Halfling

Ostrogard Thornhill's page

105 posts. Organized Play character for Siriak.


Full Name

Ostrogard Thornhill

Race

Halfling

Classes/Levels

Rogue (Unchained) 2 | AC 19 (t 15) (ff 15) | F+3, R+8, W+2 (+4 vs fear) | Per +8 (+9 to find traps) SM +1 | speed 20 ft. | HP 20/20

Gender

Male

Size

S

Age

29

Special Abilities

knife fighting, breaking and entering

Alignment

CG

Deity

Cayden Cailean

Location

Absalom

Languages

Common (Taldane), Halfling

Occupation

adventurer, thief , itinerant revolutionary

Strength 11
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 12
Charisma 12

About Ostrogard Thornhill

Ostrogard Thornhill
PFS #: 12943-6
Faction: Liberty's Edge
Fame: 5
PP: 2
XP: 3

PFS Journal:

Chronicle 1: 5-08 The Confirmation, 1 xp, 2 pp, 430 gp
Chronicle 2: Pathfinder Society Quest: Ambush In Absalom, o xp, 0 pp, 0 gp
Chronicle 3: 2-01 Before the Dawn Part I: The Bloodcove Disguise, 1 xp, 1 pp, 506 gp
Chronicle 4: 2-02 Before the Dawn Part II: Rescue at Azlant Ridge, 1 xp, 2 pp, 515 gp

Boons:

Confirmed Field Agent (c1): Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum of 1).

Explore, Report, Cooperate (c1): 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 the Chronicle sheet.

Kobold Killer (c2): Anytime you face a kobold in the future, you may designate one such creature as a free action. You gain a +1 bonus on attack and damage rolls against that single target for the duration of the combat. When you have used this boon, cross it off the Chronicle sheet. This ability does not stack with multiple instances of itself.

The Favor of Cartehegn (c3): While in a settlement of 5,000 people or more anywhere on the continent of Garund, you may purchase mundane equipment (but not weapons or armor) through your favorable connections with House Cartahegn at a 10% discount.

Background:

Ostrogard Thornhill was born in the city-state of Gralton in the River Kingdoms in 4685. His parents had been slaves to an old Chelish noble family in Isarn, in Galt, back before the Red Revolution. Following the revolution, Ostrogard’s parents were caught up in the initial exuberance at the toppling of the old order. This didn’t last long. After the celebrations ended, they existed hand to mouth for the next ten years by doing whatever odd jobs they could find. Finally, in 4677, they were forced to flee Isarn, faced with the absurd charge of counterrevolutionary sympathies due to close ties to an old noble family (the family they were forced to live with because they had been owned by them).

Ostrogard’s parents fled north and eventually settled in Gralton, a place they had heard about from other Galtian refugees. Though their lives were still a struggle, his father’s skill as a carpenter and his mother’s seamstress abilities kept them in steady work down on the river, repairing river boats and barges. Their lives became more stable and prosperous. Into this family, Ostrogard was born.

Ostrogard spent his childhood by the river, where his parents worked. He learned to swim right after he learned to walk. As he grew older, Ostrogard began to chafe at life in Gralton. He began to loathe the constant nostalgia for the good old days in Galt and the constant arguments about the best way to wipe out the Revolution. The constant secrecy, deceit and paranoia grated on his nerves. It had been over 40 years since the Revolution! The old days were never coming back, and all Ostorgard wanted to do was forget about them and move on. Even worse than the constant talk of old Galt was the way he saw his parents treated. The way the old human nobility treated his parents didn’t seem to bother them, but, it made Ostrogard angry. It was as though they learned nothing from the Revolution; the way they treated those they saw as beneath them, especially a couple of Halfling ex-slaves, with arrogance and contempt.

So, as soon as Ostrogard was old enough, he left home to seek adventure and his own fortune. It was not long before he fell in with a gang of bandits and river pirates. He quickly became a popular member of the crew and was especially valued for his athleticism and innate luck. He stayed with the pirates for a long time, but, eventually, he began to feel that old wanderlust again. One day, he hopped on a south bound boat and traveled all the way down the Sellen to Cassomir. There he met an intriguing half-elf who told him of an organization called the Pathfinder Society. It was not much longer before he was on a sloop heading to Absalom.

Halfling Rogue (Unchained) 2
CG Medium humanoid (Halfling)
Init +6; Senses: Perception +8 (+9 to find traps); Sense Motive +1

Defense
AC 19, touch 15, flat-footed 15 (+4 Dex) (+4 Armor) (+1 Size)
hp 20 (2d8+2+3) (+2 Con) (+3 Toughness)
Fort +3, Ref +8, Will +2 (+2 racial bonus vs fear)
Defensive Abilities: Fearless, Halfling Luck, Evasion

Offense
Speed 20 ft.
2 Dagger Attack +5/+4 (1d3+1(+1d6)/19-20/x2)/(1d3+1(+1d6)/19-20/x2)(right hand dagger is masterwork cold iron, left hand dagger is normal steel)
Masterwork Cold Iron Dagger +7 (1d3+1/19-20/x2)
Dagger +6 (1d3+1/19-20/x2)
Special Attacks: sneak attack +1d6, two weapon fighting

Statistics
Str 11, Dex 18, Con 14, Int 10, Wis 12, Cha 12
Base Atk +1; CMB +0; CMD 14

Feats
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point.
Two-Weapon Fighting (Rogue Talent): You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.

Traits
River Rat (Regional-River)(APG p332): You learned to swim right after you learned to walk. As a youth, a gang of river pirates put you to work swimming in nighttime rivers and canals with a dagger in your teeth so you could sever the anchor ropes of merchant vessels. You gain a +1 trait bonus on damage dealt with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you.
Reactionary (Basic-Combat): +2 trait bonus to initiative checks.

Skills (-1 armor check penalty included in skill modifiers)
Acrobatics +10, Bluff +6, Climb +1, Disable Device +11, Escape Artist +8, Knowledge (Dungeoneering) +5, Knowledge (Local) +5, Perception +8 (+9 to find traps), Stealth +12, Swim +0, Use Magic Device +6

Languages Common (Taldane), Halfling

SQ Keen Senses, Sure-Footed, Trapfinding, Finesse Training, Evasion, Rogue Talents

Combat Gear Masterwork Chainshirt, Masterwork Cold Iron Dagger, Dagger, 2xThunderstones

Magic Gear Wayfinder, 2xPotion of Cure Light Wounds, Wand of Cure Light Wounds (45 charges)

Other Gear Explorer's Outfit, masterwork thieves' tools, bedroll, masterwork backpack, flint/steel, chalk, 50' hemp rope, grappling hook, waterskin, messkit, mirror, piton (5), hammer, soap, Halfling trail rations (5), belt pouch, 555 gp, 6 cp

Gear Not Currently Carried rope, grappling hook

Class Features:

Sneak Attack: The rogue’s attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks his target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter.

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 (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, he can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever he makes a successful melee attack with the selected weapon, he adds his Dexterity modifier instead of his Strength modifierto the damage roll.

Evasion (Ex): 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: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Rogue Talents:

2nd level: Combat Trick: A rogue who selects this talent gains a bonus combat feat. Bonus combat feat selected = Two Weapon Fighting.

Racial Traits:

Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.

Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks