Halfling

Timdok Grayhand's page

45 posts. Alias of ChesterCopperpot (RPG Superstar 2015 Top 32, Contributor).


Full Name

Timdok Grayhand

Race

HP 103/116 | AC 30 | F +14 R +19 W +16 (Resolve) | Perc +14 |

Classes/Levels

speed 50 ft | focus 1/2| Hero 0 | Active Conditions:

Gender

male twilight halfling ex-assassin 11

About Timdok Grayhand

Timdok Grayhand Swashbuckler 11
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Perception +18 (+20 Initiative); Low-Light Vision, Keen Eyes
Languages Common, Halfling

Skills
Acrobatics +18 (20 to Tumble Through), Athletics +21 (23 to Disarm), Deception +23 (25 to Feint, Distract), Intimidation +17, Lore: Halfling +17, Lore: Poison +17, Lore: Underworld
+13, Religion +14, Society +13, Stealth +21, Survival +14, Thievery +24

Str +2, Dex +5, Con +3, Int +0, Wis +1, Cha +4

Items
Unarmored, Handwraps of Mighty Blows (+2 Striking), Ventriloquist's Ring (Greater), Charlatan's Gloves (Greater), Armbands of Athleticism, Bands of Force, Boots of Bounding, Cloak of Illusions, Oil of Weightlessness (Greater), Healing Potion (Moderate) (2), Sneaky Key, Retrieval Prism (filcher's fork), Ghostbane Fulu (handwarps), Drowsy Sun Eye Drops, Bottled Sunlight (Lesser), Cat's Eye Elixir, Silver Salve, Revealing Mist (Lesser), Hippogriff in a Jar, Sea Touch Elixir (Lesser)

AC 28; Fort +18, Ref +22 (Evasion), Will +16
HP 149

Reactions
↺ Opportune Riposte
Trigger An enemy within your reach critically fails on a Strike against you. You take advantage of an opening from your enemy's fumbled attack. You either make a melee Strike against the triggering enemy or attempt to Disarm it of the weapon it used for the Strike.

↺ Bands of Force
Activate Return Force (force, manipulate)
Trigger A creature critically misses you with a melee Strike;
Effect You Shove the creature using the bands' Athletics modifier of +14.

Speed 45 feet (Panache 65 Feet)

Melee
+1 Striking Filcher's Fork +21 (Agile, Backstabber, Deadly d6, Finesse, Halfling, Thrown 20 ft., Uncommon, Magical), Damage 2d4+4 + 4 precision P

+2 Striking Unarmed Stumbling Swing +22 (Agile, Backstabber, Finesse, Nonlethal, Unarmed, 3rd Party, Magical), Damage 2d8+4 + 4 precision B

Backstabber +2
Finisher +4d6, flat-footed until end of next turn

Actions:

◆ Stumbling Stance (Stance) Prerequisites trained in Deception You enter a seemingly unfocused stance that mimics the movements of the inebriated - bobbing, weaving, leaving false openings, and distracting your enemies from your true movements. While in this stance, you gain a +1 circumstance bonus to Deception checks to Feint. The only Strikes you
can make are stumbling swing unarmed attacks. These deal 1d8 bludgeoning damage; are in the brawling group; and have the agile, backstabber, finesse, nonlethal, and unarmed traits. If an enemy hits you with a melee Strike while in this stance, it becomes off-guard against the next stumbling swing Strike you make against it before the end of your next turn.

◆ Twirling Throw (Finisher, Swashbuckler) Prerequisites Flying Blade Your thrown weapons seem to defy physics as they soar through the air and spin back to you after a strike. Make a thrown weapon attack, ignoring the penalty for making ranged attacks within the second and third range increment. The weapon returns to your hand after the attack unless you critically failed on the attack roll.

◆ Doublespeak (General, Skill) Prerequisites master at Deception You're skilled at saying one thing and meaning something different. You disguise your true meaning behind other words and phrases, relying on subtle emphasis and shared experience to convey meaning that only your allies understand. Any allies who have traveled alongside you for at least 1 full week automatically discern your meaning. Other observers must succeed at a Perception check against your Deception DC to realize you are passing a secret message, and they must critically succeed to understand the message itself.

