Lem

Holman Nimblefingers's page

512 posts. Organized Play character for Pedwiddle.


Full Name

Holman Nimblefingers

Race

Halfling

Classes/Levels

Rogue (Knife Master/Scout) 9 [ HP 75/75 | AC 25/16T/20FF (+3 vs. light blades) | Fort +5, Ref +11, Will +3 (+2 vs. fear) | Init +7 | Perception +19 ]

Gender

Male

Size

Small

Age

23

Alignment

CG

Languages

Common, Goblin, Halfling, Sylvan, Undercommon

Strength 8
Dexterity 21
Constitution 14
Intelligence 14
Wisdom 10
Charisma 14

About Holman Nimblefingers

PFS #: 70085-7

Crunch:

EXPERIENCE
XP: 24
Prestige/Fame: 38/40
Disrepute/Infamy: 5/15

COMBAT
HP: 75 (1 - 8+2+1, 2 - 5+2+1, 3 - 5+2+1, 4 - 5+2+1, 5 - 5+2+1, 6 - 5+2+1, 7 - 5+2+1, 8 - 5+2+1, 9 - 5+2+1)
Init: +7 (5 (Dex) + 2 (Trait))
AC: 25 (Touch: 16, Flat-footed: 20) (+9 Armor, +5 Dex, +1 Size) (+2 Dodge when attacked with light blades)
Fort: +5, Ref: +11, Will: +3 (+2 vs. Fear)
BAB: +6/+1
CMB: 4 (6 (BAB) + -1 (Str) - 1 (Size))
CMD: 19 (10 + 6 (BAB) + -1 (Str) + 5 (Dex) - 1 (Size))

ATTACKS
Melee (-2 to hit/+4 damage w/Piranha Strike)
Dagger (+13/+8 to hit, 1d3 (+4d8 SA) damage (P or S), 19-20/x2 crit)
Dagger, Adamantine +1 (+14/+9 to hit, 1d3+1 (+4d8 SA) damage (P or S), 19-20/x2 crit)
Dagger, Masterwork Cold Iron (+14/+9 to hit, 1d3 (+4d8 SA) damage (P or S), 19-20/x2 crit)
Dagger, Masterwork (+14/+9 to hit, 1d3 (+4d8 SA) damage (P or S), 19-20/x2 crit)
Sap (+12/+7 to hit, 1d4-1 (+4d4 SA) damage (B), nonlethal, x2 crit)

Ranged
Dagger (+13/+8 to hit, 1d3 (+4d8 SA) damage (P or S), 10' range, 19-20/x2 crit)
Dagger, Adamantine +1 (+14/+9 to hit, 1d3+1 (+4d8 SA) damage (P or S), 10' range, 19-20/x2 crit)
Dagger, Masterwork Cold Iron (+14/+9 to hit, 1d3 (+4d8 SA) damage (P or S), 10' range, 19-20/x2 crit)
Dagger, Masterwork (+14/+9 to hit, 1d3 (+4d8 SA) damage (P or S), 10' range, 19-20/x2 crit)

Racial and Class Features:

RACIAL FEATURES
Adaptable Luck: Some halflings have greater control over their innate luck. This ability gives them more options for how they can apply their good fortune from day to day, but also narrows its scope. Three times per day, a halfling can gain a +2 luck bonus on an ability check, attack roll, saving throw, or skill check. If halflings choose to use the ability before they make the roll or check, they gain the full +2 bonus; if they choose to do so afterward, they only gain a +1 bonus. Using adaptive luck in this way is not an action.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Slow Speed: Halflings have a base speed of 20 feet.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Swift as Shadows: Halflings possess incredible stealth even while moving through obstructed areas. Halflings with this racial trait reduce the penalty for using Stealth while moving by 5, and reduce the Stealth check penalty for sniping by 10.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.

