Jhofre Vascari

Hunwald Stormheart's page

358 posts. Organized Play character for G'Boar Hulighan.


Full Name

Hunwald Stormheart

Race

Human (CORE)

Classes/Levels

Rogue- 4 | AC-18; T-14; FF18 | HP 44/44 | F +5 R +9 W +3 | CMB=3 CMD=18 BAB +3| Init +8 | Perc +6, +8 vs Traps | (+1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps)

Gender

Male

Size

Medium

Age

25

Special Abilities

Sneak Attack, Trapfinding, Evasion, Trap Sense, Uncanny Dodge

Alignment

Chaotic Neutral

Deity

Gorum

Languages

Common, Read Lips

Occupation

Trap Maker

Homepage URL

PFS # 174784-7

Strength 10
Dexterity 19
Constitution 16
Intelligence 8
Wisdom 12
Charisma 10

About Hunwald Stormheart

HUNWALD STORMHEART

Hun is a lithe specimen, with raven hair, olive skin, and a warming smile that could melt a glacier. His eyes seem to possess the ability to see directly into the hearts of most men, but especially women. With rugged good looks and a persistently flattering personality, this rascal prefers grifting his targets instead of eliminating them, but if the latter becomes necessary he is quite inclined to do that as well. Sporting a silvery chainmail shirt thal appears as if made of silk instead of metal, a dark blue cloak with flecks of silver sewn in, and a belt of five perfectly balanced throwing knives (one being made of cold iron, another of silver), Hun prefers the art of two-weapon dueling with his marvelous (+1 magic) short-swords, exhibiting the perfect mechanical dance of martial swordplay.
Born Hunwald Stormheart to seafaring parents, Hun was a quick study with anything dealing with numbers or mechanics. Be it with the ship’s navigator, plotting courses and navigating with the sextant, to working with the stevedores, identifying the mechanical advantage using ropes and pulleys, it was as if Hun could ‘see’ the math in his head and determine the requirement faster than the professionals who did it for a living. As Hun matured, and his desires for the finer things increased, this talent allowed him easy access into the estates and lock-boxes of those who led the most opulent lives. Seeing an opportunity to use his talents for the good of something bigger than his own desires, Hun has decided to try the Pathfinder Society to see if it can quench his thirst for adventure.

Male Human Rogue 4
CN Medium humanoid (human)
Init +8; Senses Perception +6

DEFENSE
AC 18, touch 14, flat-footed 18 (+3 armor, +3 Dex, +1 dodge, )
hp 44 (4d8)+15
Fort +5, Ref +9, Will +3, +1 Reflex to avoid traps
Defensive Abilities Evasion, Trap Sense +1, Uncanny Dodge, +1 Cloak of Resistance

OFFENSE
Speed 20 ft.
Melee dagger +7 (1d4/19-20)
Ranged dagger (thrown) +7 (1d4/19-20)
Melee +1 sword (short) +9 (1d6+1/19-20)
Ranged masterwork sling +8 (1d4)
Special Attacks Sneak Attack 2d6

Attacks:

+1 Shortsword, crit. 19-20 x2 Dual Wield
[dice=Mstrwk Shortsword atk vs ??]1d20+3+6-2[/dice]
[dice=Damage ?]1d6+1[/dice]
[dice=Mstrwk Shortsword atk vs ??]1d20+3+6-2[/dice]
[dice=Damage ?]1d6+1[/dice]

Mstrwk Shortsword, crit. 19-20 x2 Dual Wield Sneak Attack
[dice=Mstrwk Shortsword atk vs ??]1d20+3+6-2[/dice]
[dice=Damage ?]1d6+1+2d6[/dice]
[dice=Mstrwk Shortsword atk vs ??]1d20+3+6-2[/dice]
[dice=Damage ?]1d6+1+2d6[/dice]

Mstrwk Shortsword, crit. 19-20 x2
[dice=Mstrwk Shortsword atk vs ??]1d20+8+1[/dice]
[dice=Damage ?]1d6+1[/dice]

Mstrwk Shortsword, crit. 19-20 x2 Sneak Attack
[dice=Mstrwk Shortsword snk atk vs ??]1d20+3+6+1[/dice]
[dice=Damage ?]1d6+1+2d6[/dice]

Dagger, crit. 19-20 x2
[dice=Dagger atk vs ??]1d20+7[/dice]
[dice=Damage ?]1d4[/dice]

Dagger Sneak Attack
[dice=Dagger atk vs ??]1d20+7[/dice]
[dice=Damage ?]1d4+2d6[/dice]

Dagger Thrown (up to 20')
[dice=Ranged Dagger atk vs ??]1d20+3+6[/dice]
[dice=Damage ?]1d4[/dice]

Dagger Thrown Sneak Attack(up to 20')
[dice=Ranged Dagger atk vs ??]1d20+3+6[/dice]
[dice=Damage ?]1d4+2d6[/dice]

Masterwork Cold-Iron Dagger +1
Masterwork Silver Dagger +1

Mstrwk Sling (50') crit. x2
[dice=Ranged Mstrwk Sling atk vs ??]1d20+3+5[/dice]
[dice=Damage ?]1d4[/dice]

Mstrwk Sling Sneak Atk. (50') crit. x2
[dice=Ranged Mstrwk Sling sneak atk vs ??]1d20+3+5[/dice]
[dice=Damage ?]1d4+2d6[/dice]


STATISTICS
Str 10, Dex 18, Con 16, Int 8, Wis 12, Cha 10

Base Atk +3; CMB +3; CMD 18

Feats - Improved Initiative, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Short Sword)

Feats:

Two-Weapon Fighting (Combat)
You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.

