Thug

Ruslo's page

233 posts. Organized Play character for TrinketMike.


Full Name

Ruslo Iacobes

Race

| HP: 36/36 | AC 18 (T12, FF 16) (+1 vs. traps) | CMB: +8 CMD: 20 | F:+7 R:+7 W:+3 (+1 vs. traps) | Init +2 | Perc +7 (+8 vs. traps), SM +5, Bluff +4, Diplomacy/Intimidate +0

Classes/Levels

| Speed 20 ft. | Acrobatics +6 (+9 to jump), Climb +11, Disable Device +8, Dungeoneering. +5, Geography +5, Local +8, Sleight of Hand +7, Stealth +5 | AoO: 3/3 | Active Conditions: None

Gender

Male Human Varisian Slayer 5

Size

Medium

Age

22

Alignment

CN

Deity

Desna

Location

Absalom

Languages

Common, Varisian, Halfling

Occupation

Pathfinder

Strength 19
Dexterity 14
Constitution 14
Intelligence 13
Wisdom 12
Charisma 10

About Ruslo

LEVEL UP TO 5

Statistics:

PFS # 293444-2
Faction: Exchange
Experience 13
Fame 22, Prestige Points 16

Ruslo
Male Human (Varisian) Slayer 5
CN Medium Humanoid (human)
Init +2; Senses Perception +8 (+9 vs. traps)

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DEFENSE
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AC 18*, touch 12*, flat-footed 16 (+6 armour, +2 Dex, +0 shield)
...+1 Dodge AC against traps
hp 36 (4d10+8)
Fort +7, Ref +7, Will +3
...+1 on Reflex Saves against traps

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OFFENSE
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Speed 30 ft. (20 ft. with armour)
Melee grappling hook (one-handed) +8 (1d6+3/x4) (Piercing)
…grappling hook (two-handed) +8 (1d6+4/x4) (Piercing, may attack anywhere within 15 ft. reach)
...adamantine morningstar +8 (1d8+3)
Ranged MW darkwood composite (+3 str) shortbow +8 (1d6/x3) Piercing, 60 ft.)
Offensive Abilities sneak attack (+1d6), studied strike (+1 attack, damage, etc.)

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STATISTICS
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Str 17 (19), Dex 14, Con 14, Int 13, Wis 12, Cha 10
Base Atk +5; CMB +8 (+2 trip); CMD 20 (+2 vs. trip)
Traits Criminal, Vagabond Child
Feats Exotic Weapon Proficiency (whip), Hook Fighter, combat reflexes, improved trick
Skills Acrobatics +6/+9 jump (9-3 check penalty* =5, OR 8-0* = 8 to jump), Bluff +4, Climb +10 (10-0*=10), Disable Device +8 (11-3*=8), Knowledge (dungeoneering) +5, Knowledge (geography) +5, Knowledge (local) +8, Perception +8 (+9 vs. traps), Sense Motive +5, Sleight of Hand +7 (10-3*=7), Stealth +5 (8-3*=5), Survival +7 (add +1 to track)
(9 points; 6 class, 1 INT, 1 race, 1 favoured class) (Check Penalty -3*)
Abilities sneak attack +1d6, slayer talent (trapfinding, unbalancing trick), studied strike +1, track +1
Languages Common, Halfling, Varisian

Special Abilities:

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SPECIAL ABILITIES
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Combat Reflexes You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Criminal (social trait): You spent your early life robbing and stealing to get by. Select one of the following skills: Disable Device, Intimidate, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you. (Disable Device)

Hook Fighter (feat): You treat a grappling hook as a one-handed weapon that deals piercing damage equal to a heavy pick of its size and that has the disarm and trip special weapon features. You do not incur penalties as you would for using a grappling hook as an improvised weapon. If you are proficient with whips and your grappling hook has at least 10 feet of rope or chain attached to it, you can treat it as a two-handed melee weapon with 15-foot reach, though you can use it against foes anywhere within your reach (including adjacent foes), though you don’t threaten any squares with it. Changing between using a grappling hook as a normal weapon and a reach weapon is a move action. When performing a repositionAPG maneuver with a grappling hook, you can only move the target toward you from its original position.

Sneak Attack: At 3rd level, if a slayer catches an opponent unable to defend itself effectively from his attack, he can strike a vital spot for extra damage. The slayer’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 slayer flanks his target. This additional damage is 1d6 at 3rd level, and increases by 1d6 every 3 levels thereafter. Should the slayer score a critical hit with a sneak attack, this additional 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 unarmed strike), a slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
...The slayer 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 slayer cannot use sneak attack while striking a creature with concealment.

Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack, damage rolls, and skill checks and to slayer DCs against a studied target increase by 1. In addition, at each such interval, the slayer is able to maintain these bonuses against an additional studied target at the same time. The slayer may discard this connection to a studied target as a free action, allowing him to study another target in its place. At 7th level, a slayer can study an opponent as a move or swift action.

Track (Ex): A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.

Trapfinding The slayer gains Disable Device as a class skill. The slayer also gains the trapfinding and trap sense rogue abilities, using his slayer level as his effective rogue level.
...Trapfinding - Add 1/2 his level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). He can use Disable Device to disarm magic traps.
...Trap Sense - Gain an intuitive sense that alerts him to danger from traps, giving him 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 he reaches 6th level, to +3 when he reaches 9th level, to +4 when he reaches 12th level, to +5 at 15th, and to +6 at 18th level.