CLASS FEATURES
Blade Sense (Ex, +3): At 3rd level, a knife master is so skilled in combat involving light blades that she gains a +1 dodge bonus to AC against attacks made against her with light blades. This bonus increases by +1 for every three levels, to a maximum of +6 at 18th level.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Hidden Blade: A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade.
Scout's Charge (Ex): At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability.
Skirmisher (Ex): At 8th level, whenever a scout moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the scout makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Sneak Stab (Ex): A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger (Advanced Player's Guide 178), she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s. This ability is identical in all other ways to sneak attack, and supplements that ability.
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

ROGUE TALENTS
Combat Trick (Improved Two-Weapon Fighting): A rogue that selects this talent gains a bonus combat feat.
Finesse Rogue: A rogue that selects this talent gains Weapon Finesse as a bonus feat.
Offensive Defense: When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for 1 round.
Weapon Training: A rogue that selects this talent gains Weapon Focus as a bonus feat.

Feats, Traits, Skills, and Boons:

FEATS
Combat Expertise: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Gang Up: You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning.
Improved Two-Weapon Fighting: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.
Piranha Strike: When wielding a light weapon, you can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and for every 4 points thereafter, the penalty increases by -1 and the bonus on damage rolls increases by +2. You must choose to use this feat before the attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. This feat cannot be used in conjunction with the Power Attack feat.
Two-Weapon Feint: While using Two-Weapon Fighting to make melee attacks, you can forgo your first primary-hand melee attack to make a Bluff check to feint an opponent.
Two-Weapon Fighting: Reduce two-weapon fighting penalties.
Weapon Finesse: Use Dex instead of Str on attack rolls with light weapons.
Weapon Focus (Dagger): You gain a +1 bonus on all attack rolls you make using the selected weapon.

TRAITS
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
River Rat (marsh or river): You learned to swim right after you learned to walk. As a youth, a gang of river pirates put you to work swimming in nighttime rivers and canals with a dagger in your teeth so you could sever the anchor ropes of merchant vessels. You gain a +1 trait bonus on damage dealt with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you.

SKILLS - Current ACP: 0
Acrobatics*: 17 (9 + 3 (Class Skill) + 5 (Dex)) (ACP)
Appraise*: 6 (1 + 3 (Class Skill) + 2 (Int))
Bluff*: 17 (9 + 3 (Class Skill) + 2 (Cha) + 3 (Competence - Circlet of Persuasion))
Climb*: 3 (1 + 3 (Class Skill) + -1 (Str)) (ACP)
Diplomacy*: 17 (9 + 3 (Class Skill) + 2 (Cha) + 3 (Competence - Circlet of Persuasion))
Disable Device*: 21 (9 + 3 (Class Skill) + 5 (Dex) + 4 (Competence - Vest of Escape)) (ACP)
Disguise*: 10 (2 + 3 (Class Skill) + 2 (Cha) + 3 (Competence - Circlet of Persuasion))
Escape Artist*: 20 (6 + 3 (Class Skill) + 5 (Dex) + 6 (Competence - Vest of Escape)) (ACP)
Fly: 5 (0 + 5 (Dex)) (ACP)
Heal: 0 (0 + 0 (Wis))
Intimidate*: 9 (1 + 3 (Class Skill) + 2 (Cha) + 3 (Competence - Circlet of Persuasion))
Knowledge (Dungeoneering)*: 7 (2 + 3 (Class Skill) + 2 (Int))
Knowledge (Local)*: 14 (9 + 3 (Class Skill) + 2 (Int))
Linguistics*: 7 (2 + 3 (Class Skill) + 2 (Int))
Perception*: 19 (9 + 3 (Class Skill) + 0 (Wis) + 2 (Racial) + 5 (Competence - Lenses of Detection))
Perform*: 5 (0 + 2 (Cha) + 3 (Competence - Circlet of Persuasion))
Profession (Sailor)*: 8 (1 + 3 (Class Skill) + 0 (Wis) + 4 (Circumstance - Ship Vanity))
Ride: 5 (0 + 5 (Dex)) (ACP)
Sense Motive*: 5 (1 + 3 (Class Skill) + 0 (Wis))
Sleight of Hand*: 17* (9 + 3 (Class Skill) + 5 (Dex)) (ACP) (* - + level/2 to conceal a light blade)
Stealth*: 21 (9 + 3 (Class Skill) + 5 (Dex) + 4 (Size)) (ACP)
Survival: 0* (0 + 0 (Wis)) (* - + 5 (Competence - Lenses of Detection) to track)
Swim*: 4 (1 + 3 (Class Skill) + -1 (Str) + 1 (Trait)) (ACP)

