Belkar Bitterleaf

Jamir "Hamstring" Montajay's page

1,273 posts. Organized Play character for Tusk the Half-Orc.


Full Name

Jamir "Hamstring" Montajay

Race

| HP: 46/46 | AC:26* T:17 FF:20* | CMB:+9 CMD:23* | F:+5 R:+12 W:+4, +2 vs fear | Init:+7 | Per:+11, SM: +4 | Panache 3/3; Charmed Life +3, 2/3; Mantle of the Black Rider (CHA+2) 1/1

Classes/Levels

| Speed 30' | +1 rapier +14 (1d4+7/+5 Precision/15-20) | darkwd longbow +12 (1d6/×3) | *Active: Barkskin

Gender

M Halfling (Fleet of Foot) | Swashbuckler (Mouser) 5/Halfling Opportunist 1

Size

S

Age

25

Special Abilities

Mantle of the Black Rider, Weapon focus (rapier), fencing grace, panache, deeds, fleet of foot, keen senses, fearless, swashbuckler finesse, halfling luck

Alignment

CG

Deity

Cayden Cailean

Location

Absalom

Occupation

Swordsman, Sailor, Breaker of Hearts

About Jamir "Hamstring" Montajay

Player Name: Tusk the Half-Orc
Character Name: Jamir "Hamstring" Montajay
Class and Level: Swashbuckler (Mouser) 5/Halfling Opportunist 1
PFS #: 199504-5
Faction: Liberty's Edge
Advancement Track: Normal
Day Job Roll: [dice=Profession (sailor)]1d20 + 5[/dice]

Race line:
| HP: 46/46 | AC:24 T:17 FF:18 | CMB:+7 CMD:18 | F:+5 R:+12 W:+4, +2 vs fear | Init:+7 | Per:+11, SM: +4 | Panache 3/3; Charmed Life +3, 3/3; Mantle of the Black Rider (CHA+2) 1/1
Classes/levels line:
| Speed 30' | +1 rapier +14 (1d4+7/+5 Precision/15-20) | darkwd longbow +12 (1d6/×3) | *Active: None
Gender line:
M Halfling (Fleet of Foot) | Swashbuckler (Mouser) 5/Halfling Opportunist 1

Jamir "Hamstring" Montajay
Male halfling halfling opportunist 1/swashbuckler (mouser) 5 (Pathfinder Player Companion: Halflings of Golarion, Pathfinder RPG Advanced Class Guide 56, 125)
CG Small humanoid (halfling)
Init +7; Senses Perception +11

Statblock:

