -4])

Performance* +3
(CHA [2] + Prof [Trained 1])

Religion -1
(WIS [3] + Prof [Untrained -4])

Society* +1
(INT [0] + Prof [Trained 1])

Stealth* +5
(DEX [4] + Prof [Trained 1])

Survival +4
(WIS [3] + Prof [Trained 1])

Thievery* +5
(DEX [4] + Prof [Trained 1])

*Signature Skills

Languages Common, Halfling

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Class Abilities

Finesse Striker When attacking with an agile or finesse one-handed melee weapon, the rogue adds Dexterity modifier to damage instead of Strength modifier.

Sneak Attack (+1d6) The rogue deals additional damage to flat-footed creatures. When using the Strike action against a flat-footed creature with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged attack, deal extra precision damage. For a ranged attack with a thrown weapon, that weapon must also be agile or finesse.

Surprise Attack On the first round of combat, creatures that haven't acted are considered flat-footed to the rogue.

Proficiencies Trained in all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and shortsword. Trained in light armor.

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Feats

Steady Balance When making a Balance action, treat a success as a critical success. Not considered flat-footed while balancing on narrow surfaces and uneven ground, and if targeted by an attack or effect that requires a saving throw, only a critical fail at an attempt to Maintain Balance results in a fall. [Background]

Lucky Halfling (1x/day) Free action triggered by failing a skill check or saving throw. Reroll the triggering check or save and take the better of the two results. [Ancestry - Level 1]

Trap Finder The rogue gains a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even when not actively searching, the rogue still receives a check to find traps if trained or better in Stealth. The rogue can disable traps as though possessing a proficiency rank of master in Thievery, or legendary if the rogue is already a master. [Rogue - Level 1]

Cat Fall Treat all falls as though 10 fewer feet in distance when trained in Acrobatics. Falls are treated as 25 feet shorter for an expert in the skill, and 50 feet less for a master. A legendary proficiency in Acrobatics confers no damage, regardless of the distance of the fall, and the character lands on their feet. [Skill - Level 1]

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Gear

Traveler's Attire [- Bulk]

Leather Armor [1 Bulk]

Shortsword [L Bulk]

Light Mace [L Bulk]

Hand Crossbow [L Bulk]

20 Bolts [L Bulk x2]

Dagger [L Bulk]

Sap [L Bulk]

Satchel [- Bulk (holds up to 2 Bulk)]
~Pup Tent [L Bulk]
~Bedroll [L Bulk]
~Climbing Kit (50' hemp rope, pulleys, a dozen pitons, hammer, grappling hook, 1 set of crampons - move half usual rate, DC 5 flat check to prevent falling on a critical fail) [1 Bulk]
~Clothing (peasant garb, commonly used as an extra set of clothes or when disguised as a human child) [- Bulk]
~2 Days of Trail Rations [L Bulk x2]
~Waterskin [L Bulk]
~10 Torches [L Bulk]
~Hooded Lantern (provides light in a 30-foot radius for 6 hours using 1 pint of oil, shutters can be used to block light) [L Bulk]
~5 Pints of Oil (can be set alight with an Interact action and thrown as a ranged touch attack action, a flat DC 10 check ignites the oil on a successful hit, and the target takes 1d6 fire damage) [L Bulk]
~10 Juggling Balls (all different colors, her only possessions left from her days with the circus - sometimes she performs with them) [L Bulk]

Belt Pouch [- Bulk (holds up to L Bulk x4)]
~Flint & Steel [- Bulk]
~Caltrops (can be scattered in a square with an Interact action, target moving into square must succeed at a DC 14 Acrobatics check or take 1d4 piercing damage, 1 persistent bleed damage and is hampered 5) [L Bulk]
~Thieves' Tools [L Bulk]
~Replacement Tool Parts [- Bulk]
~Disguise Kit (small purse containing cosmetics, wax to cover pointy ears and a few other items to pose as a human child at need) [L Bulk]
~Replacement Cosmetics [- Bulk]
~Coins [L Bulk]

Currency 6sp, 4cp

Total Encumbrance 4.0 Bulk (Max Load = 4)

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Background

Greta remembers nothing about her parents, her earliest memories going back only to the age of five or six - and from that point on her childhood was spent being raised by circus performers. Though many children might dream of such a life, Greta knew the hard truth. Long hours, hard work, suspicious glares, and not a lot of warm, fuzzy feelings that most young children get from their parents. Still, there was a sense of camaraderie and friendship, especially when she was old enough to pull her own weight. She could perform quite well on the highwire from a young age, and later she learned how to disguise herself as an innocent child and filch copper and silver coins from the purses of unwary marks. Sometimes she even managed to procure a gold coin, and on one happy occasion she pickpocketed a shiny gem! The latter she kept hidden from everyone, and when she was old enough, Greta left her 'family' to seek her own fortune.

Having heard many stories of intrigue and adventure, Greta clothed herself as an adventurer and sought out the organization known as the Pathfinder Society. Many of the tales she heard of derring-do and wealth gained from dusty tombs and forgotten cities seemed to revolve around the members of that group. And besides, they sounded like a close-knit family of sorts, which Greta longed for when she was being perfectly honest with herself. The circus had given her that, but the labor involved and the meager profits earned from that hard life were as nothing compared to what she hoped she could find with the Pathfinders...

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