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Harold Henry Howard Higgins IV's page

104 posts. Alias of RyckyRych.


Full Name

Harold Henry Howard Higgins IV

Race

Half-Elf

Classes/Levels

Rogue/Fighter/Oracle/Wizard [2/2/1/1] | HP 22/42 | AC 16[20] T 15 FF 11[15] | CMB +3 CMD 18 | F +6 R +9 W +3 | Init +8 | Perc +11 | DD/Escape +15 | Acro/Stealth +12 | Swim +10 | Bluff/Diplo -2 | Arcana/Religion/Spellcraft +6

Gender

Male

Special Abilities

Bunches like Trapfinding and Walking on Water

Strength 11
Dexterity 18
Constitution 12
Intelligence 14
Wisdom 7
Charisma 14

About Harold Henry Howard Higgins IV

Stat Block:
Harold Henry Howard Higgins IV
Male half-elf fighter (two-weapon fighter) 2/oracle 1/rogue 2/wizard 1 (Pathfinder RPG Advanced Player's Guide 42, 109)
CG Medium humanoid (elf, human)
Init +8; Senses low-light vision; Perception +11
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Defense
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AC 16, touch 15, flat-footed 11 (+4 Dex, +1 dodge, +1 shield)
hp 42 (6 HD; 1d6+3d8+2d10+8)
Fort +6, Ref +9, Will +3 (+1 vs. fear); +2 vs. enchantments, +4 Competence bonus vs. disease
Defensive Abilities evasion; Immune sleep
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Offense
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Speed 30 ft.
Melee +1 gladius +7 (1d6+1/19-20) or
mwk cold iron gladius +7 (1d6/19-20)
Ranged longbow +7 (1d8/×3)
Special Attacks cold blast, sneak attack +1d6
Oracle Spells Known (CL 1st; concentration +3)
1st (4/day)—bless, cure light wounds, liberating command[UC]
0 (at will)—create water, read magic, resistance, stabilize
Mystery Waves
Wizard Spells Prepared (CL 1st; concentration +3)
1st—hydraulic push[APG], magic missile, shocking grasp
0 (at will)—detect magic, light, ray of frost
Opposition Schools Earth
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Statistics
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Str 11, Dex 18, Con 12, Int 14, Wis 7, Cha 14
Base Atk +3; CMB +3; CMD 18
Feats Catch Off-guard, Dodge, Improved Initiative, Piranha Strike, Scribe Scroll, Skill Focus (Escape Artist), Skill Focus (Perception), Throw Anything, Two-weapon Defense, Two-weapon Fighting, Weapon Finesse, Weapon Focus (gladius)
Traits deft dodger, forlorn
Skills Acrobatics +12, Bluff -2, Climb +4, Diplomacy -2, Disable Device +15, Disguise -2, Escape Artist +15, Handle Animal +2, Knowledge (arcana) +6, Knowledge (religion) +6, Linguistics +6, Perception +11, Profession (sailor) +2, Ride +8, Sleight of Hand +8, Spellcraft +6, Stealth +12, Swim +10, Use Magic Device +2; Racial Modifiers +2 Perception
Languages Common, Dwarven, Elven, Shoanti, Thassilonian
SQ arcane bond (+1 gladius), elf blood, hold breath, oracle's curse (wasting), revelation (fluid travel), rogue talent (combat trick), trapfinding +1
Combat Gear wand of mage armor (50 charges), acid (2), alchemist's fire (2), antiplague[APG] (2), antitoxin (2), durable arrow (10), holy water (2), liquid ice[APG] (2); Other Gear +1 gladius[UC], longbow, mwk cold iron gladius[UC], cloak of resistance +1, bandolier[UE], bell, belt pouch, blanket[APG], candle, chalk, earplugs[APG], fishhook, flint and steel, glass cutter[UE], glue paper[UE], ink, black, inkpen, masterwork backpack[APG], masterwork thieves' tools, parchment (2), scroll case, sewing needle, signal whistle, trail rations (4), travelling spellbook[APG], waterproof bag[UE], waterskin, wooden holy symbol of Cayden, wrist sheath, spring loaded, 890 gp, 4 sp, 5 cp
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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.
Arcane Bond (+1 Gladius) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.
Cold Blast (1d6 cold damage, 5/day, DC 12) (Su) 5 ft burst centered on self deals damage and staggers foe for 1 round (Ref part).
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Earth You must spend 2 slots to cast spells from the Earth school.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fluid Travel (Walking, 1 hours/day) (Su) Walk on liquid as if was solid.
Hold Breath (x4) (Ex) You can stay under water longer than normal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Piranha Strike -1/+2 You can subtract from your attack roll to add to your damage with light weapons.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Wasting +4 competence bonus to save vs. Disease

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