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Lathlo the Flatulent's page

44 posts. Organized Play character for Uktar.


Full Name

Lathlo the Flatulent

Race

Re-roll used. | Swashbuckler 5/Rogue 3/Bloodrager 1 | HP: 68+5/78+5 | Current AC: 27+2/ 18+2 Tch/ 20+2 FF | Current CMB: +9, CMD: 27(+5 v grapple) | F: +9(+5 v Poison/Disease), R: +16+2, W: +8 | Init: +9 | Perc: +19, SM: +4

Classes/Levels

| Speed 40+10ft | Charmed Life 3/3 | Rage: 8/12 | Panache 3/3 |

Active Conditions:
Evasion, Halo (Light), Vermin Repel, AlchGrease, Antiplague, Antitoxin, Lonstrider, Controlled bloodrage, Long Arm & Blue Scarf reach 6rds

Gender

M

Size

M

Age

101

Deity

Sarenrae

Occupation

comic (former)

Strength 13
Dexterity 22
Constitution 14
Intelligence 10
Wisdom 10
Charisma 16

About Lathlo the Flatulent

PFS# 100685-3

Lathlo the Flatulent

Male Aasimar
Whirling Dervish 5/ Thug (Rogue) 3 / Urban Bloodrager 1
CN Medium Outsider (Native)
Init +9; Senses Perception +19 Sense Motive +4
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Defense
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AC 27, 18 touch , 20 flat-footed 16 (+9 armor, +6 Dex, +1 deflection, +1 dodge)
hp 78
Fort +9, Ref +16, Will +8 ;
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Offense

Speed 40 ft.
Melee All melee weapons good aligned when raging
+1 Cruel Furious Adamantine Scimitar +17/+12 (1d6+10/15-20) +5 precise dmg, +1 nonlethal dmg, power att: -3/+6, *also counts as cold iron, silver when raging
c.i. elven curve blade +15/+10 (1d10+9/x3) (power att: -3/+9)
c.i. cestus +16/+11 (1d3+7/17-20) (power att: -1/+3)

Ranged +1str darkwood comp longbow +15/+10 (1d8+1/×3)
Alchemical Weapons +14/+9 (varies/20) 10'range
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Statistics:

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Str 13, Dex 22, Con 14, Int 10, Wis 10, Cha 16
Base Atk +8; CMB +9; CMD 27
Feats Enforcer (1st lvl), Combat Reflexes (3rd), Weapon Focus-Scimitar (5th), Extra Rage (7th), Iron Will (9th) Weapon Finesse (Rogue & Swash bonus), Weapon Specialization-Scimitar (lvl 4 Swashbuckler bonus), Dervish Dance (Whirling Dervish bonus), Improved Critical (Whirling Dervish bonus), Rogue Talent Combat Trick: Power Attack
Traits Blade of Mercy (Religion), Indomitable Will(Faith)

Skills:
Acrobatics +14, Bluff +10, Climb +3, Diplomacy +12, Disable Device +18, Disguise +6, Escape Artist +16, Fly +15, Intimidate +19 (+2 v Evil, no size penalties), Linguistics +4, Perception +19, Sense Motive +4, Sleight of Hand +8, Stealth +8, Survival +0, Swim+3, UMD +10

Languages Common, Celestial, Draconic

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Special Abilities:

HALO (Aasimar): Light at will, +2 to intimidate Evil
SLA: Glitterdust 1/day (Aasimar)
SLA: Magic Weapon 1/day (Boon)
One-shot SLA: Cure Crit, or call lightning or lightning bolt or lesser restoration
Thug Unchained Rogue stuff:
Frightening
EVASION
Brutal Beating
+2d6 sneak dmg
Finesse Training: Elven Curve Blade
Whirling Dervish stuff
Dervish Finesse
Parry & Riposte
Dodging Panache
Derring-do
Kipup
Swashbucker's INitiative
Precise Strike
Urban Bloodrager stuff
Controlled Bloodrage
Celestial Bloodline: when raging, weapons are considered good aligned.

