Clegg Zincher

Jaxon Richter's page

409 posts. Organized Play character for Enchanter Tim.


Race

HP 68/68| AC 22 (23 w/shield) | F +10 R +11 W +10 | Perc +10 | Stealth +11 |

Classes/Levels

speed 25 | ◆ | ◇ | ↺

Gender

N male human rogue 5 |

About Jaxon Richter

PFS Number: 1142-2006
Experience: 48

PFS Chronicles:

#2-11: The Pathfinder Trials: 4xp, 14gp
#1-01: The Absalom Initiation: 4xp, 14gp
Intro 01: Second Confirmation: 4xp, 14.2gp
Intro 02: United in Purpose: 4xp, 22.24gp
#1-14: Lions of Katapesh: 4xp, 25.6gp
#3-01: Year of Shattered Sanctuaries: 4xp, 21.1gp
#1-23: Star-crossed Court: 4xp, 41.6gp
#3-10: Delve the Pallid Depths: 4xp, 40.4gp
#3-11: No time for Treason: 4xp, 43.2.gp
#3-16: Escape from Oppara: 4xp, 65.52gp
#4-04: To Seek the Heart of Calamity: 4xp, 66.64gp
#4-08: Battle for Star's Fate: 4xp, 68.32gp

PFS Information:

School: Field Commission

Major Factions
Envoy’s Alliance: 48
Grand Archive:
Horizon Hunters:
Vigilant Seal: 2
Minor Factions
Radiant Oath:
Verdant Wheel:
All Faction Reputation
Total (Sum of the Above) Reputation: 50

Boons:

Envoy's Alliance Champion Gain Fame from Envoy's Alliance
Engraved Wayfinder (slotless) Personalized compass lid
Society Connections (Downtime) [] Check the box to change a critical failure on downtime rolls to a failure instead.
Big Game Hunter (General) [][][] Reduce a critical fail on tracking to a normal failure.
Seasoned Diplomat (Advanced) [] Check the box at the beginning of an adventure to become trained in Diplomacy and Society for the duration of that adventure. If you are already trained in one of these skills, you instead become an expert. If your proficiency level is higher than expert in either of these skills, you treat any critical failure rolled with that skill as a failure and any failure as a success for the duration of the adventure.
Skillful Mentor (Envoy's Alliance) Increase skills by 1 for level bump for lower level characters (total of 2).
Envoy's Alliance Gear Gain access to Envoy Alliance gear in Pathfinder Society Guide
Frequent Shopper (Lost & Found) Gain access to a list of uncommon items from Grand Bazaar: stones snare, bloodthirsty rune, crushing rune,
dinosaur boots, pillow shield, psychic brigandine, pummeling snare, quick runner’s shirt, raining knives snare, rock ripper snare,
silhouette cloak, singularity ammunition, static snare.
Muesello’s Magnificent Message Mark Gain access to a special wayfinder rune with the following activation:
Activate ◆ command; Frequency once per day; Effect The wayfinder casts message.

Botting:

Jaxon will move into a flanking position, use Athletics (trip, grab) to impart flat-footed, or use Demoralize on enemies. Then he will attack with a brutal style for sneak attack, hopefully. He can back off to try and invoke his Shield tattoos for defense.

Jaxon Richter
N Male Human Rogue 5
Background: Prisoner
Senses None Perception: +10 [E]
Languages: Common

Defenses
Hit Points: 68
AC: 22 (23 w/shield)
Fort: +10 [T] Ref: +11 [E] Will: +10 [E]

Offense
Speed: 25
Melee +1 striking crushing Fist +14 [T], 2d6+4 B (agile, finesse, nonlethal, unarmed)
. . +1 striking crushing Stumbling Strike +14 [T], 2d8+4 B (agile, backstabber, finesse, nonlethal, unarmed)
. . Shortsword +13 [T], 1d6+4 P (agile, finesse, versatile S)
. . or Dagger [T] +13, 1d4+4 P (agile, finesse, thrown 10ft, versatile S)
Ranged Dagger +11 [T] 1d4+4 P (agile, finesse, thrown 10ft, versatile S)
. . Sling +11 [T] 1d6+2 B (propulsive)
Sneak Attack +2d6

Statistics
Str 19, Dex 14, Con 16, Int 10, Wis 12, Cha 14

Ancestry Abilities
Versatile Heritage Gain a General Feat
Natural Ambition Gain a Class Feat
Clever Improvisor Proficiency in untrained skill checks is +2; Can attempt actions requiring Trained.

