Jolis Raffles

Mylow Metcalf's page

167 posts. Organized Play character for Dooser.


Full Name

Mylow Metcalf

Race

Twilight Halfling

Classes/Levels

Rogue / 5th

Stats:
| HP: 55/56 | AC: 23 or 25 with Nimble Dodge Reaction ↺ | F: +9; R: +13; W: +12 | Perception(E): +12; Low Light with Keen Eyes| Hero Pts: 1/3 | Spd: 30' ◆ | Stealth(E) +13 | Active Conditions: Trap Finder

Gender

CG Male

About Mylow Metcalf

Description:
A 3' tall Halfling with reddish brown hair and green eyes, dressed in fine black and green clothing with ruffles at the collar and cuffs, wearing a suede black Cavaliers hat (Think 3 Musketeers hat) with a large white feather protruding and a rapier belted at his waist.

Stats:

Male Halfling Rogue 5

CG, Small, Halfling, Humanoid

Perception(E): +12 (+13 w/Stealth(E)); Keen Eyes, Low-light Vision

Speed: 30 feet

Languages: Common, Dwarven, Goblin, Halfling, Jotun

--------------------
AC: 23 or 25; Fort: +9 (T); Ref: +13 (E); Will: +12 (E)

HP: 56 Hero Points: 1
--------------------

Str: 10 (+0), Dex: 19 (+4), Con: 14 (+2), Int: 16 (+3), Wis: 16 (+3), Cha: 10 (+0)

Melee [1]: +1 Striking Rapier +12/+7/+2 (Disarm, Deadly (1d8), Finesse), Damage: 2d6+4 Piercing +2d6 Precision
Melee [2]: Dagger +11/+7/+2 (versatile S, agile, finesse, thrown 10 ft.), Damage: 1d4+4 Piercing/Slashing +2d6 Precision
Melee [3]: Hatchet +7/+3/-1 (Agile, Sweep), Damage: 1d6 slashing +2d6 precision
Melee [4]: Sap +9/+5/+1 (Agile, Nonlethal), Damage: 1d6 bludgeoning +2d6 precision
Ranged [1]: Short Bow +11/+6/+1 (Deadly (1d10)), Damage: 1d6 Piercing
Ranged [2]: Sling +11 (propulsive, range increment 50 feet, reload 1), Damage: 1d6 bludgeoning +2d6 precision
Ranged [3]: Dagger +11 (versatile S, agile, finesse, thrown 10 ft.), Damage: 1d4 piercing/slashing +2d6 precision
Ranged [4]: Hatchet +7/+3/-1 (Thrown 10'), Damage: 1d6 slashing +2d6 precision
Ranged [3]: Alchemist Fire +4 (Thrown 20'), Damage: 1d8 Fire (Splash 1 Dmg 10'R)

Skills: Acrobatics +11 (T), Arcana +10 (T), Athletics +7 (T), Crafting +10 (T), Deception +7 (T), Diplomacy +7 (T), Halfling Lore +10 (T), Intimidation +0, Medicine +12 (E), Nature +10 (T), Occultism +10 (T), Pathfinder Society Lore +12 (E), Performance +0, Religion +3, Scouting Lore +10 (T), Society +10 (T), Stealth +13 (E), Survival +10 (T), Thievery +13 (E), Warfare Lore +10 (T).

Adventuring Gear: +1 Leather, Dagger, +1 Striking Rapier, Sling, Sap, Short Bow with 20 Arrows, Backpack, Bandolier, Bedroll, (2) Belt Pouches, Black Suede Cavalier's Hat with a Feather with Fine Clothes, Explorer's Clothes, Chalks (10), Climbing Kit, Crowbar, Flint and Steel, Rations (1 week)(2), Healer's Tools, Repair Kit, Sheath, Sling Bullets (40), Soap, Thieves' Tools, Torchs (5), Waterskin, Bag of Holding - Type 1, (2) Lesser Antidotes (+2 to Fort), (2) Minor Healing Potions (Heals 1d8), Silversheen, (2) Lesser Alchemist Fire (1d8 dmg), Crying Angel Pendant, (2) Bloodseeker Beak (1d4 Precision damage & 1d4 Persistent damage), Healer's Gloves, Compass, Hatchet, Cold Weather Gear, Necklace with a Bear Claw, Necklace with a Lion Claw & Leopard Claws to each side, Necklace with a Worg Claw & Wolf Claws to each side, Wayfinder, Purse (35 gp; 8 sp; 0 cp)

Surprise Attack: You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.

