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No posts. Organized Play character for pjackson.




Monkey Style says "you can crawl [...] without provoking attacks of opportunity"

In another thread I read that though you don't proboke for crawling, you still proboke when leaving a threatened space.
If that is correct in what circumstances would the style allow you to avoid an attack of opportunity?


The Curse of the Crimson Throne update for Hero Lab has added the Guided weapon property.
I have the 3.5 version of CotCT in which it first appeared.
Has it been reprinted in the revised CotCT?

It was used on the weapon of a NPC whose class has been changed (as he used a 3.5 prestige class) from what I have read. So it could easily have been dropped or revised, but the text in Hero lab matches the 3.5 version. Shouldn't it have at least been restricted to melee attack as James Jacob wrote was the intention?


In my copy of Ultimate Equipment the price of folding plate is given as 12,650 and the cost as 7,650.
This does not seem right.
I would expect the price to be the base price plus the cost of a masterwork suit of full plate - 1650gp. Thus the base price would be 11,000gp
But then the cost should be half the base price plus the cost of the armour - 5,500 + 1,650 = 7,250 gp not 7,650gp.

Is the cost or the price wrong or have I misunderstood something?


After a TPK I am creating a new character for Mummy's Mask.
I had already established that my old character had a girlfriend - the sorcerer daughter of the high priest of Nethys. So I am going to go with her. She is being created at 6th level and is human with the arcane bloodline. She has the traits Blood of the Pharaohs and Child of the Temple.

I have been considering whether to give her Craft Wondrous Item and have been trying to work out how magic item creation works, but the various different versions have made that tricky. I think I understand now, largely thanks to http://paizo.com/threads/rzs2k74y&page=1?Magic-Item-Creation-and-Caster -Level

To check this is what I am thinking of having her make.

Handy Haversack - requires a 5th level spell so has a minimum CL of 10 - ignoring the spell prerequiste makes the DC 20, which she can just get when taking 10.

Mnemonic Vestment - requires 4th level spell but might as well also create at CL 10 by taking 10.

She will then buy a spellbook and talk some wizards into writing spells into it for her. Whilst she could very likely talk the archetypal apprentice wizard into doing this for free for WBL purposes I assume such spells wpuld cost double what it costs to write them, e.g. 20gp for a 1st level spell.

Cloak of Resistance +1 = minimum CL 3 can be done at 15, getting the spell from the spellbook using the vestment.

Headband of Alluring Charisma +2 - minimum CL 4, Spellbook and vestment for spell, done at 15.

Page of Spell Knowledge - Shield - minimum CL 1, spelbook and either vestment or Ring of Spell Knowledge I - done at 15.

Ditto for Feather Fall

Other spells which probably wouldn't be needed in such a hurry could just go in the spellbook.

Could the resistance bonus be added to the vestment? There is a precedent for a body slot item with that bonus.

Whilst she is willing to dress like a traditional sorceress at times sometimes she would want to dress differently, and anyway it would seem cheap to always dress the same. So what would it cost to add a glamour like effect to the vestment? A continuous Disguise Self effect would cost 4,500 gp according to Table 15-29 which seems a bit high when she just wants it to affect her dress.


My players are about to start CoF.
Back before we started I saw some rules for running the rebellion, but I can't find them now.
Can someone give me a like to them?


Spoiler:

Why would the Rakshasas fight to the death?
Wouldn't it be a lot more senisble for them to save a slot for Invisibility and use that to try to escape if things go badly?


Just had a player ask "Is Field Marshal Kroft married, or otherwise attached? "
I do not remember seeing any mention of her private life.


We started yesterday, and the chracters had just made 2nd level at the end. They are:

A human would be hippogriff riding marine - started as a Scout and has now added a level of urban ranger.
A half-elf Iomedae worshipping blacksmith heading to wizard warrior - started as a fighter as now added a level of wizard (conjuror).
A half-elf student follower of Irori - 2 levels of cloistered cleric.
A half-orc apprentice rat-catcher - the player wanted to start from the bottom and work his way up in society - He is a buguiler.