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Defense
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AC 24, touch 17, flat-footed 18 (+5 armor, +5 Dex, +1 dodge, +2 shield, +1 size)
hp 46 (6 HD; 1d8+5d10+7)
Fort +5, Ref +12, Will +4; +2 vs. fear
Defensive Abilities charmed life 3/day, nimble +1
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Offense
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Speed 30 ft.
Melee +1 rapier +14 (1d4+7/15-20+5 Precision) or
. . club +6 (1d4) or
. . cold iron dagger +12 (1d3+1/17-20+5 Precision)
Ranged darkwood longbow +12 (1d6/×3)
Special Attacks deeds (derring-do, dodging panache, kip-up, precise strike, quick steal, swashbuckler initiative, underfoot assault), panache (3), swashbuckler weapon training +1
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Statistics
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Str 10, Dex 20, Con 12, Int 12, Wis 10, Cha 17
Base Atk +5; CMB +9; CMD 21
Feats Agile Maneuvers, Defensive Combat Training, Fencing Grace[UI], Weapon Focus (rapier)
Traits dangerously curious, life of toil
Skills Acrobatics +14, Bluff +8, Climb +8, Diplomacy +7, Escape Artist +11, Knowledge (local) +5, Knowledge (nobility) +5, Perception +11, Profession (sailor) +5, Ride +9, Sense Motive +4, Sleight of Hand +9, Stealth +17, Survival +0 (+2 to get along in the wild, endure severe weather, avoid getting lost, spot natural hazards, and predict weather, +2 to avoid becoming lost), Use Magic Device +8; Racial Modifiers +2 Perception
Languages Common, Dwarven, Halfling
SQ excellent aid, exploitative maneuver, swashbuckler finesse, trap spotter
Combat Gear cold iron arrows (20), oil of magic weapon (2), potion of barkskin +2, potion of cure light wounds (3), potion of cure moderate wounds (2), potion of lesser restoration, potion of levitate, potion of shield of faith +2 (2), scroll of ant haul, wand of cure light wounds, wand of protection from evil (50 charges), wand of speak local language (50 charges), alchemist's fire, alkali flask[APG], blackfire clay[UE], caltrops, holy water, liquid breeze, oil (3), smelling salts[APG], smokestick, vermin repellent[UE] (2), weapon blanch (cold iron)[APG]; Other Gear +1 mithral chain shirt, +1 mithral buckler, +1 rapier, club, cold iron dagger, darkwood longbow, aegis of recovery[UE], belt of incredible dexterity +2, cloak of resistance +1, handy haversack, wayfinder[ISWG], basic maps (major landmarks only), bedroll, belt pouch, block and tackle, candle (5), cleats[APG], cold weather outfit, filter hood[UE], flint and steel, flint and steel, grappling arrow[UE], hammer, knife, utility (0.5 lb), large tent[APG], marbles[APG] (2), mess kit[UE], mess kit[UE], piton (12), sack, shovel, silk rope (50 ft.), snowshoes[APG], soap, soul candle, sunrod (5), tindertwig (5), torch (4), trail rations (10), waterskin (3), whetstone, winter blanket, winter blanket, wrist sheath, spring loaded, wrist sheath, spring loaded, donkey, cold iron arrows, 1,848 gp, 1 sp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Charmed Life +3 (3/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Deeds
Excellent Aid +1 (Ex) Bonus from Aid Another checks you recieve increases by listed amount.
Exploitative Maneuver (Ex) A successful maneuver against an opponent during their action gives you a benefit as if the target had used Aid Another to help you.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Fencing Grace Use Dexterity on rapier damage rolls
Nimble +1 (Ex) +1 dodge bonus to AC.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Swashbuckler Weapon Training +1 (Ex) +1 attack and damage with swashbuckler weapons.
Trap Spotter (10') (Ex) If you are within 10 ft of a trap, the GM rolls a Perception check to notice it.

Swashbuckler Deeds:

Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

Derring-Do (Ex): At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).

Dodging Panache (Ex): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

Kip-Up (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point.

Precise Strike (Ex): At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding her swashbuckler level to the damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn’t multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to double her precise strike’s damage bonus on the next attack. This benefit must be used before the end of her turn, or it is lost. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).

Quick Steal (Ex): At 3rd level, as a swift action the mouser can spend 1 panache point when she hits a for larger than her size with a light or one-handed piercing melee weapon to attempt a steal combat maneuvercheck against the creature she hit. Using this deed does not provoke an attack of opportunity. This deed replaces menacing swordplay.

Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn’t hidden, she can draw that weapon as part of the initiative check.

Underfoot Assault: At 1st level, if a foe whose size is larger than the mouser’s is adjacent to her and misses her with a melee attack, the mouser can as an immediate action spend 1 panache point to move 5 feet into an area of the attacker’s space. This movement does not count against the mouser’s movement the next round, and it doesn’t provoke attacks of opportunity. While the mouser is within a foe’s space, she is considered to occupy her square within that foe’s space.

While the mouser is within her foe’s space, the foe takes a –4 penalty on all attack rolls and combat maneuver checks not made against the mouser, and all of the mouser’s allies that are adjacent to both the foe and the mouser are considered to be flanking the foe. The mouser is considered to be flanking the foe whose space she is within if she is adjacent to an ally who is also adjacent to the foe. The mouser can move within her foe’s space and leave the foe’s space unhindered and without provoking attacks of opportunity, but if the foe attempts to move to a position where the mouser is no longer in its space, the movement provokes an attack of opportunity from the mouser. This deed replaces opportune parry and riposte.