Prerequisite: Dex 15.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting in Combat.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.

Improved Initiative (Combat)
Your quick reflexes allow you to react rapidly to danger.

Benefit: You get a +4 bonus on initiative checks.

Weapon Finesse (Combat)
You are trained in using your agility in melee combat, as opposed to brute strength.

Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.

Weapon Focus (Combat)
Choose one type of weapon (Shortsword). You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.

Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Dodge (Combat)
Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.
Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Traits:

Observant: Sometimes it helps to pay attention to your surroundings and the people you meet. Choose either Perception or Sense Motive. You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you.

Mathematical Prodigy: Mathematics has always come easily for you, and you have always been able to “see the math” in the physical and magical world. You gain a +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks, and one of these skills (your choice= Knowledge (engineering)) is always a class skill for you.


Class Specials:

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.

Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

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.

Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.

Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.

Finesse Rogue: A rogue that selects this talent gains Weapon Finesse as a bonus feat.

Uncanny Dodge (Ex):
Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

Boon:

Psychic Dilettante: Although most psychic techniques remain a mystery to you, you have become proficient in a single psychic skill through experimentation, poring over occult literature, or learning by observing a master at work. Choose one psychic skill unlock (Pathfinder RPG Occult Adventures 194) and record it below; you can now use that skill unlock as though you had the Psychic Sensitivity feat.
Hypnotism (Diplomacy):
You use the power of suggestion and subtle psychic influence to alter a subject's mind and dredge up repressed memories.

Check: You can use hypnotism once per day. The DC of a Diplomacy check to hypnotize is 20 + the subject's Will save modifier against mind-affecting enchantment (compulsion) effects. All uses of hypnotism are mind-affecting enchantment (compulsion) effects.

Implant Suggestion: You can implant a suggested course of reasonable action in the mind of a willing creature, along with a defined trigger. To implant a suggestion, you spend 1 minute inducing a trance-like state in the subject, after which you attempt a Diplomacy check. If the check is successful, You implant the course of action, as a suggestion spell with a duration of 10 minutes plus 10 additional minutes for every 1 by which your check result exceeds the DC. If the subject ceases to be willing, it can attempt a Will save once each round to shake off the effects. The save DC is equal to 10 + 1/2 your character level + your Charisma modifier. You can attempt to subtly implant a suggestion in the mind of an unwilling creature with an attitude of indifferent or better after 1 minute of continuous, calm interaction with that creature, but the DC is 10 higher.

Recall Memory: You can draw out forgotten memories from a willing subject. You spend 1 minute inducing a calming, trance-like state in the subject, after which you attempt a Diplomacy check. If you succeed at the check, the hypnotized creature can reroll any previously failed Intelligence or Knowledge check to recall the forgotten information with a +4 bonus. The information must be something the subject once knew or was exposed to.

Action: Hypnotism takes 1 minute of calm interaction.

Try Again: Yes. You can try to hypnotize the same creature more than once, but only once per day.

Skills

  • *Acrobatics +8,
  • *Acrobatics (Jump) +4,
  • *Appraise -1,
  • *Bluff +4,
  • *Climb +1,
  • *Craft (Traps) +4,
  • *Craft (Untrained) -1,
  • *Diplomacy +4,
  • *Disable Device +10 (+1 Mstrwk Tools),
  • *Escape Artist +1,
  • Fly +1,
  • Heal +1,
  • *Intimidate +1,
  • Knowledge (Arcana) +1,
  • *Knowledge (Dungeoneering) +3,
  • *Knowledge (Engineering) +2,
  • *Knowledge (Local) +3,
  • Linguistics +3,
  • Perception +6,
  • Perception (Trapfinding) +8,
  • Ride +1,
  • Sense Motive +1,
  • *Sleight of Hand +7,
  • Stealth +8,
  • Survival +1,
  • *Swim +1,
  • Use Magic Device +4,

Languages Common, Read Lips

Possessions

  • masterwork +1 short-sword (x2);
  • masterwork cold-iron dagger;
  • masterwork silver dagger;
  • dagger (x3);
  • outfit (explorer's)(cold weather);
  • acid (flask),
  • alchemist's fire (flask),
  • candle (10),
  • rations (trail/per day) (3),
  • potion of cure light wounds (2);
  • Other Gear
  • chain shirt (mithral),
  • masterwork sling,
  • cloak ( save bonus (resistance) (+1)),
  • outfit (explorer's),
  • belt,
  • backpack {flint and steel, grappling hook, lamp (common), rope (silk/50 ft.), thieves' tools}
  • bullets, sling (10/alchemical silver),
  • bullets, sling (10/cold iron)

57.5 lbs Total Weight Carried

Light [u]<[/u] 59 lbs; Medium = 59-116; Heavy = 117-175

Wealth
GP= 639
SP= 9
CP= 0

Experience:

Level - 4

Experience Points - 10
Prestige Points - 18 (-2 for Wand of CLW)

Adventures Completed:
#1: Silent Tide (OGL), event 17-1917 (Core)
03: Murder on the Silken Caravan, event 17-917 (Core)
08: Slave Pits of Absalom, event 17-917 (Core)
**04: Frozen Fingers of Midnight, event 65492 (Core)**
2-15 Shades of Ice—Part I Written in Blood, 65492 (Core)
2-17 Shades of Ice, Part II Exiles of Winter event 65492 (Core)
2-19 Shades of Ice, Part III Keep of the Huscarl King 17917 (Core)
7-07 Trouble in Tamran 17917 (Core)
3-09 Quest for Perfection, Pt I 17917 (Core)
3-11 Quest fr Perfection, Pt II 17917 (Core)
3-13 Quest fr Perfection, Pt III 17917 (Core)