Feats:
*Cat Fall (Background Feat) - Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.
*Halfling Lore (Ancestry Feat) - You’ve dutifully learned how to keep your balance and how to stick to the shadows where it’s safe, important skills passed down through generations of halfling tradition. You gain the trained proficiency rank in Acrobatics and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Halfling Lore.
*Nimble Dodge (Class Feat) - As a Reaction can deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.
*Streetwise (Skill Feat) - You know about life on the streets and feel the pulse of your local settlement. You can use your Society modifier instead of your Diplomacy modifier to Gather Information. In any settlement you frequent regularly, you can use the Recall Knowledge action with Society to know the same sorts of information that you could discover with Diplomacy to Gather Information. The DC is usually significantly higher, but you know the information without spending time gathering it. If you fail to recall the information, you can still subsequently attempt to Gather Information normally.
*Trapfinder (Class Feat) - You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap.
You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.
*Stealth, Medicine & Thievery Expert (Skill Increases) - You gain more skill increases than members of other classes. At 2nd level and every level thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you’re untrained in, or to become an expert in one skill in which you’re already trained.
*Terrain Stalker - Underbrush (Skill Feat) - Select one type of difficult terrain from the following list: rubble, snow, or underbrush. While undetected by all non-allies in that type of terrain, you can Sneak without attempting a Stealth check as long as you move no more than 5 feet and do not move within 10 feet of an enemy at any point during your movement. This also allows you to automatically approach creatures to within 15 feet while Avoiding Notice during exploration as long as they aren’t actively Searching or on guard.
*Continual Recovery (Skill Feat) - You zealously monitor a patient’s progress to administer treatment faster. When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour. This applies only to your Treat Wounds activities, not any other the patient receives.
*Fleet (General Feat) - You move more quickly on foot. Your Speed increases by 5 feet.
*Deny Advantage (Class Feature) - As someone who takes advantage of others’ defenses, you are careful not to leave such openings yourself. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.
*Battle Medicine (Skill Feat) - You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and provide the corresponding amount of healing.
As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.
*Quick Draw (Class Feat) - You draw your weapon and attack with the same motion. You Interact to draw a weapon, then Strike with that weapon.
*Pathfinder Society Lore Expert (Skill Increase) - You gain more skill increases than members of other classes. At 2nd level and every level thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you’re untrained in, or to become an expert in one skill in which you’re already trained.

Other Abilities:
*Absalom - Homeland
*Keen Eyes - Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.
*Martial Disciple - You dedicated yourself to intense training and rigorous study to become a great warrior. The school you attended might have been a traditionalist monastery, an elite military academy, or the local branch of a prestigious mercenary organization. Gain Cat Fall as an added ability.
*Rogue's Racket - As you started on the path of the rogue, you began to develop your own style to pursue your illicit activities. Your racket shapes your rogue techniques and the way you approach a job, while building your reputation in the criminal underworld for a certain type of work. A client with deep pockets might even hire a team of rogues for a particular heist, each specializing in a different racket, in order to cover all the bases.
*Sneak Attack - When your enemy can’t properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition (page 620) with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.
*Swords (3) - When selecting your free consumable item at the beginning of the adventure, you gain both one item of your level or lower from the options available, and you gain a second item whose item level is no greater than half your level (minimum 1).
*Thief - When a fight breaks out, you prefer swift, lightweight weapons, and you strike where it hurts. When you attack with a finesse melee weapon, you can add your Dexterity modifier to damage rolls instead of your Strength modifier.
*Trained Weapon Proficiencies: All Simple Weapons, All Unarmed Attacks, Hand crossbow, Rapier, Sap, Shortbow, Shortsword
*Trained Armor Proficiencies: All Light Armor, Unarmored defense