I ran them each through a normal day to help anchor them in the city.
Then I we started the AP with them getting the cards and meeting Zellara at sunset. They immediately went to the Old Fishery. a couple fell in the river and they had to kill the shark, They they went and snuck in from the other side until the dog sensed them They killed the dog and the three non-orphans at the top. A 27 on a diplomancy check persuaded the orphans to go to the local orphanage. They lay out was confusing them but eventually the realized the there was a space under first part of the fishery. They looked around the outside with a light this time and found the door. Whilst doing they they heard shouting in the distance. Gaedren was waiting for them but only got one attack in. The crocodile then bit and grappled the fighter. The beguiller tried color spray but only knocked out the fighter. The cleric stabbed the croc to try to distract it and got knocked out by a tail slap. Luckily the scout then got a solid hit in and killed the croc.

They searched and found Gaedren's loot. The fighter thinke some pieces are too good to sell (the scrimshaw and the succubi statue). The cleric recognized the broach. They loaded up Gardren body on a handcart to take him to the guard to claim the reward there had to be for him. On the way back they heard about the King's death - which all the players had been expecting. They were attacked by imps and were unable to put up any effective defense and two were poisoned, before psudodragons drove them off. Then they met Grau. The Beguiller chramed him and persuaded him to go back to the Guard.

They are now resting and plan to go see the Queen to collect the reward on the broach tomorrow.

Whilst fighting crimelords in Korvosa could an interesting campaign that does not seem to be what this AP is about, so I didn't extended the Gaedren story. I could see that being a good way to bind other players into a group. I suspect the lure of rewards will do that for my players. If I were to run it again I think I would extend it a little. Zellara would be alive at the first meeting, scared of Lamm but determined to get revenge. Instead of sending them directly after Lamm she sends them first to retieve her harrow deck. Perhaps she wil mention that Lamm is protected from most forms of magical divination (a deal made with an Acadamae wizard many years ago - the players would probably not have a way to find out the details), but that if he has handle the harrow deck or even just had it in hos lair Zellara will be able to locate him. It must be done before before he moves again. She has tried to get offical help but the Guard won't take the word of a Varisian mystic. Regb a snall encunter with the fence in another area (Old Korvosa?) to add a bit of a time delay. Lamm has given the deck to, and the party return to Zellara's shop, but in the meantime Lamm has kidnapped and kiled her. Using the harrow deck the party has retrieved Zellara appaers to the party and sends them to the Old Fishery,

If this patch gets reprinted the descriptions of the rooms of the Old Fishery, especially the relative heights need to be improved. Perhaps a small diagram showing the various levels from the side.

When the party goes to the field-marshal she will thank them for bringing Grau back and mention that when sober he is one of the finest swordsmen in the Guard. Hopefully that should be enough to make them suspect that he is Blackjack.


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I am about to start running COCT.
I have been reading the forum for hints as I found them very useful for RotRL.
We will be using 3.5 rules with some minor changes,

One player has not indicated what type of character he wants
to play, thoe others have said
LN member of the Guard
Would be Sable Company member - Scout/Ranger
Wizard - either LG or LE (both versions look good).

One player analyzes the spread of diseases (in animals) for a living so I am going to have to be careful with 7DttG

I have been sending out emails with bits of background information, and dropping hints. For example to the would be Sable Comapny member:

For example. if the city were attacked by pirates the Sable Company would fly over and drop tanglefoot bags with rock chippings in them on to the ships. Then the guard would use trebuchets enchanted with a version of Locate Object to fire the rocks the chippings were taken from at the ships. The rocks home in on the chippings if close enough.

Her idea for a grudge with Gaedren Lann was that he had killed her best friend when he was investigating Lamm. That did not seem strong enough to me so I suggested:

You best friend disappeared when following up on a lead to Lamm a few months after getting married.. The Guard put a lot of effort into investigating the loss of one of their own. A few days later a parcel was delivered to his wife - containing your friend's head. She had a miscarriage. A priest use speak with dead to question the head and learnt where Lamm was, but when the Guard raided the place he had left. When asked where the rest of his body was the head replied "Eaten".

I read a suggestion of using Taxfest as a time when the Bank hands out money as an way to explain how the disease spreads so fast amongst the lower classes and went with a modified version.

Taxfest is the Church of Abadars most important annual festival when they celebrate the collection of the years taxes, Then the church hosts an enormous feast at which people make speaches suggesting how the money should be spent. There is also a handout of money 1gp to everyone who employs others and 1sp to everyone in honest employment. Since the city is too large of everyone to be accomadated at the Bank secondary feats are hosted by various nobles where priests perform the handouts.

Offically the church would not describe this as a handout - rather as a reverse tax on the church.