Unbalancing Trick The slayer gains Improved Trip as a bonus feat, even if she does not meet the prerequisites. At 6th level, she is treated as if she meets all the prerequisites of Greater Trip (although she must take the feat as normal to gain its benefits).
...improved Trip: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.

Vagabond Child (region trait): You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Select one of the following skills: Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you. (sleight of hand)

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear grappling hook (silk rope, 50 ft.), masterwork composite (+3 Strength) darkwood shortbow, arrows (20), dagger, acid (4), holy water (2), potion of cure light wounds (4), potion of cure moderate wounds (2), potion of lesser restoration
Possessions masterwork backpack, masterwork agile breastplate, belt of giant strength +2, sack, scroll case, parchment, masterwork thieve’s tools, traveller's any-tool, crowbar, waterskin, flint and steel, ink, inkpen, whetstone, rations (2), explorer’s outfit, wayfinder

Carrying Capacity
Light 0-86 lb. Medium 87-173 lb. Heavy 174-260 lb.
Current Load Carried 53 lbs.
Money 2,578 GP 0 SP 8 CP

Temporary Gear:

Boons:

A Torch in the Dark [Legacy] Your efforts to peel back the mists of time and learn the truth about the early days of the Decemvirate has uncovered certain disturbing truths. While some would prefer these truths stay hidden, you actions have paved the way for a stronger Society and higher accountability from the members of the Decemvirate. Keep this Chronicle sheet, as this book will have certain benefits in the new organized play campaign for the Pathfinder RPGs second edition.

Explore, Report, Cooperate: 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 your Chronicle sheet.

Draw from the Deck: You have recovered a psychically charged harrow deck, commonly used for telling fortunes. You can expend its remaining energy to draw a card at random as a standard action, and you gain a +2 enhancement bonus to the ability score that matches the suit of the card drawn until the end of the adventure. If you do not have a harrow deck available, instead roll 1d6 to determine the suit (1 is Strength, 2 is Dexterity, 3 is Constitution, 4 is Intelligence, 5 is Wisdom, and 6 is Charisma). When you use this boon, cross it off your Chronicle sheet.

Impressive Find: A representative from the Pathfinder Society—an organization of archaeologists and explorers—has heard of your discoveries in Ustalav and invites you to join the Society as a field agent. Once you earn 12 or more Fame, your superiors award you one additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent immediately or lost.

Impressive Find: The Pathfinder Society is impressed with your efforts in uncovering the truth behind Eylysia’s long ago conflict with the early members of the Decemvirate. Once you earn 12 or more Fame, your superiors award you 1 additional prestige point (but not Fame) in recognition of your excellence. When you use this boon, cross it off your chronicle sheet.

Infiltrator Your experiences during the heist have taught you to work together more effectively with your allies to cover your tracks. Before rolling a Stealth check choose one other ally who is also rolling Stealth for the same circumstance. After rolling the check you and this ally both use the higher of your two results including all bonuses and modifiers. When you use this boon cross it off your chronicle.

Nemesis of the Aspis: You are an expert at sabotaging the Aspis Consortium’s nefarious schemes. During any scenario in which you encounter the Aspis Consortium, you may, as an immediate action, force an enemy Aspis agent to reroll a single d20 and take the worse result. Once you have used this boon, cross it off the Chronicle sheet.

[] [] [] Piercing the Veil: You have seen the deceptions that the powerful hide behind and have broken through them, restoring truth to the Society’s history and vindicating the unjustly persecuted former Pathfinder Eylysia. At the start of any adventure, you may check a box next to this boon to gain a +1 bonus on all Perception and Sense Motive checks, as well as all Will saving throws made to resist or disbelieve illusions, for the duration of the adventure.

Pharasma’s Blessing: Pharasma blesses you for your service to the Godsmouth Cathedral. You may reroll any single attack roll targeting an undead creature or any single saving throw against an undead creature’s ability or effect, always taking the result of the second roll. You must make this reroll before the results of the first roll are known. If Pharasma if your patron deity you receive a +4 bonus on your peroll. Once this ability has been used, cross it off the Chronicle.

Prized Find: You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your Chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 Prestige Point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure (0.5 XP if you use the slow track advancement option).

Well-Earned Reward: Dr. Quolorum’s principle interest in these missions was uncovering the secret behind the strange phenomena near Lantern Lake, and any treasure recovered was merely a pleasant surprise. Although a share of the treasure was not in the original contract, he subsidizes the cost as a favor to you. You may purchase any of the three treasures below at a reduced price: gloves of swimming and climbing (5,000 gp), necklace of fireballs (300 gp), and robe of useful items (2,500 gp).

Background:

Ruslo grew up doing odd jobs for his old man in Absalom. More often than not, those jobs involved getting in through small spaces to collect a prize for dear old dad. Ruslo never knew his mother, and his dad never spoke of her. His dad was a low level member of the Aspis Consortium. At the age of 14 Ruslo set off on his own. Occasionally Ruslo's dad would show up asking for Ruslo's help with a job. Ruslo eventually found respectable work putting his skills to use for the Pathfinders. Admittedly being in a faction that rivalled the Aspis brought some joy to Ruslo. Climbing was a past time that Ruslo enjoyed. Ruslo was naturally skilled with a grappling hook and has turned it into a versatile weapon.

Appearance and Personality:

Ruslo is 6 feet tall and weighs 190 pounds. Ruslo has tussled black hair which is often covered by a Varisian scarf. He has a small patch of facial hair under his lower lip. Ruslo sports a few earrings. A wayfinder hangs on a chain at his neck. At his hip he always keeps his grappling hook. Ruslo wears very fine crocodile leather boots.