Setrona Sabinus

Grey, the Lady's dog's page

564 posts. Alias of Irnk, Dead-Eye's Prodigal.


'Human Boy'

Perception DC 25:
That's not a boy. It's a Halfling man!


Male Halfling Rogue (Unchained) 8/ Trickster Tier 2 [ HP: 57/65 | AC: 25 T: 21 FF: 16 | F: +4 R: +14 W: +4/+6 | Init: +9 Perc: +14/+18 Trapfinding 10' or less | Effects: Sickened] | Mythic Power 1/7

About Grey, the Lady's dog

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.


'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'

'Well, ever since I've been tryin' ta help others like she helped me. This's a bad place don't ever ferget it.'



Grey, the Lady's dog
Current Notes: 65/65 HP, 8th lvl. Unchained Rogue, Initiative: +9, Senses: Perception +14

Male Halfling
Unchained Rogue 8
Deity: Desna

CG Small humanoid

STR 11 (-) DEX 24* (7) CON 13 (1) INT 13 (1) WIS 13 (1) CHA 15 (2)

AC 25*, touch 21, flat-footed 16 (10 +4 Armor*, +7 Dex, +1 Size +1 Deflection +1 Dodge +1 Dodge {Mythic})
CMD 22 (10 +6 BAB +7 Dex -0 Str -1 Size)
Hit Points 55 (8D8 +8 Con +8 Mythic +5 Devotional)
Fortitude +4 (2 Base +1 Con +1 Halfling)
Reflex +14 (6 Base +7 Dex +1 Halfling)
Will +4/+6 (2 Base +1 Wis +1 Halfling/ +2 Racial vs. Fear)

Speed 20 ft
Melee Kukri +16/+11/1d3 +8S 18+/x2 crit. (6 BAB +7 Dex +1 Feat +1 Size +1 Enhancement)
Ranged Sling +14/+9/1d3B 20/x2 crit. 50 ft. range inc. (6 BAB +7 Dex +1 Size)
CMB 5 (6 BAB -1 Size)

Abyssal Eavesdropper (Regional, Worldwound {Demon Hunter's Handbook, pg23}): +2 trait bonus on Bluff, Diplomacy & Intimidate checks when speaking Abyssal & on Linguistics checks to read Abyssal texts.
Chance Encounter: (Campaign, Wrath of the Righteous): Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Trickster.

Skills (8 +Int +Favored Class +2 Background)X8
Acrobatics: 22 (8 Ranks +3 Class +7 Dex +2 Race +2 Devotion)
Bluff: 13/15 (8 Ranks +3 Class +2 Cha/+2 when speaking Abyssal, take 10 on checks to appear innocent)
Climb: 13 (8 Ranks +3 Class +2 Race)
Disguise: 13/25 (8 Ranks +3 Class +2 Cha/ +12 to disguise when pretending to be a human child)
Disable Device: 18/22 vs. Traps (8 Ranks +3 Class +7 Dex/+4 Trapfinding)
Escape Artist: 18 (8 Ranks +3 Class +7 Dex)
Handle Animal: 2 (+2 Cha)
Knowledge (Local): 12 (8 Ranks +3 Class +1 Int)
Linguistics: 12 (8 Ranks +3 Class +1 Int) (Background)
Perception: 14 (8 Ranks +3 Class +1 Wis +2 Race)
Ride: 4 (+4 Dex)
Sleight of Hand: 18 (8 Ranks +3 Class +7 Dex) (Background)
Stealth: 22 (8 Ranks +3 Class +7 Dex +4 Size)
Survival: 1 (+1 Wis)
Languages: Abyssal, Dwarven, Elf, Gesture, Gnome, Halfling, Hallit, Orc, Sign Language, Taldane (Common), Varisian

Childlike (1st level)
Weapon Finesse (Rogue Bonus)
Martial Weapon Proficiency: Kukri (3rd)
Dodge (5th)
Pass for Human (Bonus)
Dodge, Mythic (Mythic)
Weapon Focus: Kukri (Weapon Training)
Mobility (7th)

Class Abilities:
Sneak Attack:
Finesse Training (Ex): At 1st level, Grey gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, he can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever Grey makes a successful melee attack with the selected weapon, he adds his Dexterity modifier instead of his Strength modifier to the damage roll. If any effect would prevent Grey from adding his Strength modifier to the damage roll, he does not add his Dexterity modifier. Grey can select a second weapon at 11th level and a third at 19th level.
Finesse Training (Ex): Kukri
Trapfinding: +4 Grey adds 1/2 his level on Perception checks to locate traps and on Disable Device checks (minimum +1). Grey can use Disable Device to disarm magic traps.
Evasion (Ex):
Rogue Talents: As Grey gains experience, he learns a number of talents that aid him and confound his foes. Starting at 2nd level, Grey gains one rogue talent. He gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. Grey cannot select an individual talent more than once.
Rogue Talents: Trap Spotter (Ex): Whenever Grey 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.
Wall Scramble {Ultimate Combat, pg. 70} (Ex): With this talent, Grey rolls twice when making Climb checks and takes the better of the two rolls. If he already rolls twice while making a Climb check because of another ability or effect, he gains a +2 insight bonus on both of those rolls instead. If Grey is under an effect or ability that forces him to roll two dice and take the worse result, he only needs to roll 1d20 while making Climb checks.
Weapon Training: Kukri
Minor Magic: Prestidigitation

Danger Sense. (Ex): +2
Debilitating Injury (Ex): At 4th level, whenever Grey deals sneak attack damage to a foe, he can also debilitate the target of his attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). Grey can choose to apply any one of the following penalties when the damage is dealt.
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by Grey. At 10th level and 16th level, the penalty to AC against attacks made by Grey increases by –2 (to a total maximum of –8).
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against Grey. At 10th level and 16th level, the penalty on attack rolls made against Grey increases by –2 (to a total maximum of –8).
Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Improved Uncanny dodge. (Ex):
Rogue’s Edge (Ex): At 5th level, Grey has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. He gains the skill unlock powers (see page 82, Pathfinder Unchained) for that skill as appropriate for his number of ranks in that skill. At 10th, 15th, and 20th levels, he chooses an additional skill and gains skill unlock powers for that skill as well.
Rogue’s Edge (Ex): Climb

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)
As a swift action, Grey can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks he makes this round. When Grey makes a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and he add his tier to the attack roll. Damage from this attack bypasses damage reduction.

Path Abilities:
Titan’s Bane (Trickster, Tier 1) (Ex): Grey can move through the space of any creature two or more size categories larger than him without provoking attacks of opportunity, and he can share such a creature’s space. When sharing a larger opponent’s space, Grey gains cover against all melee and ranged attacks it makes, and it is considered flat-footed for the purposes of any melee or ranged attacks he makes against it.
Astounding Disable (Trickster, Tier 1) (Ex): Whenever Grey uses Disable Device to disarm a trap or open a lock, doing so is only a move action and does not provoke attacks of opportunity.

Explorer's Outfit (small sized)
Belt of Incredible Dexterity +2
Leather Armor +2
Ring of Protection +1
Cold Weather Gear (small sized)
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.)
+1 Cold Iron Kukri (magic, Cold Iron)

Gold: 0
Silver: 7
Copper: 2

'Riding Dog'
N Medium Animal
Init +2; Senses low-light vision, scent; Perception +8
AC 16, touch 12, flat-footed 14 (+2 Dex +1 natural +3 Armor)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
Speed 40 ft.
Melee bite +3 (1d6+3 plus trip)
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