I gave them a description of each of the major noble houses, emphazing Glorio Arkonas good works to try to bias them towards trusting him.

I plan to run each character through a normal day to help bind them to the city before starting the AP proper.

Any other suggestions would be welcome.


I just noticed this in the Pathfinder SRD
"paladins know that the only thing more abhorrent than an evil creature is a fundamentally good creature too timid to strive against the forces of darkness."

Maybe a few paladins close to falling could hold that attitude, but as a general statement it makes no sense to me.
Good being do not despise the weak and timid for being weak and timid.
They might pity them and want to protect them and help them become stronger and braver.
They would not consider anyone abhorrent unless they were evil (and sometimes not even then).

It is contradicted in the following sentence by the phrase about "asking only that they may protect the innocent", though that also contains an attitude that I would expect to only apply to a minority paladins - "with her last breath a paladin can take comfort in a life of absolute righteousness." That sounds like Miko from Order of the Stick, an example of how not to play a paladin, and who rightfully fell before she died.
I would expect most paladins to be praying for forgiveness with their last breath.

I noted that the Gamemastery guide does not list Three Hearts and Three Lions amongst its recommended books. The paladin class in its original form was clearly designed to allow you to play a character like the hero of that book (just as the Ranger class was designed to allow you to play Aragon). The class has moved on but the book remains one of the best inspirations for how to play a paladin.

Other good ones are Due South, and the Order of the Stick with O-Chul Hinjo and Lien (and even Thanh) with Miko as a counter-example.


My players are in the Runeforge

Spoiler:

Specifically in the the Halls of Wrath about to face High Lady Athroxis.
The have not been to area K4.
The description says that the warriors of wrath there will attack with glee and fight to the death.
But that does not look like it would be interesting. Coming after the fight with the High Lady it would be anti-climatic and also somewhat of a repatition of the fight in K3
Since if the players defeat the high lady one of them will have the Mark of Wrath it would make sense to me if on seeing the Mark the warriors woulf kneel and aalute their new lord or lady. They are Lawful.

That gives an opportunity for a peaceful interaction with some inhabitants of the Runeforge, for the story of the Halls of Wrath to be presented, and for some possibly interesting character interactions.
One of the PCs speaks Thassilonian.

I am think of reducing the number of warriors down to 5 or 6.
They should be willing to help stop Karzoug, but having spent all their lives in the Runeforge taking them out could cause some culture shock.

So does anyone have any suggstions as to how ro run this?


The party's introduction to Rukus is when they hear him singing in the distance.
Since it is better to show than tell I made up a simple song for him:

I's huntin bear
I's huntin bear
I's huntin bear
All day long

Gonna catch bear
Gonna catch bear
Gonna catch bear
'Fore day done

Gonna eat bear
Gonna eat bear
Gonna eat bear
All night long


I am trying to plan for this weeks session and would welcome second opinions.

Spoiler:

My player's characters seem to be paranoid about getting involved with the authorities in Magnimar. Two are CN and one CG.
They burned down the sawmill to destroy any evidence of their being there.
They did take the masks to the temple of Desna (who the CG character worships) and were given a reward. They also left Ironbriar's coded journal there.
They have just fought Xanesha, going up the outside where they could be seen and with part of the fight being in the open.

I am a little worried that they might not pass the list on and so will miss out on the reward and not come to the mayor's attention so will be harder to lead into the next module.

Since there is a law against climbing the tower (which they started by doing) I think I will have someone who saw them report it to the Hellknights in hope of a rewards, and have a couple turn up to questions the party, and pray that the barbarian will behave himself. Maybe have a mounted squad turn up shortly afterwards, and try to take charge. Then have to ask the party's help in dealing with the golem. I will try to bring the list to the Hellkinght's notice. Their commander would instantly recognize it and take the party to the mayor.

I think I will also have them find a letter from Xanesha's sister, to give them a hint that they may face more like her and should be prepared.


I am thinking about how to introduce the Scarnetti family to the party.
I apologize for misspelling names - I don't have the adventure with me.

my idea:

I am thinking of having the Scarnetti's spread rumours that Lonjiko(sp?) caused the "recent unpleasentness" by opening up the smuggler tunnels and disturbing the evil temple and it's demon guardian.
They will say that Kendra covered it up to protect a political ally and bind him to her.
They will also say that Tsuko had discovered this and was blackmailing his "father". Tsuko has hung himself whilst in custody and the Scarnetti's will say he was murdered to stop him revealing the mayor's involvement.

