Rakshasa

Stali One-Penny's page

935 posts. Organized Play character for BretI.


Full Name

Stali One-Penny

Race

| HP 66/66 +14 temp | AC 25 tch 18 fl 19 Mobility | CMB +5 CMD 22 (23 vs grapple) | F +8 R +15 W +11 | Init +5 | Perc +22 Low Light, Trap Spotter

Classes/Levels

| Speed 60 | GM reroll used | clover 1/3 | Active Conditions: Haste

Gender

M Tengu LG Rogue 9

Deity

Alseta

Strength 11
Dexterity 20
Constitution 12
Intelligence 14
Wisdom 16
Charisma 12

About Stali One-Penny

Stali One-Penny
Male tengu unchained rogue (swordmaster) 9 (Pathfinder RPG Advanced Race Guide 164, Pathfinder RPG Bestiary 263, Pathfinder Unchained 20)
LG Medium humanoid (tengu)
Init +5; Senses low-light vision; Perception +22
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Defense
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AC 24, touch 17, flat-footed 18 (+5 armor, +1 deflection, +5 Dex, +1 dodge, +2 shield)
hp 66 (9d8+18)
Fort +8, Ref +14, Will +11; Situational Text
Defensive Abilities evasion, improved uncanny dodge
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Offense
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Speed 30 ft., fly 30 ft. (average)
Melee +1 menacing adamantine aldori dueling sword +12/+7 (1d8+6/19-20) or
. . cold iron dagger +11/+6 (1d4/19-20) or
. . aldori dueling sword +11/+6 (1d8+5/19-20) or
. . mwk cold iron aldori dueling sword +12/+7 (1d8+5/19-20) or
. . sap +11/+6 (1d6 nonlethal) or
. . silver light mace +11/+6 (1d6) or
. . bite +11 (1d3)
Ranged +1 composite shortbow +12/+7 (1d6+1/×3) or
. . shortbow +11/+6 (1d6/×3)
Special Attacks sneak attack (unchained) +5d6
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Statistics
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Str 11, Dex 20, Con 12, Int 14, Wis 16, Cha 12
Base Atk +6; CMB +6; CMD 23 (24 vs. grapple)
Feats Circling Mongoose, Crane Style[UC], Dodge, Dragon Style[UC], Iron Will, Mobility, Spring Attack, Tengu Wings[ARG], Weapon Finesse
Traits life of toil, muscle of the society
Skills Acrobatics +17, Climb +5, Diplomacy +6, Disable Device +25, Fly +15, Intimidate +5, Knowledge (local) +6, Knowledge (nature) +6, Linguistics +14, Perception +22, Profession (merchant) +15, Profession (soldier) +7, Sense Motive +15, Stealth +19, Survival +15 (+20 when tracking), Swim +5, Use Magic Device +5; Racial Modifiers +2 Perception, +2 Stealth
Languages Auran, Celestial, Common, Draconic, Ignan, Kelish, Orc, Skald, Tengu, Terran, Tien, Undercommon, Varisian
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, glide[ARG], rogue talents (combat trick, dampen presence, ledge walker, trap spotter), swordtrained, trance, trances (crane trance[ARG], dragon trance[ARG], monkey trance[ARG]), trapfinding +4
Combat Gear cold iron arrows (50), oil of bless weapon, oil of daylight, oil of magic weapon, potion of cat's grace, potion of darkvision, potion of fly, potion of neutralize poison, wand of cure light wounds, wand of lesser restoration (17 charges), alchemist's fire, antiplague[APG], antitoxin, smelling salts[APG], smokestick (2), tangleburn bag[UE], tanglefoot bag (2); Other Gear +1 mithral chain shirt, +1 mithral buckler, +1 composite shortbow, +1 menacing adamantine aldori dueling sword[ISWG], aldori dueling sword[ISWG], cold iron dagger, mwk cold iron aldori dueling sword[ISWG], sap, shortbow, silver light mace, belt of incredible dexterity +2, brass spider[ACG], cloak of resistance +3, cracked magenta prism ioun stone, efficient quiver, four-leaf clover[OA], handy haversack, headband of inspired wisdom +2, lenses of detection, lesser talisman of freedom[OA], lesser talisman of life's breath[OA], ring of protection +1, swarmbane clasp[UE], wayfinder[ISWG], bedroll, belt pouch, earplugs[APG] (6), flint and steel, grappling arrow[UE], masterwork backpack[APG], masterwork thieves' tools, masterwork tool, mirror, silk rope (50 ft.), silver holy symbol of Alseta, soap (2), sunrod (2), tindertwig (2), trail rations (6), waterskin, winter blanket, ears in the sky (eits) clockwork spy (worth 375 gp, 40 lb), recording gem (worth 50 gp), 3,015 gp, 2 sp
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Special Abilities
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Circling Mongoose Move 5 ft. with each attack vs. a single adjacent foe as a full-attack action.
Crane Style Fight defensive pen reduced to -2. When in style, dodge bonus increases by 1.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Dragon Style +2 vs. sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fly (30 feet, Average) You can fly!
Glide DC 15 Fly check to fall safely from any height.
Improved Uncanny Dodge (Lv >= 13) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 13+.
Ledge Walker (Ex) No Acrobatics penalty at full speed on narrow, uneven, or slippery surfaces & not flat footed.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Monkey Trance (Ex) Acrobatics vs. opp. CMD to move 5 ft. as a swift action.
Sneak Attack (Unchained) +5d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Swordtrained Tengus are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
Tengu Wings (1/day) Grow wings granting you a fly speed of 30 ft. (average maneuverability).
Trance (13 rounds/day) (Ex) You enter a trance, gaining specific benfits from your active trance.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +4 Gain a bonus to find or disable traps, including magical ones.
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Masterwork tool: Fly to land safely.
A hat with a fin and a canard in the front. Allows him to better stabilize himself.