BOONS
Built for Speed (10 Disrepute): Permanently increase the circumstance bonus on Profession (sailor) checks granted by your Ship vanity by 2. You may spend gold to reduce the Disrepute cost of this ability by 1 for every 150 gp spent to a minimum of 0 Disrepute for 1,500 gp.
Captured Ship (1+ Disrepute): You may spend any number of Disrepute to reduce the cost of purchasing the Ship vanity (Pathfinder Campaign Setting: Pathfinder Society Field Guide 62) by an equal number of Prestige Points. If you reduce the cost to 0 Prestige Points, you gain the Ship vanity for free. You may only use Disrepute to reduce the cost of a single ship.
Dead Men Tell No Tales (10 Disrepute): While on board a waterborne vessel, you may automatically confirm a single threatened critical hit.
Deep Platinum Pendant: You recovered a curious pendant crafted from deep platinum, an exceptionally rare alloy of platinum extracted from the darkest ocean trenches. The substance is prized by aquatic creatures, and you gain a +2 bonus on Diplomacy checks made to influence creatures with the aquatic or water subtype. In addition, you gain a +5 bonus on saving throws to avoid pressure damage from deep water.
Enlightened Ambassador: Even in your short time at Tar Kuata, you have learned a few practical tricks from the Iroran monks. As a move action, you can enter a meditative trance that makes your senses more acute, your reflexes faster, and your mind more focused. The trance lasts for 1 hour, and you can end it (no action) at any point during this time to gain one of the following benefits: gain a +4 insight bonus on a saving throw against a mind-affecting effect, increase your speed by 10 feet for 1 round, or ignore concealment when making attacks for 1 round. When your trance ends, cross this boon off your Chronicle sheet.
Fearsome Reputation (1+ Disrepute): When you make an Intimidate check or a saving throw against a fear effect, you may spend 1 point of Disrepute to gain a +1 bonus on the roll. For every additional point of Disrepute you spend, increase the bonus by 1 (maximum +5).
Get Up, You Dogs! (10 Disrepute): While on a waterborne vessel, you may cast mass cure light wounds as a cleric of your character level, though it may only be used to heal living targets, not harm undead. You may use this ability when not on a waterborne vessel by spending an additional 5 Disrepute.
Golden Crown Advantage: You have secured an advantageous deal with the Golden Crown Company, which specializes in transporting goods. Once per scenario, you can use this boon to waive any customs fee or expenditure to secure transportation of 25gp or less. You may cross this boon off your Chronicle sheet before attempting a Day Job check to automatically get a result of 35.
Gripplis' Favor: You have earned the recognition of the Krihirik tribe in the Kaava lands, granting you a +2 bonus on Charisma-based checks made to influence gripplis. In addition, this boon may be used in conjunction with other boons to grant one or more of your characters access to grippli-related options.
Growing Notoriety: Your actions have earned you a modicum of respect on the high seas, and you gain 5 points of Disrepute and 5 points of Infamy. Disrepute behaves in many ways like Prestige Points, allowing you to leverage your reputation to purchase a small number of boons; Prestige Points and Disrepute are not interchangeable unless otherwise noted. Infamy behaves in many ways like Fame, tracking the total number of Disrepute points that you have earned in your career, and you may use your Infamy instead of your Fame when determining the maximum gp value of items purchased from your faction. As you continue your adventures in the Shackles, your Disrepute and Infamy will grow, as will the ways in which you may spend Disrepute.
Masterful Performance: As a reward for exonerating the Umbra Carnival, Amara Delisen taught you a few tricks of stage presence and misdirection. You gain one of the following benefits, chosen at the time you use this ability (a swift action): a +3 bonus on a Bluff check to feint in combat or create a diversion to hide, a +3 bonus on an Intimidate check to demoralize an opponent, a +3 bonus on any Sleight of Hand check, or a +1 bonus to the caster level and DC of any one enchantment or illusion spell you cast. When you use this ability, cross it off the chronicle sheet.