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Boons:

2-Star GM Re-roll (Portfolio)
AGAINST THE CONSORTIUM (Extra Life 2 Boon): +2 on intimidate checks against members of Aspis Consortium and their direct associates.
VANEI’S FRIEND: Once/scenario, can re-roll failed Bluff, Diplomacy or Knowledge check pertaining to the Aspis Consortium.
RELENTLESS ASPIS HUNTER: +2 morale bonus on attack and damage rolls against Aspis inside the Hao Jin Tapestry
ASPIS REVEALED: (2 boxes): Check 1 box and get +1 insight on all attack, damage and saving throws against a known Aspis agent for rest of scenario. Check both and make that a +3 insight bonus.
ASPIS DEFECTOR! (GenCon Boon): No penalty on intimidate checks v creatures larger than you. +1 on Bluff check when telling a lie that is far-fetched or impossible.
Expedition Manager-- spend prestige on gear

#3-Exemplar of Falcon’s Hollow: +1 circumstance bonus on any Charisma-based check v citizen of Andoran
Hero of the Fey: May automatically succeed on one Charisma-based check when dealing with fey in the future. One use only
#7 Chron: Secret’s of Creation: Cast Magic Weapon 1/day as SLA, Caster lvl=Char lvl, Someone else casts Greater Magic Weapon and/or Magic Vestment on my stuff, caster level+1
#7 Chron-Unrelenting Defense, One Shot—Move action: DR 1+ ½ char lvl/ Adamantine for 5 rounds (or bump stoneskin by 3 for 1 min)
#9 Chron-Aspis Defector (Bluster): No Penalty on Intimidate checks v Creatures larger than me, +2 Bluff on far-fetched/impossible lie
#10- Against the Consortium +2 on Intimidate v Aspis Consortium & their Associates.
#12- Scholar of Ashkurhall: USE Perception for Appraise, Knowledge or Linguistics for Dwarf stuff
Stinkeye’s Friend: One shot: +4 insight v Gaze attack
Vanei’s Friend: 1/scenario, reroll 1 Bluff, Diplo or Knowledge pertaining to Aspis Consortium that failed (fail again and Vanei’s caught)
#14- Warm Friend in a Cold Land: +2 Diplo in Irrisen, OR one-shot: Bring Uliyara along for benefit for one mission
#16-Relentless Aspis Hunter- +2 Morale bonus on Att & dam rolls a/g Aspis in Hao Jin Tapestry
#17-Elemental Affinity-Make an Oread
Expert Negoiator: One-shot +4 on one Bluff, Diplo, Intimidate, also roll twice if v Genie or Air, Earth, Fire or Water subtype
Favor of Lost Spells: 3 times, use prestige to get spellcasting at +5 caster level
#18- Aspis Revealed: 2-shot +1 OR 1-shot +3 insight to att, dam, saves a/g known Aspis Agent
Tanbaru’s Respect: 1-shot: Dispel Magic, Fog Cloud, Invisibility, Mirage Arcana or Stone shape as SLA
Wayang’s Favor: +2 Cha checks v Wayangs- ALSO Grants access to Wayang for characters
#19- Rare Generator: 2 charges to timeworn equipment
Starmetal Stockpile: 1-shot purchase weapon or armor of horacalcum, noqual or siccatite Railgun??
#20- Enlightened Ambassador: One-shot any time 1 hour: +4 insight v mind effect, speed +10’ for 1 rd, OR ignore conceal when att
#21- Friend of Kassadei: +2 Kn Local, History & Nobility about Magnimar, +2 Cha checks v good aligned Magnimarians
Hero of the Day: +2 Kn Arcana to ID Constructs, 1/scenario can ignore DR hardness of construct for 1 att (declare b4 att)
Recovered Treasures: can buy permagills and swim speed or Head slot Mask of Mental Warding
#23- Azlanti Wonders: In ruin that predates Earthfall (~10,000years), one shot: +1 insight for entire adventure to Att & Saves
Timelost Chronicler: 1/adventure, BEFORE roll, add +1 Morale bonus to a d20 roll.
#24-SLA (see below), Earth Elemental Conquest: +1 insight on saves from Earth Subtype or Acid or Earth desctiptor OR On Plane of Earth: +1 insight on all Saves
One shot: swift action: DR 5/adamantine for 1 min, prevents Char lvlx5
Ranginori’s Debt: 1-shot: Cure Critical OR Lesser Restoration OR Fly OR Shocking Grasp OR Lightning Bolt OR Call Lightning Storm
#25- Lord of the Lotus Annals: +2 circumstance bonus on knowledge checks about Nagas, Nagaji people, Nagajor, and/or Nalinivati
+1 Circumstance bonus on attack rolls and Cha-based skill checks against Nagaji or nagas.

