Rosie Cusswell

Jussa Pinehair's page

71 posts. Organized Play character for Warah.


Full Name

Jussa Pinehair

Race

HP 11/11 | AC 17, T 15, FF 183 | CMB 0, CMD 12 | Fort +3, Ref +7, Will +3 | Init +6 | Perception +8, Sense Motive +2 |

Classes/Levels

Speed 20ft | Active conditions: None

Gender

Female NG Unchained Rogue 1 |

Size

small

Special Abilities

low light vision, combat reflexes

Alignment

NG

Languages

Common, Halfling

Strength 8
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 14
Charisma 12

About Jussa Pinehair

Jussa Pinehair
Female halfling Unchained Rogue 1
NG Small humanoid (halfling)
PFS#: 289224-10
Faction: Grand Lodge
XP: 1
Prestige: 2
Init 6; Senses Perception +8
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Defense
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AC 17, touch 15, flat-footed 13 (+2 armor, +4 Dex, +1 size)
hp 11 (1d8+3)
Fort 3, Ref 7, Will 3; +2 vs. fear
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Offense
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Speed 20 ft.
Melee dagger +5 (1d3-1 P or S/19+) or
. . rapier +5 (1d4-1 P/18+) or
. . sap +5 (1d4-1 B nonlethal)
Ranged sling +5 (1d3-1 B)
Special Attacks sneak attack (unchained) +1d6
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Statistics
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Str 8, Dex 18, Con 14, Int 10, Wis 14, Cha 12
Base Atk +0; CMB -2; CMD 12
Feats Combat Reflexes, Weapon Finesse
Traits inspired, reactionary
Languages Common, Halfling

Skills
Acrobatics +10 (+6 to jump)
Climb +1
Diplomacy +5
Disable Device +7
Escape Artist +8
Knowledge (local) +4
Perception +8
Sleight of Hand +8
Stealth +12
SQ trapfinding +1

Combat Gear potion of cure light wounds (1), acid vial, sling bullets (20)
Other Gear leather armor, dagger, rapier, sap, sling, backpack, flint and steel, grappling hook, silk rope (50 ft.), torch (2), vermin repellant (1), cheese (3), cushion inserts (1), hat (1), head scarf (1)

Wealth: 436.8 gp

Gear Weight: 28.9 lbs
Light Load: <20
Medium Load: 20-40
Heavy Load: >40
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Special Abilities
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Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Fearless +2 bonus to save vs. fear (stacks with halfling luck’s +1 bonus to saving throws).
Sneak Attack (Unchained) +1d6 Attacks deal extra damage if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Boons:

Explore, Report, Cooperate: (Wounded Wisp) You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
Prized Find: (Wounded Wisp) You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).

Chronicles

1. 06-10 The Wounded Wisp:

XP: 1
Prestige: 2
GP: 430