Mutani Manual of Martial Mastery (): You retrieved the Mutani Manual of Martial Mastery from Temel Passad's Ghenett Manor in Katapesh and had a chance to look through it briefly as it was being translated in Farseer Tower. The sections you read were brief, but they nevertheless left an impression. Choose one combat maneuver and note it below; you receive a +1 dodge bonus to CMD against this maneuver. Your GM should initial this selection after you have made your selection.
Nascent Notoriety: Your actions have earned you a modicum of respect on the high seas, and you gain 5 points of Disrepute and 5 points of Infamy. Disrepute behaves in many ways like Prestige Points, allowing you to leverage your reputation to purchase a small number of boons; Prestige Points and Disrepute are not interchangeable unless otherwise noted. Infamy behaves in many ways like Fame, tracking the total number of Disrepute points that you have earned in your career, and you may use your Infamy instead of your Fame when determining the maximum gp value of items purchased from your faction. As you continue your adventures in the Shackles, your Disrepute and Infamy will grow, as will the ways in which you may spend Disrepute.
Reading the Threads: You have had additional time in which to study A Thread of Silver, an incomplete guide to crash sites near Starfall in Numeria. When using the book as a dungeon guide, you increase its accuracy bonus by 1 and gain a +2 competence bonus on optional skill checks made to increase its accuracy further.
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.
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.
Tar Kuata Initiate: The monks of Tar Kuata have recognized your potential and offered to train you at their monastery for a minimal cost. When using the rules for retraining (Pathfinder RPG Ultimate Campaign 188), you treat all classes as though they had retraining synergy with the monk class; those that already have retraining synergy with the monk class instead reduce the number of days required to retrain the class into a monk level by 1. A monk retraining a monk class archetype also reduces the time spent by 1 day for every alternate class feature gained or lost.
Finally, if you are a dwarf monk, you can cross this entire boon off your Chronicle sheet when retraining to gain the Ouat monk archetype (Pathfinder Campaign Setting: Inner Sea Combat 41) for free. If any other archetypes you possess modify the same class feature as the Ouat archetype replaces, you lose those archetypes at no cost. Likewise, if an alternate dwarven racial trait modifies the same racial trait as the Ouat archetype, the archetype modifies that alternate racial trait instead.
The Favor of Cartehegn: While in a settlement of 5,000 people or more anywhere on the continent of Garund, you may purchase mundane equipment (but not weapons or armor) through your favorable connections with House Cartehegn at a 10% discount.
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.
Walk the Plank! (0 Disrepute): While on a waterborne vessel, you may execute a follower to gain temporary Disrepute equal to the number of Prestige Points that you used to purchase the follower vanity. These Disrepute points must be spent by the end of the scenario or are lost forever.
Widespread Notoriety: Your actions have earned you increased respect on the high seas, and you gain 5 points of Disrepute and 5 points of Infamy. Disrepute behaves in many ways like Prestige Points, allowing you to leverage your reputation to purchase a small number of boons; Prestige Points and Disrepute are not interchangeable unless otherwise noted. Infamy behaves in many ways like Fame, tracking the total number of Disrepute points that you have earned in your career, and you may use your Infamy instead of your Fame when determining the maximum gp value of items purchased from your faction. As you continue your adventures in the Shackles, your Disrepute and Infamy will grow, as will the ways in which you may spend Disrepute.