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Gear:

Jester’s Outfit
Wooden holy symbol of Sarenrae
Wayfinder
Celestial Armor
+1 Furious, Cruel adamantine scimitar
cold iron scimitar (mw)
cold iron cestus (mw-SMINE’S BEST)
cold iron Elven Curve Blade
darkwood +1 str composite longbow
10 cold iron arrows
20 blunt cold iron arrows
10 ghost salt blanched cold iron arrows
4 raining arrows, 4 durable adamantine arrows, 5 durable alchemical silver arrows,
Headband of CHA +2
Circlet of Persuasion
Cloak of Resistance +2
Eyes of the Eagle
Talisman Life’s Breath: If reach death, auto Breath of Life, CL 9, i.e. 5d8+9
Talisman of Freedom: If Grappled, Paralyzed or Entangled, auto Freedom of Movement for 3 rounds
Swordmaster’s Flair: Blue Scarf
Belt of Dex +2
Ring of Protection +1
Cracked Dusty Rose Prism Ioun Stone
Cracked Pale Green Prism Ioun Stone
Cracked Opalescent White Pyramid Ioun Stone
Handy Haversack
2 spring-loaded wristsheathes
2 bandoliers: 4 holy water, 2 alchemist fire, 2 acid, wands
mw thieves tools
Cleats, snowshoes, cold-weather outfit

 Wands (UMD)
Infernal Healing: Fast Heal 1 for 10 rounds (detect as evil)
Shield : 1 min +4 AC, +0 Tch (+4 Incorporeal), +4 FF
Long Arm: Personal, 1 min, increase reach by 5’
Honeyed Tongue(UMD): Personal: 10 Min, Roll twice on Diplomacy checks to shift, or +5 on Gather Info
Cure Light Wnds (UMD): 1d8+1 (3 charge wand & 12 ch wand)
Grease(UMD): 25+5’/2 lvls 10’ square, Reflex or Fall, move through: DC 10 Acro to move ½ speed (fail means Reflex, fail by 5 fall),
Heightened Awareness(UMD): personal, +2 competence on Perception & Knowledges for 10 minutes, or take +4 on initiative.
Longstrider (UMD): +10’ movement for 1 hour

 Potions:
Cure Serious Wnds: 3d8+5 Cure Mod Wounds: 2d8+3
Delay Poison: 3 hours
Fly: 5 min, 60’ (good)
Gaseous Form: 5 min
Lesser Restoration: 1d4 ability damage heal
Touch of the Sea: +8 on Swim, can always take 10, anceled can “run” in straight line. No water breathing (in Potion Sponge)
Elixir of Spirit Sight: 1 min, gain See Invisibility & weapons and armor gain Ghost Touch

 Scrolls:
Lesser Restoration: 1d4 ability damage heal
Comprehend Langx2: 10 min
Feather Step x4: 10 min
Spider Climb: 30 min, Climb speed 20
 Other stuff:
Alch: Alch Greasex4, Vermin Repellentx4, Antitoxinx2, Antiplaguex2, Smog Pellet, Air Crystals, Twitch Tonic, Troll Styptic, Bloodblock, Wismuth Salix, Meditation Tea,