The Scarnetti's will make an offer to the party for help in supporting these stories, or at least not trying to disprove them.

What do you think?


I do a little archaeology as a hobby (and would be digging now if not for a cold).
The description of Gorvi getting Sandpoint's rubbish collected then chucking it over a cliff where goblins scavenge it does not make sense to me.
Pre-modern towns tended to recycle almost anything that could be.
Given that Sandpoint is pseudo-medieval Gorvi should be selling any bits of iron and steel in the rubbish larger than a nail to the blacksmith (unless the gblins are paying more).
He should be selling the dung to the local farmers.
He should be selling broken glass to the the glass works.


My players are currently in the catacombs of wrath.
They have captured Tsuto and read his journal.
They have put together most of his and Nualia's story, largely through the bard questioning people.
The bard is a worshipper of Desna and finds Father Tobyn's behaviour to be contrary to the descriptions of her priests, and I tend to agree.
He didn't travel and tried to direct Nualia's life.

Has anyone dealt with this?


I am about to start running the AP for 3 players using 3.5.
They only want to run one character each.
They are not much into optimizing.
They will probably be a druid, barbarian and a rogue/scout.

Are there any places where the encounters are likely to be too lethal?

Race

Retired to Taldor?

Size

6 ft. 160 lbs.

Age

20

Alignment

chaotic Good

Deity

Calistra

Location

Sandpoint

Languages

common, elvish

About Seamus Passeri

Rogue 14/ ranger 2 HP 147/147| AC41/T24/FF41 | F+17/R+25/W+16 | CMB +13 CMD 31 | Init + 14 | sneak attack@7d6 | Perc +31/38 Dis. Dev. + 33/40 Acro +26/31 | Boots 0/10

Hero Points: @ 0

Initiative: 14 = 8 [dex] + 4 [feat] + 2 [trait]
Speed: 30 ft.
Hit Points: 147 = 87 [Rogue (8 [1 st lvl] + 65 [2nd -14 th lvl] + 14 [FC])] + 12[Ranger 1st lvl-2nd lvl] + 48 16 [lvls] x 3 [con]

AC: 41 = 10 + 9 [Celestial Armor] + 8 [dexterity] + 1 [dodge] + 4 [Natural armor] + 4 [ring] + 4[+3 mithril buckler] + 1 [Insight bonus]
Touch: 24
Flat-footed: 41

Fort: + 17 = 4 [rogue] + 3 [ranger] + 3 [constitution] + 2 [feat] + 5 [cloak]
Ref: + 25 = 9 [rogue] + 3 [ranger] + 8 [dexterity] + 5 [cloak]
Will: + 16 = 4 [rogue] + 0 [ranger] + 1 [wisdom] + 2 [feat] + 5 [cloak] +4 [Inspired]

Base Atk + 11/6
CMB + 13 = 12 [base] + 1 [strength]
CMD 31 = 10 + 12 [base] + 1 [strength] + 8 [dexterity]

Melee: + 13 = 12 [base] + 1 [strength]
Ranged: + 20 = 12 [base] + 8 [dexterity]
Weapon finesse + 20 = 12 [base] + 8 [dexterity]

Stats: Str. 12, Dex. 26, Con. 16, Int. 10, Wis. 12, Cha. 13,

Abilities:

Half-Elf
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Half-Elf Alternate Racial Traits:
Sophisticate Half-elves who strive to embody the culture in which they live develop a keen instinct for the ebb and flow of fashions, fads, and political trends. They gain a +2 racial bonus on Knowledge (history) and Knowledge (local) checks and can use those skills untrained even for checks with a DC of 10 or more. This racial trait replaces elven immunities.
Flexible Half-Breed Once per day, half-elves with this trait can use alter self as a spell-like ability to appear as humans, drow, or elves. The half-elf can change the race of this form each time she uses this ability, but the specific form for each race is static. She gains a +10 bonus to Disguise checks to appear as a member of the chosen race. The caster level for this ability is equal to the character’s Hit Dice. This racial trait replaces multitalented.

Traits:
Campaign Trait: Goblin Watcher: You gain a +1 trait bonus on Perception and Appraise checks, and a +5 trait bonus on Appraise checks to determine the most valuable item visible in a treasure hoard
Combat Trait: Armor Expert When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.
Race Trait Elven ReflexesYou gain a +2 trait bonus on initiative checks.