◇ Swaggering Initiative (Swashbuckler) Trigger You are about to roll initiative. You swagger readily into any fight. You gain a +2 circumstance bonus to your initiative roll and can Interact to draw a weapon. If you are the first to act in combat, you gain panache.

◆ Confident Finisher (Finisher, Swashbuckler) You make an incredibly graceful attack, piercing your foe's defenses. Make a Strike with the following failure effect. Failure You deal half your precise strike damage to the target. This damage type is that of the weapon or unarmed attack you used for the Strike.

◆◆◆ Marked for Death Requirements You can see and hear the creature you intend to mark; Effect You designate a single creature as your mark. This lasts until the mark dies or you use Mark for Death again. You gain a +2 circumstance bonus to Perception checks to Seek your mark and on Deception checks to Feint against your mark. Your agile and finesse weapons and unarmed attacks gain the backstabber and deadly d6 weapon traits when you're attacking your mark. If the weapon or unarmed attack already has the deadly trait, increase the size of the deadly damage die by one step instead of giving it deadly d6. Special You can't select another dedication feat until you've gained two other feats from the assassin archetype.


Items:

Ventriloquist's Ring (Greater) (Invested, Magical) Activate Throw Voice (manipulate); Effect Twisting the ring around your finger allows you to magically throw your voice, with the effects of a 2nd rank ventriloquism spell (DC 27).
Cloak of Illusions (Invested, Occult) Activate Draw Hood (manipulate) Frequency once per day; Effect You draw the hood up and gain the effects of invisibility, with the spell's normal duration or until you pull the hood back down, whichever comes first. While you are invisible, your figment innate cantrip gains the subtle trait, concealing the observable effects of your spellcasting.
Sneaky Key (Consumable, Magical, Talisman) Activate (manipulate) Requirements You are trained in Thievery. This small silver skeleton key can be pinned to armor or a sleeve. When you turn the key to activate it, you gain a +1 status bonus to Thievery checks to Pick a Lock for 1 minute. The first time you get a success or critical success on an attempt to Pick a Lock, you achieve one additional success toward opening a complex lock.
Retrieval Prism (Conjuration, Consumable, Magical, Talisman, Teleportation) Activate command; Requirements You have a free hand. This triangular prism showing swirling black patterns inside constantly moves around on your armor, no matter where you affix it. As part of the process of Affixing this Talisman, you attune it to a single item of 1 Bulk or less. When you activate this talisman, the attuned item immediately teleports into your hand. The retrieval prism can't retrieve an item that's not on your plane, including one that's in an extradimensional space like a bag of holding. If you haven't expended the talisman, you can attune it to a different item by Affixing the Talisman again.
Ghostbane Fulu (Consumable, Fulu, Magical, Necromancy, Talisman, Transmutation) Activate envision; Trigger You successfully Strike an incorporeal creature with the weapon to which the fulu is affixed, but you haven't rolled damage. This white paper fulu bears red ink and attunes a weapon to the spiritual essence of an incorporeal creature. Upon activation, the weapon gains the benefit of the ghost touch property rune against the triggering incorporeal creature for 1 minute.
Cat's Eye Elixir (Alchemical, Consumable, Elixir) Activate Manipulate
Silver Salve (Alchemical, Consumable) Activate Manipulate
Sea Touch Elixir (Lesser) (Alchemical, Consumable, Elixir, Polymorph) Activate Manipulate

Ancestry Feats
Halfling Weapon Familiarity
Halfling Lore
Helpful Halfling

Class Feats
Flying Blade
Derring-Do
Flamboyant Athlete
Disarming Flair

Archetype Feats
Assassin Dedication
Expert Backstabber
Surprise Attack
Monk Dedication
Stumbling Stance

General Feats
Fleet
Robust Health
Supertaster

Skill Feats
Acrobatic Performer
Additional Lore: Halfling
Additional Lore: Poison
Charming Liar
Dirty Trick
Quiet Allies
Quick Unlock
Streetwise