Tippy Fullbottle PFS's page

351 posts. Organized Play character for Nazard.


AC: 17 (touch 15, FF 13); CMD: 16;


F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9


Max HP: 24; Current HP: 21;

About Tippy Fullbottle PFS


daggers (6) X X X X X X
MW daggers (4) X X

Alchemical Items
Alchemist's Fire - 3
Antiplague - 3
Anti-toxin - 3

cure light wounds - 45

Spell-Like or Racial Abilities

Class Abilities

# 15812-4
XP 6
PP 9

Male halfling Rogue (Knife Master/Scout) 3
CG Small humanoid (halfling)
Init +4; Senses Perception +9, Sense Motive +7
Languages Common, Halfling, Elven

AC 17 (+2 armour, +4 Dex, +1 size), touch 15, flat-footed 13
CMD 16
HP 24 (3d8+6)
Fort (1) +4, Ref (3) +8, Will (1) +3 (+4 vs fear)
Defensive Abilities fearless
Immune None
Resist None

Speed 20 ft
dagger +7 (1d3+2; 19-20/x2; P)
dagger +7 (1d3+2; 19-20/x2; 10 feet; P)
Special Attacks
sneak attack +2d8 (with dagger; else +2d4)
two-weapon fighting (-2/-2 to attack)

Abilities Str 12 (+1), Dex 18 (+4), Con 14 (+2), Int 12 (+1), Wis 12 (+1), Cha 9 (-1)
Base Attack +2; Melee Touch +4; Ranged Touch +7
CMB +2

Two-Weapon Fighting (1)
Quick Draw (3)

Rogue Talents
Finesse Rogue (R2)

Fate’s Favoured
River Rat

Acrobatics (3) +12
Appraise (3) +7
Climb (3) +9
Disable Device (3) +12
Escape Artist (3) +10
Knowledge—Local (3) +7
Perception (3) +9
Sense Motive (3) +7
Sleight of Hand (3) +10
Stealth (3) +14

adaptable luck, keen senses, sure-footed

Favoured Class
Rogue 1: +1 skill point
Rogue 2: +1 skill point
Rogue 3: +1 skill point

Special Abilities
Adaptable Luck (Racial) Some halflings have greater control over their innate luck. This ability gives them more options for how they can apply their good fortune from day to day, but also narrows its scope. Three times per day, a halfling can gain a +2 luck bonus on an ability check, attack roll, saving throw, or skill check. If halflings choose to use the ability before they make the roll or check, they gain the full +2 bonus; if they choose to do so afterward, they only gain a +1 bonus. Using adaptive luck in this way is not an action. This racial trait replaces halfling luck.
Fate’s Favoured (Trait) Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Fearless (Racial) Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Finesse Rogue (Rogue Talent) With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Hidden Blade (Ex) A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade.[/spoiler]
Keen Senses (Racial) Halflings receive a +2 racial bonus on Perception checks.
River Rat(Trait) You gain a +1 trait bonus on damage rolls with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you.
Sneak Attack +2d6 (Ex) 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.

A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger, she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s.
Sure-Footed (Racial) Halflings receive a +2 racial bonus on Acrobatics and Climb checks.


Confirmed Field Agent: 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 1).

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 fulfilment of
the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it of your Chronicle sheet.

Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

1-The Library of the Lion
2-The Confirmation
3-The Silent Tide
4-The Many Fortunes of Grandmaster Torch
5-The Segang Expedition
6-The Devil We Know Part 1
7-The Devil We Know Part 2 (in progress)

PP – 0
GP – 338
SP – 0
CP – 0

Carrying Capacity: Light – 37.5 lbs; Medium – 75 lbs; Heavy = 107.5 lbs; Current – 36.75 lbs (Light)

Weapons – dagger x 4 (8 gp, 4 lbs), MW dagger x 4 (1208 gp, 4 lbs), silvered dagger (22 gp, 1 lb), cold iron dagger (4 gp, 1 lb)
Armour – MW chain shirt (250 gp, 12.5 lbs)
Other Combat Gear
Wands – cure light wounds (2 PP)
Other Magic Items – wayfinder, +1 cloak of resistance
Mundane Gear – spring-loaded wrist sheathes x 2 (10 gp, 2 lbs), MW thieves’ tools (100 gp, 2 lbs), traveler’s outfit (free, 1.25 lbs), grappling hook (1 gp, 4 lbs), silk rope (10 gp, 5 lbs), MW backpack (55 gp, 2 lbs)

Tippy Fullbottle has been a fixture of the streets of Riddleport for the past 14 years. An orphan for as long as he can remember, he arrived at the age of eight with several other boys to work in the manor house of some minor crime lord or other. The boys never learned his name, as the man had been taken to the cleaners by a rival syndicate boss before they arrived, and had quietly hung himself in his cellar. Alone and with no prospects, Tippy was the only one of the original group of five to survive on the streets to adulthood. Occasionally, he was taken in by prostitutes who pitied him, but that arrangement never lasted, and occasionally, he was taken in by one mob enforcer, river pirate, or another, an arrangement he always fled from as soon as possible. It was through those periods, however, when he learned how to keep his head down, swim like a fish, and how to handle a blade, and it was with those skills that he escaped his final “arrangement” with one of Boss Croat's goons, which coincided with his first kill. That was also the day Tippy finally decided that he needed to get out of Riddleport, somehow. And fast.
Tippy Fullbottle manages an unimpressive three feet in height, even with stretching. His weathered face, hand, and curly brown hair usually have a few dirty smudges, like he hasn’t bathed in a week (which he usually hasn’t) and has just been crawling through some dusty shack (which he usually has). Daggers rest in sheathes on his belt and calves, with another on a leather strap across his chest. Bulges at the sleeves of his shabby coat betray the presence of two more.