Halfling Slinger

Lucky Lee's page

408 posts. Organized Play character for supervillan.


Full Name

Sir Lucky Lee, the last luckiest halfling

Race

Halfling

Classes/Levels

Bloodrager (bloody-knuckle-rowdy) 2 / Monk (sohei) 2 / Swashbuckler (mouser) 1 | current AC 19 T 15 FF 15 | HP [42/42] 42/42 | F +9 (11) R +9 W +3 (5) | CMD 19 |Init +4 | Perc +9 devoted guardian| Rage 14/14 | Luck 3/3 | Hellfire 3/3 | Panache 2/2

Gender

active effects:
M

Size

S

Deity

Arqueros

Occupation

bodyguard, knight of Taldor

About Lucky Lee

"They say that Hellfire awaits sinners. In some cases, it comes more quickly than others..."

Background:
Lee was a halfling bodyslave at the monastery of the Sisterhood of the Golden Erinyes in Isger. In addition to the typical abuses that halfling slaves tend to suffer, Lee was experimented upon by the devil nuns. This experimentation warped his blood - but could not taint his soul.

Like many halflings, Lee had always been exceptionally lucky. He survived the ambush that killed the rest of his clansfolk, even though it resulted in his being sold into slavery. He survived all of the beatings and diabolical experiments he received at the hands of the devil nuns of Isger. He even picked up some unarmed fighting techniques by secretly studying the monks of the Sisterhood. And throughout it all, he kept a faith that people were essentially good and could be counted on to try to be helpful.

And so it was that "Lucky" Lee, the last luckiest halfling, was bought from the devil nuns by a gladiator owner, and taken to Absalom to fight as an arena slave at the Irorium. Luckier still, when Lee lost his first match he was not killed. Though his master thought him dead, he survived. A halfling pathfinder named Lem found him semi-conscious in Absalom's gutters, and brought him to the pathfinder society.

Lee has signed up with Liberty's Edge as a bodyguard, thinking it the best way to earn honest coin from his talents.

Unexpectedly, Lee has been knighted by Princess Eutropia of Taldor.

Lucky Lee
Male Halfling Bloodrager (bloody knuckle rowdy) 2 / monk (sohei) 2 / swashbuckler (mouser) 1
LG Small Humanoid (halfling)
Init +4; Senses normal vision, Per +9; devoted guardian
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Defense
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AC 19, touch 15, flat-footed 15 (+4 armour, +3 Dex +1 size, +1 dodge)
hp 42 [3d10+2d8+10]
Fort +9, Ref +9, Will +3; adaptive luck 3/day (+3 luck bonus to any save, or +2 if used after the roll); +2 vs fear; +2 morale on will saves during rage; evasion; always acts in surprise round

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Offense
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Base Atk +4; CMB +5; CMD 19
Speed 30 ft
Melee
masterwork cold iron lucerne hammer +8, 1d10+3/x2
+1 alchemical silver sansetsukon +8, 1d8+4/19-20x2
+1 alchemical silver sansetsukon flurry +7/+7, 1d8+3/19-20x2
+1 cestus +9, 1d3+3/19-20x2
+1 cestus flurry +8/+8, 1d3+3/19-20x2
unarmed strike +7, 1d4+2/x2
unarmed flurry +6/+6, 1d4+2/x2
halfling sling staff +7, 1d4+2/x2

raging hammer +10, 1d10+6/x2
raging sansetsukon +10, 1d8+7/19-20x2
raging sansetsukon flurry +9/+9, 1d8+5/19-20x2
raging cestus +10, 1d3+5/19-20x2
raging cestus flurry +9/+9, 1d3+5/19-20x2
raging unarmed strike +9, 1d4+4/x2
raging unarmed flurry +8/+8, 1d4+4/x2

Ranged
halfling sling staff +8, 1d6+2/x3
dagger +8, 1d3+2/19-20x2
kunai +8, 1d3+2/x2

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Statistics
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Abilities:

Str 14 Dex 16 Con 14 Int 12 Wis 8 Cha 15

Feats:

Extra Rage, Improved Unarmed Strike, Dodge, Crane Style, Cautious Fighter, Combat Reflexes, Bodyguard

Traits:

Helpful, Fate's Favoured

Skills:

[5] Acrobatics 11
[1] Climb 6
[5] Diplomacy 10
[5] Intimidate 10
[1] Knowledge (nobility) 5
[1] Knowledge (religion) 5
[5] Perception 9
[1] Stealth 11
[1] Swim 6

armour check penalty -0

Languages:

Common
Halfling
Goblin

Equipment:

Gear from this scenario

Combat Gear
mithril shirt
6 sling bullets
10 softstone bullets (nonlethal damage)
10 spongestones
other weapons as above

Other Gear
cloak of resistance +1
backpack
50' silk rope
candle
earplugs
smoked goggles
torch
flint&steel
waterskin
whetstone
oil flask
chalk
journal
scrivener's kit
pen and ink
sunrod
tindertwig
acid flask
holy water x 2
courtier outfit (not normally worn)

Potions and scrolls
scroll of bulls strength x4
scroll of lesser restoration x2
oil of magic weapon
oil of bless weapon
potion sponge of touch of the sea

Coin
4 CP; 5 SP; 4297GP

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TRACKED RESOURCES
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adaptive luck 3/3
hellfire strike 3/3
rage 14/14
panache 2/2

wand of shield 40/50
wand of infernal healing 43/50

kintargo underground 1/1

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Special Abilities
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Special Qualities:
racial abilities:
adaptive luck: +2 luck bonus (+3 with fate's favoured) to an attack roll, skill check, ability check or saving throw; +1 (+2) if used after the die roll; 3/day
Fleet of Foot (speed 30)
Fearless: +2 racial bonus on saves vs fear
Keen senses: +2 perception
Weapon familiarity: proficient with slings, treat weapons with "halfling" in the name as martial weapons.

