Lem

Toyer Pepwinnhans's page

116 posts. Alias of eMagdAeH.


Full Name

Toyer Pepwinnhans

Race

Halfling

Classes/Levels

Luckbringer - 5, Mythic Trickster - 1

Stats:
AC 14 (12/13), HP 44, F 4, R 5, W 1, Init 1, Perc 10, MoC 7/8, NiW 3/6, LS 1/1, MP 5/5, AL 4/4

Gender

Male

Size

Small

Age

25

Alignment

Chaotic Good

Deity

Chaldira Zuzaristan

Languages

Common, Dwarven, Gnome, Halfling, Elven, Goblin

Strength 14
Dexterity 13
Constitution 10
Intelligence 14
Wisdom 10
Charisma 20

About Toyer Pepwinnhans

Init: +1 (+1 Dex); Senses: Normal vision

DEFENSE:

AC: 14, 12 touch, 13 flat-footed (+2 Armor, +1 Dex, +1 Size)
HP: 44
Fort: 4 (4 base, +0 Con) - 6 vs Fear (+2 Racial)
Reflex: 5 (4 Base, +1 Dex)
Will: 1 (1 base, +0 Wis)
Defensive Abilities: Fearless (+2 vs Fear - Racial), Adaptable Luck (+2 before roll/+1 after roll on d20 - Racial), Lessons of Chaldira (Reroll saving throw before result is known 1x/day - Trait)

OFFENSE:

Speed: 20
Melee: Fauchard +6 (+3 BAB, +2 Str, +1 Size)
Melee: Dagger +6 (+3 BAB, +2 Str, +1 Size)
Fauchard: 1d8+3 18-20x2
Melee Touch: +6 (+3 BAB, +2 Str, +1 Size)
Ranged Touch: +5 (+3 BAB, +1 Dex, +1 Size)

STATISTICS:

Space: 5 ft
Reach: 5 ft, 10 ft with Fauchard
BAB: +3 (+3 Luckbringer)
CMB: +4 (+3 BAB, +2 Str, -1 Size)
CMD: 15/14 Fl (+3 BAB, +2 Str, +1 Dex, -1 Size)

Feats:

-Fortunate Fate: When using Fatespin special ability roll 2d20 instead of 1 for Attack, Combat Maneuver, or Skill within 100 ft
-Exotic Weapon Proficiency - Fauchard (Bonus Feat)
-Combat Reflexes: 2 AoO per round
-Extra Mythic Power: 2 uses of Mythic Power per day
-Fortunate One: Increase Adaptable Luck usage by 1 per day

Mythic Trickster:

-Surprise Strike: Expend 1 use to make attack within 30 ft, target is considered flat-footed and attack bypasses damage reduction
-Nimble Glide: Never take fall damage and always land on feet, fall at 150 ft per round, can move horizontally 5 ft for every 10 ft fallen
-Hard to Kill: Auto-stabilize upon reaching 0 HP, double Con score before negative HP kills
-Surge, 1d6: Spend 1 Mythic Power to add 1d6 to a d20 roll after result is revealed

Traits:

-Fate's Favored: Increase Luck bonus of any kind by 1
(FUTURE IMPLEMENT)-Lessons of Chaldira: 1/day reroll a saving throw before result is known, must take the second roll even if it is worse

Luckbringer Abilities:

IMPROBABLES
-Ill-fortune, DC 17: Any action target takes in next round has 50% chance of failing, Will save negates
-Fateful Footing, DC 17: For 1 round per Luckbringer level, he gains 10 ft speed enhancement and +2 inherent bonus to Dex AND the Luckbringer can make 1 opponent clumsy reducing their speed by 10 ft and reducing Dex by 2, Will save negates opponent penalties only
Improbables use 1 Moment of Chance

NOTHING IS WRITTEN
-More Luck than Skill, 6/day, +/- 5: So long as neither he nor his target takes a 10 or 20 he can inflict a Luck bonus or penalty to a single skill check (no save)
-Fool's Luck, 6/day: For one round after activating this, as an immediate action, make 2 rolls instead of one for every Attack, Check, or Saving Throw keeping the higher roll. If spending a Moment of Chance to Fatespin when this ability is active he rerolls 2 dice instead of 1 taking the highest. (Usable on self only)

LONGSHOT, 1/day
-Fortune's Filch, DC 17: 1 object you can carry (up to max load) within 100 ft ends up in your hand. If used against attended or magical object, the object gets a Will save to avoid effect. Cannot use if both hands are occupied. Example: Ally strikes opponent causing opponent to loosen grip on weapon, opponent swings weapon hitting the wall next to him sending the blade bouncing end over end into Luckbringer's hand.

SPECIAL
-Moment of Chance, 8/day: Can use Fatespin, Narrow Escape, or Weal or Woe as a free action even if it is not his turn
-Fatespin: Can cause a reroll of 1 Attack, Combat Maneuver, or Skill that occurs within 100 ft. Must be aware of the action. Can use AFTER result is known.
-Narrow Escape: Reflex Save (DC 10 + 1/2 the Attack bonus or DC of spell/effect) using Cha modifier instead of Dex to avoid any confirmed Critical Hit or any Attack that would reduce him to 0 HP. If the damaging ability is a spell, this effectively gives a second Saving Throw to negate the spell or effect. This can be done in the same round another Moment of Chance is used, but Narrow Escape can ONLY be used 1/round. (Usable on self only)
-Weal or Woe: Apply a +/- 2 luck (1 for effect, +1 more for Trait) to any d20 roll from an action that occurs within 100 ft. Must be aware of the action and must use before the roll is made.