Skill Unlock: Perception

Dungeoneer’s Handbook, pg. 10
Dampen Presence: Your habitual stillness makes you difficult to perceive for creatures that use blindsight or blindsense.
Prerequisites: Skill Focus (Stealth), Stealth 5 ranks.
Benefit: You may use the Stealth skill to hide from any creature attempting to perceive you using blindsight or blindsense, even if you are clearly in that creature's perceptual field. This feat does not confer any advantages against other forms of perception, such as scent, vision, or tremorsense.

Skill Unlock: Perception

Dungeoneer’s Handbook, pg. 10
Dampen Presence: Your habitual stillness makes you difficult to perceive for creatures that use blindsight or blindsense.
Prerequisites: Skill Focus (Stealth), Stealth 5 ranks.
Benefit: You may use the Stealth skill to hide from any creature attempting to perceive you using blindsight or blindsense, even if you are clearly in that creature's perceptual field. This feat does not confer any advantages against other forms of perception, such as scent, vision, or tremorsense.

Cut and Paste skills and combat:

[dice=Perception for Traps]d20+22+4[/dice]
[dice=Perception]d20+22[/dice]

[dice=Acrobatics]d20 +17[/dice]
[dice=Climb]d20 +5[/dice]
[dice=Diplomacy]d20 +6[/dice]
[dice=Disable Device]d20 +25[/dice]
[dice=Fly]d20 +12[/dice]
[dice=Intimidate]d20 +5[/dice]
[dice=Knowledge (local)]d20 +6[/dice]
[dice=Knowledge (nature)]d20 +6[/dice]
[dice=Linguistics]d20 +14[/dice]
[dice=Perception]d20 +22[/dice]
[dice=Profession (merchant)]d20 +15[/dice]
[dice=Profession (soldier)]d20 +7[/dice]
[dice=Sense Motive]d20 +15[/dice]
[dice=Stealth]d20 +19[/dice]
[dice=Survival]d20 +15[/dice]
[dice=Survival when tracking]d20 +20[/dice]
[dice=Swim]d20 +5[/dice]
[dice=Use Magic Device]d20 +5[/dice]

In combat he will move for a flank and then attack.

He has Mobility, reasonable Acrobatics, and Spring Attack that all help him get into flanking position.

He will tend to try to take people alive if practical.