Feats:
Race: Skill Focus: Perception
First level feat: Improved Initiative
2nd lvl Rogue Talents:Combat Trick: Two Weapon fighting
Third level feat: Double Slice
4th lvl Rogue Talents: Weapons Focus: short swords
Fifth level feat: dodge
seventh level feat: Iron Will
ninth level feat: improved two weapon fighting
eleventh level feat: Greater Fortitude
Thirteenth level feat: point blank shot
Combat Style Feat: Archer Rapid shot
Fifteenth level feat: Precise shot
14 lvl Advanced Rogue Talent: feat: Greater Two-Weapon Fighting


Class:

Unchained Rogue
Sneak Attack: 7D6 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.
Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Finesse Training: At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse. Once this choice is made, it cannot be changed.Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll.
3rd lvl: Shortsword
11th lvl: Rapier
Evasion: At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a 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.
Rogue Talents:
2nd levelCombat Trick: Two Weapon fighting
4th level: Weapon Training: Weapon Focus: short sword
6th level: Follow Clues: Benefit: A rogue with this talent can use Perception to follow tracks as per the Survival skill.
8th level: Trap Spotter: Benefit: Whenever a rogue with this talent comes within 10 feet of a trap, she can attempt an immediate Perception check to notice the trap. This check should be made in secret by the GM.
Advanced rogue talents:
10 th level: Opportunist: Prerequisite(s): Advanced talents Benefit: The rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round and can’t be used more than once per round.
12 th level: Double Debilitation* (Ex)Benefit: Whenever the rogue inflicts a penalty against a target using the debilitating injury class feature, she can select two penalties to inflict. The target can never be subject to more than two penalties in this way at one time. If any additional penalties are inflicted, any previous penalties immediately end. Any effect that heals damage to the target negates both of the penalties.
14 level: Feat: Greater Two-Weapon Fighting
Danger Sense + 4 At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level).
Debilitating Injury: At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round.
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Hampered:All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Uncanny Dodge: 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 Dexterity bonus to AC if the attacker is invisible.
Rogue’s Edge: gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.
Acrobatics:
5 Ranks: You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren’t denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.
10 Ranks: You can attempt an Acrobatics check at a –10 penalty and use the result as your CMD against trip maneuvers. You can also attempt an Acrobatics check at a –10 penalty in place of a Reflex save to avoid falling. You must choose to use this ability before the trip attempt or Reflex save is rolled. With a successful DC 20 Acrobatics check, you treat an unintentional fall as 10 feet shorter plus 10 feet for every 10 by which you exceed the DC, and treat an intentional fall as 10 feet shorter for every 10 by which you exceed the DC
Perception
5 Ranks: You remain alert to sounds even in your sleep, and the normal DC increase to Perception checks when you are sleeping is halved. The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 20 feet.
10 Ranks: The distance modifier on the DC of Perception checks you attempt is reduced to +1 per 30 feet. In addition, you gain a +5 bonus on Perception checks to notice or locate an invisible creature or object.
Improved Uncanny Dodge (Ex) At 8th level, a rogue can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
favored class bonus: Rogue + 1 HP

Ranger Archetype: Trapper
Trapfinding A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.
Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
@ 1st lvl. Giants
Track (Ex) A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.
Wild Empathy (Ex) A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Combat Style Feat (Ex) At 2nd level, a ranger must select one combat style to pursue.


Skills:

156 = 14(8 [rogue skills]) + 2(6 [ranger skills] + 16( 2 [background skills])
The Rogue (Unchained)'s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha) New ranger’s class skills: Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Spellcraft (Int) and Survival (Wis)
Acrobatics 26/31 = 8 [Dex] + 16 [rank] + 3 [class skill] + 5 [boots] - 1 [armor]
Appraise 5 = 0 [Int] + 1 [rank] + 3 [class skill] + 1 [trait]
Bluff 8 = 1 [Cha] + 4 [rank] + 3 [class skill]
Climb 4 = 1 [Str] + 1 [rank] + 3 [class skill] - 1 [armor]
Diplomacy 1 = 1 [Cha]
Disable Device 32/40 = 8 [Dex] + 16 [rank] + 3 [class skill] + 2 [MW tools] + 5 [goggles] - 1 [armor] + 7 [traps]
Disguise 1 = 1 [Cha]
Escape Artist 26 = 8 [Dex] + 16 [rank] + 3 [class skill] - 1 [armor]
Intimidate 1 = 1 [Cha]
Knowledge (dungeoneering) 13 = 0 [Int] + 10 [rank] + 3 [class skill]
Knowledge (History) 16 = 0 [Int] + 12 [rank] + 3 [background skill] + 2 [race]
Knowledge (local): 15 = 0 [int] + 10 [rank] + 3 [class skill] + 2 [race]
Lore (Music): 7 = 0 [int] + 4 [rank] + 3 [background skill]
Perception 31/37 = 1 [Wis] + 16 [rank] + 3 [class skill] + 3 [feat] + 2 [race] + 1 [trait] + 5 [goggles] + 7 [traps]
Perform (string instrument) 24 = 1 [Cha] + 16 [rank] + 3 [background skill] +4 [Inspired]
Ride 11 = 8 [Dex] + 1 [rank] + 3 [class skill] - 1 [armor]
Sleight of Hand 26 = 8 [Dex] + 16 [rank] + 3 [class skill] - 1 [armor]
Stealth 24 = 8 [Dex] + 16 [rank] + 3 [class skill] - 1 [armor]
Swim 4 = 1 [Str] + 1 [rank] + 3 [class skill] - 1 [armor]

Gear:

Magical Items:
Worn:
Belt: Belt of incredible dexterity + 4: 1 lb.
Body:
Chest:
Eyes: Goggles of Minute seeing/eyes of the eagle
Feet: Daredevil Boots: 1 lb.
Hand: + 4 ring of protection
Hand: Covenant ring/ Sihedron ring
Head:
Headband: Headband of Inspired Wisdom: (+2),
Neck: Amulet of Natural Armor + 4
Shoulders: + 5 cloak of resistance: 1 lb.
Wrists:
Slotless items:
Standard Wayfinder: 1 lb.
Armor:
Celestial Armor: 20 lbs. + 3 mithril chainmail +9, + 8, - 2
+ 3 mithril buckler: 2.5 lbs.
Weapons
+ 1 keen (ruin forged) Rapier 2 lbs. 1d6, 15–20/x2. P, finesse
+ 1 giant bane mithril short sword: 1 lb. 1d6 19-20/x2 S
+ 1 construct bane adamantine short sword: 2 lb
+ 1 cold iron short sword: 2 lb.
+1 returning frost Spear: 6 lbs. 1d8, x3, 20 ft. 6 lbs. P brace
sub-total 32.5 lbs.
Ioun stones
Dusty Rose Prism (Ioun Stone) + 1 insight bonus to AC.
Pink Rhomboid (Ioun Stone) +2 enhancement bonus to Constitution.
in Wayfinder: Iridescent Spindle (Ioun Stone) This stone sustains the wearer without air. Resonance adds Endure elements, as the spell, as well as protection against exposure to vacuum and underwater pressure.

Mundane Items
Explorers outfit:
MW short bow + 1 Str: 2 lbs. 1d6 x3 60 ft. P
durable arrows @ 18: 3 lbs.
sub-total 5 lbs.

Bandolier:
in Bandolier:
Chalk: @ 10: N/A
Flint and Steel: N/A
Candle @ 10 N/A
Sub-total: 0 lbs.

Handy haversack:
In Backpack
Blanket @ 3: 6 lbs.
Waterskin: 4 lbs.
Kit, Mess: 1 lb.
Rations @ 5: 5 lbs.
Elvish Lute: Musical instrument (common): 3 lbs
Outfit, Cold-Weather 7 lbs.
Furs: 5 lbs.
Tent: 20 lbs.
Tent Cover: 15 lbs.
Bedroll: 5 lbs.
Masterwork thieves tools: 2 lbs.
Sub-Total: 5 lbs.

Consumables:
CMW potion @ 1
potion of Gaseous form
CSW Potion @ 1

Total weight of all gear: 42.5 lbs.

Carry Capacity
Light load: 43 lb. or less
Medium load: 44-86 lb.
Heavy load: 87-130 lb.
Lift over head: 130 lb.
Lift off ground: 260 lb.
Push or drag: 650 lb.