Class Abilities
Ruffian Racket Use all simple weapons to make sneak attacks, and gain critical specialization with simple weapons when opponent is flat-footed. Gain Medium armor proficiency, trained in Intimidation.
Sneak Attack Deal 2d6 damage when attacking with a finesse or agile weapon against a flat-footed opponent.
Surprise attack If you roll Stealth or Deception for initiative, on the first round of combat, enemies that haven't acted are flat-footed to you.
Deny Advantage You are not flat-footed to hidden, undetected, or flanking creatures your level or lower. Creatures can still help others flank.
Weapon Tricks Advance to Expert in Rogue Weapons. Gain Critical Specialization in Rogue Weapons (fist/brawling: Fort DC 21 or be Slowed 1)

Class Feats
Nimble Dodge (↺) As a reaction, gain +2 to AC
You're Next (↺) When you reduce an opponent to 0 hitpoints, demoralize another opponent within sight with a +2 bonus.
Monk Dedication Increase unarmed strike to 1d6. No penalty for non-lethal attacks. Trained in Monk DC.
Stumbling Stance ◆ +1 to Deception checks to Feint; Can only make Stumbling Strikes. If hit while in the Stance, the enemy is flatfooted to the next Stumbling Strike you make against it before the end of your next turn.

General/Skill Feats
Experienced Smuggler Take better of 10 or your roll when trying to hide a small item from a passive observer; Use Underworld Lore in downtime at level - 1
Toughness Gain hit points equal to your level; Recovery checks are 9+dying value
Titan Wrestler Can attempt Disarm, Grapple, Shove, or Trip on creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.
Intimidating Prowess Gain +1 to Intimidation checks when you can physically menace your target; ignore penalties for language.
Ancestral Paragon - Arcane Tattoos (Shield) Cast Shield cantrip at will. (Hardness 10)
Terrifying Resistance Gain +1 circumstance bonus to saves vs spells for 24 hours against creatures you have Demoralized.
Battle Medicine ◆ As Treat Wounds; target is immune for 1 day.
Godless Healing Recover 5 additional hit points from Treat Wounds or Battle Medicine. Reduce immunity to Battle Medicine to 1 hour.
Experienced Professional (School feat) When using Lore to Earn Income, get a failure instead of critical failure. If you're an Expert, gain twice as much from a failed check (not critical failure).

Skills
Acrobatics +9 [T], Arcana +7 [T], Athletics +13 [E], Crafting +2, Deception +9 [T], Diplomacy +9 [T], Intimidation +12 [E] (+1 when physically threatening), Lore (Legal) +7 [T], Lore (Underworld) +7 [T], Medicine +8 [T], Nature +3, Occultism +2, Performance +4, Religion +3, Society +7 [T], Stealth +11 [E], Survival +8 [T], Thievery +11 [E] (+1 to pick locks/disable)

Equipment (Bulk 3.6)
Worn backpack, scalemail, belt pouch, wayfinder, demon mask
Weapon Shortsword, dagger, sling, +1 striking crushing handwraps of mighty blows
Stowed bedroll, chalk, climbing kit, crowbar, rations, rope, torch, waterskin, flight & steel, sheath, thieves' tools (infiltrator), healer's tools, healing potions (minor) (x2)
Coin 162.6gp

Background:

Jaxon was imprisoned as a part of a gang raid. He held the guard off while most of his gang was able to escape. Always the enforcer, he took on the same role in prison as he worked to protect his members from other gangs. In a odd turn, the Pathfinders came recruiting from the prison for special skills and offered to pay off his remaining time in exchange for Jaxon's expertise. Now with his new 'gang,' the thug is looking to ensure no one messes with them.

Appearance:

Jaxon looks every bit the thug that he is. Thick necked and broad shouldered, he wears his hair short so no one can grab it to use against him. The man has a habit of popping his knuckles and his neck joints and sports tattoos along his hands, knuckles, and forearms.