[dice=Sap]d20+11[/dice]
[dice=Non-lethal Blunt damage]d6[/dice]
[dice=Sap, Second Attack]d20+ 6[/dice]
[dice=Non-lethal Blunt damage]d6[/dice]

[dice=+1 menacing Adamantine Aldori Dueling Sword]d20+12[/dice]
[dice=Slicing damage]d8+6[/dice]
[dice=+1 menacing Adamantine Aldori Dueling Sword, Second Attack]d20+7[/dice]
[dice=Slicing damage]d8+6[/dice]

[dice=masterwork cold iron aldori dueling sword]d20+12[/dice]
[dice=Slicing damage]d8+5[/dice]
[dice=masterwork cold iron aldori dueling sword, Second Attack]d20+7[/dice]
[dice=Slicing damage]d8+5[/dice]

[dice=Silver Light Mace]d20+11[/dice]
[dice=Blunt damage]d6[/dice]
[dice=Silver Light Mace, Second Attack]d20+6[/dice]
[dice=Blunt damage]d6[/dice]

[dice=Short Bow]d20+11[/dice]
[dice=Damage]d6[/dice]
[dice=Short Bow, Second Attack]d20+6[/dice]
[dice=Damage]d6[/dice]

[dice=Cold Iron Dagger]d20+11[/dice]
[dice=Damage]d4[/dice]
[dice=Cold Iron Dagger]d20+6[/dice]
[dice=Damage]d4[/dice]

[dice=Sneak Attack damage]4d6[/dice] Can add Bewildered, Disoriented, Hampered

Door procedure, when not rushed. It does not include the Trap Spotter free checks.

At each door, check for sounds or traps. Take 10 then roll twice.
[dice=Perception]10+22+4[/dice]
[dice=Perception]d20+22+4[/dice]
[dice=Perception]d20+22+4[/dice]

If trapped, try to disarm it. Take 10 then if needed roll up to twice.
[dice=Disable Device]10+24[/dice]
[dice=Disable Device]d20+24[/dice]
[dice=Disable Device]d20+24[/dice]
At this point if nothing blew up, I would like a chance to evaluate things.

If it is locked and there is only one obvious way forward, try to unlock it.
[dice=Disable Device]10+24[/dice]
[dice=Disable Device]d20+24[/dice]
[dice=Disable Device]d20+24[/dice]
At this point I would take 20 to unlock.

Eits:

Eits CR 1/2
XP 200
Clockwork spy (Pathfinder RPG Bestiary 3 58)
N Tiny construct (clockwork)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +0
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Defense
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AC 15, touch 15, flat-footed 12 (+1 Dex, +2 dodge, +2 size)
hp 5 (1d10)
Fort +0, Ref +3, Will +0
Immune construct traits
Weaknesses vulnerability to electricity
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Offense
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Speed 30 ft., fly 30 ft. (clumsy)
Melee slam +3 (1d2)
Space 2½ ft.; Reach 0 ft.
Special Attacks record audio, self-destruction
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Statistics
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Str 10, Dex 13, Con —, Int —, Wis 11, Cha 1
Base Atk +1; CMB +0; CMD 12
Feats Improved Initiative, Lightning Reflexes[B]
[b]Skills
Climb +3, Fly -3, Stealth +11; Racial Modifiers +2 Climb, +2 Stealth
SQ difficult to create, swift reactions, winding
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Special Abilities
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Construct Traits (+0 HP) Constructs have many immunities.
Darkvision (60 feet) You can see in the dark (black and white only).
Difficult to Create Increase the time and gp cost required to create a clockwork construct by 50% over normal.
Fly (30 feet, Clumsy) You can fly!
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Record Audio (Su) Record up to 1 hr/HD of sound in 20 ft spread, on programmed trigger.
Self-Destruction (DC 10) (Su) Explode next turn if <0 hp, 1d6 fire dam in 5 ft (Ref half). Disable device halts.
Swift Reactions Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.
Vulnerability to Electricity You are vulnerable (+50% damage) to Electricity damage.
Winding Active for 1 day/HD, can be recharged with a special key.
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Purchased off Chronical #3 on Chronical #7.
Price of 375 gp, 2pp.

Equipment picked up during the scenario:
None yet.