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About Grey, the Lady's dogAppearance:
At first glance, the figure before you is all but indistinguishable from the countless other Varisian boy-children found in Caravans, Hamlets, Villages & Towns from the Lost Coast to the shores of Lake Encarthan. Further observation might cause one to note a steadier regard with a preternaturally precocious awareness behind it. Background:
'Lotta things out there look at you like yer food when ya look like a kid. Big things mostly, BAD things def'natly. You wanna survive, you learn how to hide 'n' you learn how to take tha big'uns down...' 'course, sometimes... sometimes even that don't work. Mostways that happens all you can do is make sure yer right with judgment 'cause yer gonna be standin' in front of it soon.' 'Leastways that's what I thought That day I found myself the wrong side o' them fancy Marker stones you Mendev's put up.' 'Tha day I met her' 'Shrugs' 'Well, ever since I've been tryin' ta help others like she helped me. This's a bad place don't ever ferget it.' Personality:
Placeholder Crunch:
Grey, the Lady's dog Current Notes: 65/65 HP, 8th lvl. Unchained Rogue, Initiative: +9, Senses: Perception +14 Male Halfling
CG Small humanoid Abilities
DEFENSE
OFFENSE
Traits:
Skills (8 +Int +Favored Class +2 Background)X8
Feats:
Class Abilities:
Danger Sense. (Ex): +2
Mythic:
Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, Grey can expend an amount of mythic power equal to 3 plus double his mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is his maximum amount of mythic power. If an ability allows Grey to regain uses of his mythic power, he can never have more than this amount.
Bonus Hit Points: Whenever Grey gains a Trickster tier, he gain 4 bonus hit points. These hit points stack with themselves, and don't affect his overall Hit Dice or other statistics Hard to Kill (Ex): Whenever Grey is below 0 hit points, he automatically stabilizes without needing to attempt a Constitution check. If he has an ability that allows him to act while below 0 hit points, he still loses hit points for taking actions, as specified by that ability. Bleed damage still causes him to lose hit points when below 0 hit points. In addition, Grey doesn't die until his total number of negative hit points is equal to or greater than double his Constitution score. Surge (Su): Grey can call upon his mythic power to overcome difficult challenges. He can expend one use of mythic power to increase any d20 roll he just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier. Amazing Initiative (Ex): Grey gains a bonus on initiative checks equal to his mythic tier. In addition, as a free action on his turn, he can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. Grey can’t gain an additional action this way more than once per round. Trickster Arcana: Surprise Strike (Ex)
Path Abilities:
Gear:
Explorer's Outfit (small sized)
Belt of Incredible Dexterity +2 Leather Armor +2 Ring of Protection +1* Cold Weather Gear (small sized) Backpack Bedroll Winter Blanket (Small) Winter Blanket (Medium, Soggy's) 2 Beltpouches Thief's tools 1 week, 5 days trail rations (shared w Soggy 'cause a day's worth of dog food is not 10 lbs.) waterskin +1 Cold Iron Kukri (magic, Cold Iron) Money:
Gold: 0
Silver: 7 Copper: 2 'Soggy':
'Riding Dog'
N Medium Animal Init +2; Senses low-light vision, scent; Perception +8 DEFENSE AC 16, touch 12, flat-footed 14 (+2 Dex +1 natural +3 Armor) hp 13 (2d8+4) Fort +5, Ref +5, Will +1 OFFENSE Speed 40 ft. Melee bite +3 (1d6+3 plus trip) STATISTICS Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Base Atk +1; CMB +3; CMD 15 (19 vs. trip) Feats Skill Focus (Perception) Skills Acrobatics +5 (+13 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent Gear: Studded Leather Barding, exotic pack saddle w Saddlebags |