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Character history:
Lathlo’s mother died giving birth to him, and he never met his father. If not for a kindly midwife, he would’ve surely grown up a slave. Instead, he had a poor but happy childhood…until his adopted parents were killed by a street thug when he was a young teen. Lathlo struggled to get by on the tough streets of Katheer, his only friends the pigeons and seagulls. Even if he wasn’t the smartest kid on the block, Lathlo quickly realize his two choices: either join a street gang, or wind up being nabbed by slavers. So Lathlo joined the Greasers, named for their sorcerous leader’s fondness of a certain spell...the Greasers were also rivals of the thugs who killed his family. Despite his slight build, being so charismatic & light on his feet helped Lathlo move up the ranks. He also quickly mastered the art of intimidation as a way to avoid committing violence, especially on innocent victims whose only mistake was being in the wrong place at the wrong time.
Then, one fateful day, he met Na-se-Toth and his pet monkey, Quip. Na-se-Toth was a street performer, who played his hurdy gurdy while Quip capered and danced and gathered tips from the crowd. The brutal ugliness of Lathlo’s life melted away, and Lathlo felt pure joy. After a couple of entrancing hours, Na-se-Toth finished his performance, and he & Quip began gathering their meager belongings. Lathlo wanted to say something, but for the first time in years, he felt too shy to approach someone for something he wanted—he couldn’t just brazenly demand Na-se-Toth share the beauty and magic of his music like some common street merchant paying for “protection.”
Na-se-Toth was clearly wary of the lurking street thug, but after Lathlo began staring at his feet, shuffling side-to-side while mumbling about how he enjoyed the music and performance, Na-se-Toth invited Lathlo to break fast with him.
And Lathlo’s life changed forever.
Na-se-Toth began teaching Lathlo how to perform. They soon discovered that Lathlo truly had a gift—most likely a reflection of the touch of Azata blood in his veins. Lathlo soon mastered the hurdy gurdy, and became Quip's performing partner while Na-se-Toth watched with pride. Na-se-Toth approached an old friend who held a minor position at one of the local conservatories, begging her to come see his protégé perform.
Soon, Lathlo was enrolled as a student, and his deft fingers and irresistible charm carried far. While he quickly learned how to play a variety of instruments, his true gift was at the keyboard, and he was called upon to play to organ at all the school's concerts. Still, Lathlo often ran afoul of some of the more stodgy teachers because he enjoyed being the class clown. His charm and ability kept him in school, but he was skating on thin ice.
Then one day Lathlo was to perform during the Sunwrought Festival at the local temple of Sarenrae, a dramatic piece on the organ inspired by Sarenrae's defeat of Rovagug. While waiting backstage, Lathlo noticed a young man pleading with the stage manager: the lad was named Mhuirich, a fellow Aasimar who was supposed to be doing a two-man comedy sketch, only his partner had never showed. Lathlo quickly volunteered to be the straight man to Mhuirich’s buffoon…and Lathlo the Flatulent was born
At first, Lathlo felt a bit awkward out onstage in front of so large a crowd—much different than performing in front of a dozen or so folks in the street. But Mhuirich knew his craft, and was quick with a whoopee cushion. After the crowd’s first few laughs, Lathlo warmed to the role, and he and Mhuirich had them in stitches: nothing makes ‘em laugh like bodily functions. Lathlo thoroughly enjoyed himself, and thanked Mhuirich for the opportunity.
But then, when Lathlo went out to perform his organ piece, the crowd began to laugh as soon as he stepped on the stage. Lathlo smiled & tried to simply settle into his playing, but the crowd assumed it was all for comic effect. After a few moments, Lathlo gave up trying to stoicly play his piece, & began hamming it up—much to the chagrin of his teacher. Mhuirich and his whoopee cushion managed to slip into the act via the stage’s trapdoor, and they were off and running. Lathlo the prodigy forever became Lathlo the Flatulent.
At first, the fame and fortune seemed an unbelievable blessing—even if it meant never completing his education at the Conservatory. To be invited to perform in temples across the empire, and then to be invited to perform before noble courts, once even for the Satrap Xerbystes II himself, Lathlo achieved the kind of success he never dreamed possible while scrabbling for coppers as a thug and street performer. Even if he had become a successful musician, he would’ve never enjoyed the wealth and success of Lathlo the Flatulent.