Gear and Encumbrance:

ENCUMBRANCE
Current Encumbrance: Light
Light Encumbrance: up to 30 lbs.
Medium Encumbrance: 31-60 lbs.
Heavy Encumbrance: 61-90 lbs.

GEAR
Explorer's Outfit (2 lbs.)
Celestial Armor (6.25 lbs.)
Belt of Incredible Dexterity +2 (1 lb.)
Circlet of Persuasion (- lbs.)
Lenses of Detection (- lbs.)
Vest of Escape (- lbs.)
Wrist Sheath (Left Arm) (0.25 lbs.) (TOTAL: 0.75 lbs.)
- Dagger, Mithral (0.5 lbs.)
Wrist Sheath (Right Arm) (0.25 lbs.) (TOTAL: 0.75 lbs.)
- Dagger, Adamantine +1 (0.5 lbs.)
Sap (1 lb.)

Backpack, Masterwork (1.0 lb.) (TOTAL: 5.5 lbs.)
- Bedroll (1.25 lbs.)
- Blanket (0.75 lbs.)
- Hot Weather Outfit (1 lbs.)
- Mess Kit (1 lb.)
- Trail Rations, Halfling (4 days) (0.5 lb.)
- Waterskin (1 lb.)

Bandolier (- lbs.) (TOTAL: 2 lbs.)
- Dagger, Masterwork Cold Iron (0.5 lbs.)
- Dagger, Masterwork (0.5 lbs.)
- Dagger, Masterwork (0.5 lbs.)
- Dagger (0.5 lbs.)
- Dagger (0.5 lbs.)
- Dagger (0.5 lbs.)
- Dagger (0.5 lbs.)

Belt Pouch (0.13 lbs.) (TOTAL: 4.53 lbs.)
- Sunrod (3) (3 lbs.)
- Thieves' Tools, Masterwork (2 lbs.)
- Wand of Cure Light Wounds (48/50 charges remaining) (- lbs.)
- Money (3877 gp 2 sp) (0.4 lbs.)

Appearance:

DESCRIPTION

PHYSICAL CHARACTERISTICS
Height: 3' 2"
Weight: 36 lbs.
Skin: Fair
Hair: Blonde
Eyes: Blue

Background:

Chronicles:

2013-10-05 - #2-01: Before the Dawn, Part I: The Bloodcove Disguise
Awarded: 1XP, 2PP, 451GP
- Boon: The Favor of Cartahegn
Spent:
- Retrained equipment

2014-01-18 - #0-29: The Devil We Know, Part I: Shipyard Rats
Awarded: 1XP, 2PP, 538GP
Spent:
- Retrained equipment

2014-03-14 - #0-30: The Devil We Know, Part II: Cassomir's Locker
Awarded: 1XP, 2PP, 505GP
Spent:
- Retrained equipment

2014-07-05 - Pathfinder Module: Murder's Mark
Awarded: 3XP, 4PP, 1398GP
- Boon: Clockwork Spy
- Boon: Masterful Performance
Spent:

2014-09-10 - Pathfinder Adventure Path #55: The Wormwood Mutiny
Awarded: 3XP, 4PP, 3711GP
- Boon: Nascent Notoriety
- Boon: Fearsome Reputation
- Boon: Captured Ship
Spent:
- Mithral Chain Shirt (1250gp)
- Mithral Dagger (252gp)
- Masterwork Cold Iron Dagger (304gp)
Sold:
- Masterwork Studded Leather Armor (87gp 5sp)

2014-10-01 - #0-41: The Devil We Know, Part III: Crypt of Fools
Awarded: 1XP, 2PP, 1279GP
Spent:
- Adamantine +1 Dagger (5002gp)

2014-11-26 - #0-48: The Devil We Know, Part IV: The Rules of the Swift
Awarded: 1XP, 2PP, 1250GP
Spent:

2015-01-12 - #0-17: Perils of the Pirate Pact
Awarded: 1XP, 2PP, 1271GP
Spent:
- Enchant Mithral Chain Shirt -> +1 Mithral Chain Shirt (1000GP)

2014-10-09 - #6-03: The Technic Siege
Awarded: 1XP, 2PP, 2550GP
- Boon: Reading the Threads