Wealth:

200 gp.Starting -198.42 gp. spent on gear - 5 sp. Wine @ Cracktooths = 8 cp. + 100 gp. - 28.8 gp. w/ discount = 71.28 gp. + 20 gp.- 11.2 gp. w/ discount = 90.08 + + 5 gp. - 3 cp. = 95.05 gp. + 1,387 gp. - 798.5 gp. w/discount - 2 gp. - 3 gp. - 2 gp. - 5 gp. - 270 gp. food/supplies and old coin @ cracktooths, White Deer Inn, MW spell for bow = 306.5 gp. - 16.5 gp. - 250 gp. = 40 gp. remaining + 3136 gp. - 250 gp. - 2,295 gp. = 591 gp. - 10 gp. outfit = 581 gp. + 4,347 gp. = 4,928 gp. - 2,985 gp. = 1,943 gp. + 1,157.5 gp. - 2,000 gp. = 1,100.5 + 8,778gp - 8,480 gp. = 1398.5 gp. - 1,000 gp. = 398.5 gp. - 45.6 gp. = 352.9 gp. + 23,856 gp. + 1,155 p. - 24,320 gp. = 1,043.9 gp. + 4,742 gp. - 2,500 gp. Diamond- 2,725 gp. potion, haversack = 560.9 gp. + 34,119 gp. - 34,400 pg. = 279.9 gp. - 5 gp. a new hat = 274.9 gp. + 4,115 gp. - 1,250 gp. Scroll of life - 150 gp. Wand = 2,989.9 gp. + 99,271gp + 12,860 gp. - 114,510 gp. = 610 gp. 9 sp.

Knowledge, Local:

Local DC 10: Seamus is a half elf local to Sandpoint. He is seen playing the lute on the square for tips and as a regular player at Cracktooths Tavern.

Local DC 15: He works odd jobs at the Pixie's Kitten, where his mother retired from when she married Zandu Vasillica, a suspected Sczarni member. Occasionally, In the evenings when not at the Tavern, he may be seen sitting at Junker's Edge on the cliffs of the Varisian Gulf, practicing his lute.


Background:

Seamus Passeri was born twenty years ago to Alika Passeri, a beautiful Varisian girl with hazel colored hair and green eyes. For several years she was a working girl at the Pixies Kitten . His father had been a traveling bard named Iradyiel Meirdrerel who was a fixture at the Sandpoint Theater and played often at Cracktooth's Tavern. For almost two years, Alika and he were exclusive, and quite an item, painting the town. When the Theater was sold in 3987 to Lucian Brachtarna the new owner took the Theatre in a different direction and Iradyiel accepted a position elsewhere. (Subsequently Lucina did not fare as well as he expected and in 4000 sold the theatre to the present owner Cyrdak Drokkus). After Iradyiel left, Alika realized she was pregnant. When the beautiful baby boy was born she named him Seamus after her father.

When he was little his mother and the other ladies would tell Seamus stories about heroes, princes and knights in shining armor. He wanted to be like the heros in the stories, eventually talking his mother into making him an armor to wear. Several of the girls helped out and sewed him armor out of the quilted cloth of an old mattress. It was cumbersome and worn, but he loved it and wore it everywhere.. As he got a little older his mother would have him leave the house so he wasn’t exposed to too much of the house's activities. He would wear his ‘armor’ to the cliffs on the Varisian Gulf and sit at Junker’s Edge watching the goblins scrounge through the junk and garbage. Late well after midnight he would make his way back home, trusting in his elven vision. During the daytime he would stay busy with odd jobs around ‘the house’: chopping wood, working in the stables, helping in the kitchen and running errands.

During those times he met the first person, besides his mother. who would impact his life. Her name was Faunra Calandlara, a lovely ‘high end’ Elvish lady who moved to Sandpoint from, of all places, Kaer Maga. When she met the seven year old Seamus she took a liking to his bubbly curious personality, and she was the first elf to enter his small world. He could not resist her, begging her to teach him a little about the elves. For her part she was happy to introduce the lad to the things she knew. She taught him to play the lute and to speak elvish. She also taught him about Calistria. Soon after he started learning to play, he would take the lute with him and practice it at the cliffs.

Seamus' life changed when he was around ten, his mother decided to retire from what was a young woman’s profession. She settled down and married a Varisian named Zandu Vasilica, who was a small-time crook and member of the Sczarni. Zandu instantly recognized Seamus’ unnaturally quick hands and his perceptive natures and began instructing him in skills the Sczarni valued: pickpocketing, lock picking, burglary and fighting. Seamus was thrilled to have a ‘father figure’ so interested in him and took to the training like a duck to water. Zandu realized Seamus was still infatuated with wearing armor so he purchased the young boy studded leather armor for him to wear, encouraging him to keep it on all the time so he would be used to wearing it. Seamus continued doing odd jobs around ‘The Pixies Kitten’ so he could continue his occasional lessons with Faunra. As he got older he would occasionally play the lute at Cracktooth’s Tavern or on the street corners while he was ‘observing’ for a potential ‘job.’