But as they say, ripe fruit soon spoils. Once the novelty wore off, being stuck constantly playing the fool became a bore. And soon after, Mhuirich & Lathlo’s fifteen minutes of fame were up. They began the steady decline, playing for smaller and smaller audiences of more and more common birth. Worst of all was the half-hearted appreciation of the crowd: Lathlo & Mhuirich were faking it, and so was the audience. While they’d received numerous accolades and had achieved unheard of success for performers, Lathlo & Mhuirich finally realized it was over: either move on, or become completely hollow parodies of themselves.
So they broke up the act, and Lathlo simply traveled for a time. As fate would have it, he found himself back at the temple where it all began. While he had spent years thanking Sarenrae for her blessings on his life and career, he now asked her to shine a light on a new path. As he was feeding breadcrumbs to the doves that frequented Her shrine, he noticed one whose feathers were pitchblack. When it took flight, Lathlo followed it toward the training grounds behind the temple, where he heard the sound of clashing steel nearby.
Lathlo saw some men and women sparring. It was a style of fighting that reminded him of stage-fighting, only the fighters were using scimitars instead of rapiers, and the moves were all substance, no flash. While Lathlo had enjoyed watching various performances of the Dance of the Burning Blades over the years, he’d never witnessed the Dervish style being put to use with such martial practicality. He enjoyed the lightning quick strikes, the free-flowing style, and the amazing footwork of the combatants. When the training session finally ended, he was surprised the sun had nearly set—he’d spent hours mesmerized by the sparring.
He approached the head trainer, asking the old warrior if he might have a turn. The head trainer smiled, recognizing the famous comedian. He warned Lathlo this was no act, no make-believe performance. But the head trainer agreed to let Lathlo have a go. And his eyes widened in surprise when Lathlo managed to score the first hit—the man had clearly underestimated the speed and grace of the old performer. The next half hour, Lathlo took the worst beating of his life, never landing another blow on the master trainer. But Lathlo did manage to make it harder and harder for the fighter to land his blows. Finally, the warrior held up his empty offhand and ended the bout. He bowed deeply and solemnly to Lathlo, and told him that was the finest dervish bout by a true novice that he’d ever seen, much less fought. Despite Lathlo’s advanced years, the man offered him a spot among the new novitiates. Sarenrae had shone her bright blessings upon Lathlo yet again.
He donated his remaining wealth to the temple, he found new homes for his avian pets, and became a Dawnflower Dervish—melding his performance and arcane talents with those of a dervish fighter. His master taught him both the lethal and nonlethal use of the scimitar, for indeed, their lady Sarenrae sees the light in even the darkest of hearts, so one must be even more prepared to spare a life than take one.
When the Pathfinder Society came recruiting, the temple figured Lathlo’s prodigious life experiences would serve him well as a member of the Society, and encouraged him to join. Lathlo made his preparations to depart.
Lathlo’s very first adventure on behalf of the Pathfinder Society then rattled the foundations of his faith: The first five foes he faced in the name of the Society died beneath his blade—even though he had attempted to subdue each and every one of them with nonlethal damage. (All it took was a hot d20 and scimitars with their pesky crit-range.) On future adventures several more foes died despite his best intentions to use nonlethal methods. While Lathlo had once considered studying martial arts to become a Cavalier of Sarenrae, he began to think She was steering him back to his roots as a Thug and Enforcer from the streets. So he returned to the ways of youth, realizing that his pure heart could still work for her in its own ways, and denying his personal talents and upbringing had set him on the wrong path.
Then Lathlo was sent by the Society aboard the Throaty Mermaid. While murder and treachery lay at every turn, the sea voyage itself touched something in Lathlo’s soul. New bird friends te found in every port, the swaying of the ship a fascinating challenge to the complicated footwork his dervish style of fighting, and the sheer wildness and freedom aboard the vessel, it all was so intoxicating: salt spray and wind in your hair, with nothing but your blade and natural talents standing between you and certain doom. All of it with a certain…what was the term the reviewers often used when describing his act with Mhuirich back in the good ol’ days? Oh yes, “with a certain panache”…hmmm.