2015-02-10 - #6-12: Scions of the Sky Key, Part I: On Sharrowsmith's Trail
Awarded: 1XP, 2PP, 1872GP
- Boon: Golden Crown Advantage (The Exchange Faction)
Spent:
- Hot Weather Outfit (8GP)

2015-03-11 - #6-14: Scions of the Sky Key, Part II: Kaava Quarry
Awarded: 1XP, 2PP, 1842GP
- Boon: Gripplis' Favor
Spent:

2015-04-22 - #6-16: Scions of the Sky Key, Part III: The Golden Guardian
Awarded: 1XP, 2PP, 1910GP
- Boon: Sky Key Component (Sargava)
- Boon: Stinkeye's Friend
- Boon: Vanei's Friend
Spent:

2015-05-30 - #6-19: Test of Tar Kuata
Awarded: 1XP, 2PP, 3242GP
- Boon: Enlightened Ambassador
- Boon: Tar Kuata Initiate
Spent:

2015-05-12 - Pathfinder Adventure Path #56: Raiders of the Fever Sea
Awarded: 3XP, 4PP, 8712GP
- Boon: Deep Platinum Pendant
- Boon: Growing Notoriety
- Boon: Get Up, You Dogs!
- Boon: Walk the Plank!
Spent:
- Celestial Armor (22400GP)
- Ship Vanity (10 Disrepute)
Sold:
- +1 Mithral Chain Shirt (1125GP)

2016-05-25 - Pathfinder Adventure Path #57: Tempest Rising
Awarded: 3XP, 4PP, 14862GP
- Boon: Widespread Notoriety
- Boon: Dead Men Tell No Tales
- Boon: Built for Speed
Spent:
- Belt of Incredible Dexterity +2 (4000GP)
- Circlet of Persuasion (4500GP)
- Vest of Escape (5200GP)

2016-08-26 - #3-03: The Ghennett Manor Gauntlet
Awarded: 1XP, 2PP, 5503GP
- Boon: Mutani Manual of Martial Mastery
Spent:
- Lenses of Detection (3500GP)

Future Development:

1 - Weapon Finesse
2 - Rebuild to 1 - TWF, Finesse Rogue
3 - Piranha Strike
4 - Int +1, Weapon Training (Dagger)
5 - Combat Expertise
6 - Offensive Defense
7 - Two Weapon Feint
8 - Dex +1, Combat Trick (Improved Two Weapon Fighting)
9 - Gang Up
10 - Crippling Attack
11 - Dodge
12 - Dex +1, Opportunist

Macros:

Melee
[dice=Attack (+1 Adamantine Dagger, Piranha Strike)]1d20+14-2[/dice]
[dice=Damage (+1 Adamantine Dagger, Piranha Strike, Sneak Attack)]1d3+1+4+4d8[/dice]

[dice=Attack (+1 Adamantine Dagger (TWF), Piranha Strike)]1d20+12-2[/dice]
[dice=Damage (+1 Adamantine Dagger (TWF), Piranha Strike, Sneak Attack)]1d3+1+4+4d8[/dice]

[dice=Bluff (Two-Weapon Feint)]1d20+16[/dice]

[dice=Attack (Mithral Dagger (TWF), Piranha Strike)]1d20+12-2[/dice]
[dice=Damage (Mithral Dagger (TWF), Piranha Strike, Sneak Attack)]1d3+4+4d8[/dice]

[dice=Attack (+1 Adamantine Dagger (TWF, Iterative), Piranha Strike)]1d20+7-2[/dice]
[dice=Damage (+1 Adamantine Dagger (TWF), Piranha Strike, Sneak Attack)]1d3+1+4+4d8[/dice]

[dice=Attack (Mithral Dagger (ITWF), Piranha Strike)]1d20+7-2[/dice]
[dice=Damage (Mithral Dagger (ITWF), Piranha Strike, Sneak Attack)]1d3+4+4d8[/dice]

Ranged
[dice=Attack (+1 Adamantine Dagger)]1d20+14[/dice]
[dice=Damage (+1 Adamantine Dagger, Sneak Attack)]1d3+1+4d8[/dice]