Faction: Horizon Hunters Champion - Tier 2 (42) Liked

Boons:

Consummate Dabbler (Slotless):

Spoiler:
It’s not enough to simply see the world; you’re driven to experience local cultures’ unfamiliar customs, too. When you play a Pathfinder Adventure Card Society scenario or a Starfinder Society scenario, you earn 2 additional Fame and Reputation with the Horizon Hunters faction.
Special: You can benefit from this boon only a number of times equal to your current Reputation Tier with the Horizon Hunters faction. Each time you fulfill the requirements of this boon, mark it on your Chronicle sheet along with the associated Reputation Tier. Have the GM sign beside this notation. You can only earn additional Fame and Reputation with this boon for one character per scenario played, even if you have multiple characters who could benefit from this boon.

Tarnbreaker Champion (General):

Spoiler:
You are a champion of the Balgirdtrek, which earns you special privileges throughout the Lands of the Linnorm Kings. While playing in an adventure that takes place primarily in the Lands of the Linnorm Kings, you can stay for free at any Ulfen or Varki inn or similar establishment, and you gain a 10% on all non-magical goods bought in Ulfen or Varki settlements (this does not stack with any other discount or reduction in price). In addition, you gain a +1 circumstance bonus on all Diplomacy checks to Make A Request while playing in an adventure that takes place primarily in the Lands of the Linnorm Kings.

[][][] Big Game Hunter (General):

Spoiler:
Your struggles against the fearsome wildlife of Katapesh and the being manipulating the creatures has made you particularly good at dealing with dangerous animals. Whenever you roll a critical failure on a check to Track an animal, you can check a box next to this boon to get a failure instead.

Experienced Mountaineer (General):

Spoiler:
The trek from Isger to Molthune taught you tricks for navigating treacherously steep terrain. While this boon is slotted, you treat mountainous terrain and other steep slopes as difficult terrain, rather than as greater difficult terrain.

[][][]Traveler of the Spirit Road (General):

Spoiler:
You have traveled the pathways near the Forest of Spirits and not only managed to avoid losing your way, but even befriended some of the local kami. The kami’s blessing follows you now and protects you from bad luck. Whenever you would critically fail a check to Hide, Sneak, Sense Direction, or Track while in a forested area, you may check a box next to this boon as a free action to treat that check as a failure instead.

[][][] Sand Slide

Spoiler:
Trigger: You would fail (but don't critically fail) a Reflex save to avoid a trap's effects;
Effect: You Step and then Drop Prone in your new location. You gain +2 circumstance bonus to your triggering Reflex save. If this would have been enough to resist the trap's effects initially, you succeed at the save instead.

History:

You participated in the historic Balgirdtrek and became a part of history in the Lands of the Linnorm Kings, while meeting a variety of the region’s most famous athletes and one particularly ferocious bear.

After a grueling trek through the deserts of Katapesh, you were welcomed into the warm and worrisome comfort of a goblin attack besieged by great cats and other occupants of the Katapeshi wastes. After defeating the angry awakened lion riling the creatures of Katapesh to violence, peace has begun to return to the region once more and the flow of trade has begun to resume.

The mountainous passes between Isger and Molthune were daunting and treacherous. Avalanches and fearsome mountain goats were, in many ways, the least dangerous of the threats you faced, though each was deadly and draining in their own right. Though the unmarked trails are far from claimed, perhaps your efforts will aid the trade between Isger and Molthune, strengthening the region against the looming threats plaguing the Inner Sea.

The twisting, turning pathways along the Spirit Road offer many surprising revelations, some good, some bad. Only you are likely to remember which path you took, where it led you, and what adventures you had along the way. Well, perhaps you and a certain kitsune.

You dealt with the lies of a false Pathfinder and survived the deadly guardians of an Osiriani tomb. With a little luck, you've helped preserve and improve the Pathfinder Society's reputation in Osirion.