Class abilities:
bloodrage 14 rounds per day (+4 morale bonus to STR and CON, -2AC, +2 morale bonus to will saves)
pugilist (Improved unarmed strike)
bloodline (infernal)
hellfire strike: swift action during bloodrage 3/day, your melee attacks gain Flaming (1d6 fire damage) for 1 round
combat style student (crane style)
monk unarmed strike
flurry of blows (a sohei may flurry in light armour)
devoted guardian (may always act in surprise round; +1/2 to initiative per sohei level)
Evasion
panache 2/2

Deed: Derring-do. 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. (D6 explodes, up to DEX mod times)

Deed: Dodging panache. 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 modif ier (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

Deed: Underfoot Assault. 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.

Swashbuckler's finesse: weapon finesse with light and one-handed piercing weapons. Counts as Weapon Finesse for feats. Can use CHA in place of INT for combat feat pre-requisites.

bot me:

Your job is stopping your allies getting hit.

At the start of combat enter Crane Style (a swift action).

Your primary objective is to hold the front line, but you can defend anyone adjacent from melee attackers. Use Underfoot Assault and Bodyguard to make it really hard to hit your allies. Once you've spent your first point of panache it's a good idea to switch to cestus attacks, which can get it back (crit or kill).

Rage and get in to melee - though you are not a bad shot with your sling staff. Use your lucerne hammer if you need reach, otherwise flurry with your sansetsukon. Against especially tough or dangerous foes use your hellfire strikes and use Adaptive Luck to make sure you hit.

Don't shy from using Aid Another in combat if you're not hitting - you can grant +4 to hit or +4 AC to an ally.

Usually, you'll fight defensively and use bloodrage. If a larger opponent misses you, you'll spend 1 panache to enter its square with Underfoot Assault: this creates a flank and penalises attacks against adjacent allies. Coupled with Bodyguard and Helpful, this can grant adjacent allies +8AC.

AC calculations:

Fighting defensively = +3 (acrobatics) +1 (crane style) +2 (cautious fighter) dodge bonus; +1 (shield) when using sansetsukon
Shield spell = +4 shield (not stacking with blocking property of sansetsukon)
Rage = -2
Crane style reduces attack penalty for fighting defensively by 2

pfs chronicles:

XP: 12
Current Fame: 24
Current Prestige: 20

1. In Service to Lore: First Steps 1; 1xp, 2PP
2. Salvation of the Sages (reduced to level 1, GM xp); 1xp, 2PP
3. Honor's Echo: 1xp, 2PP
4. Fallen Family, Broken Name: 1xp, 2PP
5. Treason's Chains: 1xp, 2PP
6. To Seal the Shadow: 1xp, 2PP
7. Silent Tide: 1xp, 2PP
8. Tide of Morning: 1xp, 2PP
9. Tome of Righteous Repose: 1xp, 2PP
10. The Stolen Heir: 1xp, 2PP
11. The Shores of Heaven: 1xp, 2PP
12. Frozen Fingers of Midnight: 1xp, 2PP

boons:

Knight of Taldor: +1 diplo vs Taldan nobles, +1 intimidate vs 'common people in Taldor'; free courtier's outfit. 1 only, gain +5 to a Knowledge check at the start of a scenario and treat it as a trained skill - you can give this benefit to another PC instead.
Impressive Find x2: when you reach 12 or more Fame, expend this boon to add 1PP not to exceed your Fame total. (Completed).
Well earned reward: access to a few discounted magic items.
Infernal True Name: expend this boon to give a devil you can see within 60' the sickened condition for 1 hour. OR expend this boon to give a devil you have summoned the benefits of a Heroism spell for 1 minute. If you expend this boon you earn the enmity of devils everywhere, which may have an affect in future scenarios.
Cleaning House: 1 per adventure, spend one minute to gain a potion of cure light wounds. If you are level 7 or above instead gain a potion of cure serious wounds. Three uses.
Kintargo underground: Once per scenario after rolling a Bluff or Diplomacy check (but before you know the outcome of the check), you can reroll the check with a penalty of 1d6–1. If you have the Goblin Patronage boon and have selected the Katapeshi Underground as your sponsored organization, the penalty taken on the reroll for both boons is reduced to 1d4–1.
Well connected: Once per adventure before attempting an Appraise, Disable Device, Knowledge (local), Perception, Profession, or Stealth check, you can check a box next to this boon to add 1d6+1 to the roll.
Grace of Minatan Heroes: 1 only, standard action to gain the benefits of Greater Magic Fang or Greater Magic Weapon (CL=character level) for 1 minute per CL.
Inahiyi's gratitude: 2 only, spend an immediate action to treat positive and negative energy as though you were undead.
Wayang Body Modification (pierced nose + ear): +2 to CHA checks to influence wayangs (whilst mod is visible).
Righteous Redemption: free gear (2 x scroll of lesser resto)
Worthy foe: 3 only, as a swift action gain benefits vs undead: choose +2 attack and weapon damage, +2 AC dodge bonus; OR +2 to CL checks vs SR, +2 to your saves vs their spells and abilities, and +1 to the DC of your spells and abilities used against them.
Corruption uncovered: 1/scenario get +2 to a sense motive roll
Heaven's Redemption: change your deity to a legal LG deity, get free character changes.
Heavenly Scholar: 2 only, add 1d6 to a Knowledge (religion) roll (after rolling but before knowing the results)
"Friend of the Yavgena family": +2 circumstance bonus to Diplomacy in Irrisen if you mention having helped the Yavgenas.