Pierre Bouthillier's page

156 posts. Organized Play character for rpblue.

Full Name

Pierre Bouthillier


HP: 27/27 | AC 17 | T 13 | FF 14 | Fort +3 | Ref +6 | Will +2 | CMD 15 | Initiative +9 | Perception +7 | Climb/Swim +5 | Acrobatics +9 | Bluff/Intimidate +8 | Disable Device +10 | Knowledge(D/L) +8


CLW - 44/50

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

About Pierre Bouthillier

Pierre Bouthillier
PFS # 73433-18
Male Human Rogue 3
N Medium Humanoid (human)
Initiative +9;


AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
HP 27 (3d8+9)
Fort +3, Ref +6, Will +2
Defensive Abilities


Speed 30 ft.
Melee +1 mithril sickle +7 (1d6+1)
Melee masterwork cold iron heavy mace +6 (1d8)
Melee spiked gauntlet +4 (1d3)
Ranged dagger +4 (1d4)


Str 10, Dex 16, Con 14, Int 14, Wis 10, Cha 14
Base Attack +2; CMB +2; CMD 15
Feats: Two-Weapon Fighting, Improved Initiative, Weapon Finesse, Combat Expertise
Skills (33 Ranks)
Acrobatics +9; Bluff +8; Climb +6; Disable Device +10; Intimidate +8; Knowledge(Dungeoneering/Local) +8; Perception +7; Sense Motive +6; Stealth +9; Swim +6
Languages Common, Hallit
Traits History of Heresy - +1 trait bonus to Will Saves; Reactionary - +2 trait bonus to Initiative checks
Racial Traits Bonus Feat: +1 feat; Skilled: +1 skill/level
SQ Sneak Attack (1d6); Trapspotting; Rogue Talents (Finesse Rogue)
Combat Gear Mithril Sickle 506GP; Cold Iron Heavy Mace 310GP; Spiked Gauntlet 2GP; Dagger (x2) 4GP; +1 Mithril Chain Shirt 2,100GP; Acid Flask (x2) 20GP
Other Gear Common Backpack 2GP; Small Tent 10GP; Bedroll, Blanket, Soap, Hammock 1GP; Silk Rope (50’) 10GP; Small Steel Mirror 10GP; Compass 10GP; Torches, Flint and Tinder; Exotic Coffee (5 lbs.) 1GP; Wandermeal Rations (x10); Cold Weather Outfit; Traveller’s Outfit 1GP; Yak with a Pack Saddle 29GP

Special Abilities::

Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

Sneak Attack: 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.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful 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.

Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.