Halfling Opportunist on Archives of Nethys PRD

Exploitive Maneuver (Ex, from Halfling Opportunist):

Exploitive Maneuver (Ex): A halfling opportunist can use an enemy’s actions in combat for her own gain, as if the opponent were using aid another to assist the opportunist, giving her a bonus on her next skill check, attack roll, or to AC against the next attack (Pathfinder RPG Core Rulebook 86 and 197). The enemy must be able to reach the opportunist, and the opportunist must activate this ability as an immediate action and succeed at a combat maneuver check against the enemy’s CMD; at the GM’s discretion, the opportunist can substitute another ability score modifier for her Strength modifier when making her combat maneuver check (such as using Dexterity for an agility-related action or Charisma for a social-related action). If the halfling succeeds at this combat maneuver check, she adds the aid another bonus to her action on her next turn and subtracts that bonus from the enemy’s roll for that action. Note that if the combat maneuver check is successful, the outcome of the enemy’s roll is irrelevant to this ability—a halfling opportunist can use a giant’s swinging club to jump farther whether the giant hits or misses with its attack roll.

The GM decides whether the enemy’s action can benefit the opportunist in the desired manner. Circumstances occurring between the enemy’s turn and the halfling’s turn may prevent her from following through with the desired action); if this occurs, she loses the bonus from aid another but can take her turn normally.

Example: Piria is a halfling opportunist battling an ogre in a walled arena. On the ogre’s turn, it swings at her with its club; Piria’s player wants to use her exploitive ability to catch the club and use its movement to boost her toward the top of the arena wall, giving her a bonus on her Acrobatics check to jump. The GM decides this is a reasonable use, has the player make a combat maneuver check against the giant’s CMD, and allows her to use Piria’s Dexterity bonus in place of her Strength bonus in the check. She succeeds and will gain the aid another bonus on her Climb check on her next turn. The GM rolls the ogre’s attack with a –2 penalty, hits Piria, and deals damage, but Piria still gets the aid another bonus on her next Acrobatics check— perhaps as the ogre’s club hit her, she grabbed it, flipped onto it, and on her turn can jump from the swinging club using the +2 bonus from aid another.

Boons:
Mantle of the Black Rider (Assuming the Mantle) [Snows of Summer, Reign of Winter AP 1]: You have accepted the Mantle of the Black Rider, which grants you considerable power in your quest to find Baba Yaga so long as you continue your quest. Choose one ability score [CHA]. Once per day as a swift action you may gain a +1 bonus to that ability score for 1 minute. For every additional Mantle of the Black Rider boon that you have for this character, the bonus increases by +1. You may not benefit from more than one Mantle of the Black Rider boon at a time. (NOTE: Jamir’s bonus from this boon is +2)
Mantle of the Black Rider (Unleashing the Hut) [The Shackled Hut, Reign of Winter AP 2]: When you freed Baba Yaga’s hut, the Mantle of the Black Rider grew in power. Once per day before rolling initiative you may gain a +1 insight bonus on that initiative check. For every additional Mantle of the Black Rider boon that you have for this character, the bonus increases by +1 (NOTE: Jamir’s bonus from this boon is +2).
Snowmask Induction (PSS 2-19): You allied with the Snowmask Clan and returned Jedrek's Shard to its place of honor beside Ranulf's body. In thanks, you are ritually inducted into the Snowmask Clan with the title Snowmask Brother or Snowmask Sister. As part of this mystic ceremony, you gain the permanent benefits of endure elements but only in cold and only to temperatures of 0 degrees F and above; you gain no bonuses in extreme heat. This is a supernatural ability.
Dragonkiller (PSS 2-17): You defeated Aralantryx, the Shadow Lodge’s enslaved white dragon, and gained special insight into how to kill others of her kind. You may add an extra 1d6 points of damage to a single damage roll made against a true dragon at any time in the future. This damage stacks with other bonus damage such as sneak attack and is not multiplied on a critical hit. When this bonus has been used, cross Dragonkiller off your Chronicle sheet.
Back to the Grave (Risen from Sands module): While exploring the tomb of Pharaoh Sekh-pa-Mefer III, you encountered many undead creatures, and with each one you and your companions vanquished, you learned another trick to destroy them even more quickly. You can use this boon as a swift action to gain a +1 insight bonus on attack rolls made against undead creatures. Each time you successfully hit an undead creature, this bonus increases by 1 (maximum +3). The boon lasts for 5 rounds. When you use this boon, cross it off your Chronicle sheet.
Friend of the Family (PSS 6-02): You have not only saved the Blakros Museum, but you have also saved Pendleton Blakros, son of the fabulously well-connected Dhrami Blakros. The family celebrates your accomplishments with agrand dinner held in your honor, introducing you Absalom’s most noteworthy nobles, and granting you apermanent +1 bonus on Diplomacy and Knowledge (nobility) checks made within Absalom. You have also proven yourself clever and resourceful enough to marry or be adopted into the Blakros Family, allowing you to purchase the following Vanity: Blakros Family Member (20PP).
Timely Delivery (PSS 10-98, aid character): No matter where you travel, you can count on one of your Pathfinder allies to keep you ready. You can spend 1 minute and 2PP and check the box that precedes this boon to gain an item costing 750 gp or less. Unlike a normal purchase made with PP, you do not need to be anywhere near a settlement to acquire the item.

BBCode for Jamir's most frequent rolls at level 6 (final brackets omitted):

Attack rolls
[dice=Initiative]1d20 + 7[/dice
[dice=+1 Rapier, incl. precision damage]1d20 + 14; 1d4 + 7 + 5[/dice
[dice= +1 Rapier, no precision damage]1d20 + 14; 1d4 + 7[/dice
[dice= +1 Rapier, Bless, incl. precision dmg]1d20 + 14 + 1; 1d4 + 7 + 5[/dice
[dice= +1 Rapier, flanking, incl. precision dmg]1d20 + 14 +2; 1d4 + 7 + 5[/dice
[dice=Longbow]1d20 + 12; 1d6[/dice

Skill checks
[dice=Acrobatics]1d20 + 14[/dice
[dice=Acrobatics, Derring-Do!]1d20 + 14 + 1d6[/dice
[dice=Bluff]1d20 + 8[/dice
[dice=Climb]1d20 + 8[/dice
[dice=Climb, Derring-Do!]1d20 + 8 + 1d6[/dice
[dice=Diplomacy]1d20 + 7[/dice
[dice=Escape Artist]1d20 + 11[/dice
[dice=Escape Artist, Derring-Do!]1d20 + 11 + 1d6[/dice
[dice=Knowledge (local)]1d20 + 5[/dice
[dice=Knowledge (nobility)]1d20 + 5[/dice
[dice=Perception]1d20 + 11[/dice
[dice=Profession (sailor)]1d20 + 5[/dice
[dice=Sleight of Hand]1d20 + 9[/dice
[dice=Stealth]1d20 + 17[/dice
[dice=Use Magic Device]1d20 + 8[/dice

Saving throws
Fort +5 (immune to cold weather), Ref +10, Will +3; +2 vs. fear
[dice=Fort save]1d20 + 5[/dice
[dice=Fort save, Charmed Life]1d20 + 5 + 3[/dice
[dice=Reflex save]1d20 + 12[/dice
[dice=Reflex save, Charmed Life]1d20 + 12 + 3[/dice
[dice=Will save]1d20 + 4[/dice
[dice=Will save, Charmed Life]1d20 + 4 + 3[/dice
[dice=Will save vs. fear]1d20 + 4 + 2[/dice
[dice=Will save vs. fear, Charmed Life]1d20 + 4 + 2 + 3[/dice

2PP purchases:

- wand of protection from evil
- wand of speak local languages
- wand of cure light wounds

Planning:

DON'T FORGET!Take Defensive Combat Training as Jamir's level 5 feat!

Feats to remember:

- agile maneuvers (important for halfling opportunist - taken as level 4 bonus feat)
- defensive combat training (required for halfling opportunist prc, take at level 5)
- accomplished sneak attacker?
- antagonize?
- combat reflexes?
- dodge, mobility?
- enrage opponent (requires persuasive)?
- extra panache (maybe level 9)
- persuasive?
- step up (maybe level 7)
- sure and fleet?
- twist away (requires evasion)?