Last year, Seamus’ life took a major turn. His step-father was offered a mid-level position by his family in Magnimar: It had been Zandu’s dream fulfilled, he and Seamus’ mother moved to a villa in ‘the Marches’. Seamus decided to stay in Sandpoint. It was his home, It was where he belonged. He continued working odd jobs for lady Kaye, playing for tips at Cracktooths Tavern and would occasionally earn a little cash doing “independent '' work alone or with the Sczarni.

It was a smuggling job his step father arranged that took him to Magnimar in early Rova of 4707


Appearance:

Seamus' appearance is a mixture of his own tastes, the larger culture around Sandpoint and his mother’s Varisian sensibility in both his physical appearance and style. His choice of clothing is functional and simple with a perfect balance between classical looks and modern sensibilities.

He has the olive colored skin and expressive eyes of his mother’s people and the height and litheness associated with his elven father. His hair is a darker brown than hers but his eyes are the same green, shifting from the color of sea froth to the light green of spring leaves. His pointed ears and elfin features clearly mark him as a half breed. While his long hair, trim goatee and mustache reflect the latest style.

Seamus is normally seen about town wearing his double breasted three quarter length, high collared, belted Burgundy leather vest, (which is over his armor) with deep blue almost black hose, soft doeskin low boots, a large grey wool floppy hat and dark grey lined cloak. He prefers cotton billowing sleeved shirts and has a few different colors for different moods: a lime Green when he needs self-control, turquoise when he wants his Lute playing to communicate, light blue when he's feeling exceptionally handsome and Violet when he desires inspiration. Usually he wears a short sword on his belt and a bandolier over his right shoulder with his lute hanging over his left.

Personality:

Seamus is a soft spoken man with a quick wit and savvy sense of things. Not well educated but a fair amount of ‘horse sense.’ Loyal in his own way and living by his own code, he is quick to help a friend and those who appear to need one. But also willing to exploit those who look down their noses at others or flaunt what they have in front of those in need.

On the Myers Briggs scale Seamus is a Entrepreneur

original Introduction::

Seamus basking in the moonlight stands in the square, his half-elf eyes focused on the new temple, 'Everyone is excited, Along with the Swallowtail Festival we will celebrate the dedication of this lovely new cathedral.’ Looking about the square he reminisces. 'I remember the old church, I remember the first time I was in this square alone, well not exactly alone, being chased by bullies, they never caught me that day.’

Smiling to himself he continued. 'I remember many nights coming past this very place in the wee hours of the morning returning to the brothel after spending the evening at Junker’s Edge watching scrounging goblins, every now and then throwing rocks at them.' Seamus stooped over and picked up a couple of rocks off of the cobble stone and threw one into the darkness. 'This was the first place Zandu had me attempt a cut purse, that was on a Swallowtail festival also, those were good times.' Seamus frowns as he drops the second stone back to the cobbles.

‘There were sad times too. When the Chopper took Ionacu and Esmerelda, they call it ‘the late unpleasantness’, it was a hell of a lot worse than unpleasant for the families who lost someone. I’m glad they burned that bastard. looking at the new cathedral again. He’s not all that burned though, that same month the north side was aflame, as if Old Stoot took more in his death than in his life.’ Seamus shudders as he continues walking across the town square.

Finally looking back at the new building; 'At least we have our new church and a new start.' He unconsciously touches one of his daggers, 'and a new Swallowtail Festival with new purses to cut.' Smiling to himself as he leaves the square and heads for home.


Phrases:

sayings or rules:
The truth is always the easiest lie.
Not every good idea is a good idea.
It's easier to pay your debts if you don't have any.
Rule # 1 - Don't steal from any of your own.
the heart wants what the heart wants

expletives:
bloody hell...


stat block:

AC (with all the breakdowns), current/max HP, and always on bonuses, like BAB, Dex, Feats, Magic, etc.

Inspiration (Su) +4 insight bonus on all Will saving throws, Craft checks, and Perform checks.
dead