SKILLS: Total Points 9 (7 Luckbringer, +2 Int)
Acrobatics: +11 (+5 Rank, +3 Class, +1 Dex, +2 Racial)
Appraise: +2 (+0 Rank, +2 Int)
Bluff: +13 (+5 Rank, +3 Class, +5 Cha)
Climb: +4 (+0 Rank, +2 Str, +2 Racial)
Diplomacy: +5 (+0 Rank, +5 Cha)
Disable Device: +9 (+5 Rank, +3 Class, +1 Dex)
Disguise: +5 (+0 Rank, +5 Cha)
Escape Artist: +9 (+5 Rank, +3 Class, +1 Dex)
Fly: +3 (+0 Rank, +1 Dex, +2 Size)
Heal: +0 (+0 Rank, +0 Wis)
Intimidate: +5 (+0 Rank, +5 Cha)
Linguistics: +4 (+2 Rank, +0 Class, +2 Int)
Perception: +10 (+5 Rank, +3 Class, +0 Wis, +2 Racial)
Ride: +1 (+0 Rank, +1 Dex)
Sense Motive: +5 (+5 Rank, +0 Class, +0 Wis)
Sleight of Hand: +9 (+5 Rank, +3 Class, +1 Dex)
Stealth: +13 (+5 Rank, +3 Class, +1 Dex, +4 Size)
Survival: +0 (+0 Rank, +0 Wis)
Swim: +2 (+0 Rank, +2 Str)
Use Magical Device: +11 (+3 Rank, +3 Class, +5 Cha)

Equipment: 35 lb/131.25 lb, 921 gp
Backpack (2 lb, 2 gp)
Bedroll (5 lb, 1 sp)
Blanket (1 lb, 5 sp)
Trail Rations x10 (1 lb, 5 gp)
Entertainer's Outfit (0 lb, 0 gp)
Waterskin (4 lb, 1 gp)
Grappling Hook (4 lb, 1 gp)
Rope (10 lb, 1 gp)
Thieves' Tools (1 lb, 30 gp)
Spring Loaded Wrist Sheath x2 (0.5 lb, 10 gp)
Leather Armor (7.5 lb, 10 gp)
Dagger x2 (1 lb, 4 gp)
Fauchard (5 lb, 14 gp)

Special Abilities:

-Adaptable Luck (3x/day, +3 Luck bonus to ability/attack/save/skill before roll or +2 after - bonus +1 is from Fate's Favored Trait)
-Fearless (+2 save vs fear)
-Halfling Weapon Familiarity (proficient with "Halfling" weapons)
-Keen Senses (+2 perception)
-Sure-Footed (+2 Acrobatics and Climb)

The Broken Age Recruitment:
Toyer, in his typical manner, has seemed to be completely oblivious to the war going on in the world. It is particularly troublesome considering that the impetus for the war is eradication of people just like him. Yet, all the same, he's seemingly unaffected by it all. What goes on in his head and what he portrays are not always in sync, though. Despite the lackadaisical demeanor and poor memory, he's not one to blatantly ignore strife and evil. If one were to recount his history they would surely find that many of the adventures he's been in were the type that are attempting to thwart a great injustice. Of course, it could all be coincidence that Toyer has been involved. Who's to say?

None the less, Toyer has found himself pressed against a new injustice, one much more malevolent than he's been around before. If one were to have divine knowledge they would see that his attention was grabbed by the event surrounding a resistance group's unlocking of a shrine dedicated to the God, but to those around him he simply happened to be walking through the forest as this occurred. Such is the way of things like luck, it is fickle, and seldom long lasting, but Toyer had a new friends to meet. And more importantly, more mischief to make for a tyrannical ruler.

Background:
Toyer’s history is completely unknown by nearly everyone including himself. What the world doesn’t know is that he came from a very small, remote community of Halflings that don’t get out much. As such, no one who knows his tale has ever been around outsiders long enough to tell his tale. Even though complete retrograde amnesia usually requires a something significant to create, Toyer’s memory loss was not an injury or even a noticeable event. He simply woke up one day with no memory of his past.

Toyer’s personality was always one of relatively non-malignant mischief and glibness. However, he was never malicious, only fun-loving and quirky. He enjoyed the occasional practical joke and often made himself laugh, but no one was ever hurt by his antics and he was mostly written off among his small group of people as a loveable nuisance. He had a little curiosity and wanderlust about him, but considering the culture of his small community wanderlust was never fostered and even a little frowned upon. This was mostly due to everyone needing to pull their weight to keep the farms going as everyone relied on each other to stay alive. Wanderlust simply meant your share of the work didn’t get done. Never the less, he would sometimes head out as a small child into the surrounding brush albeit within earshot.

Toyer’s memory loss happened in his middle adolescence. When he woke without his memories all that was left was his inherent personality. He also had a more subtle sign that came with the memory loss, and general fogginess and lack of care about, well, everything. In our terms, it would almost seem like he was on a very high dose of Vicodin without the physical side-effects. The morning of his memory loss, he awoke at about three in the morning, far earlier than even the early risers of his people would get up. He didn’t know who he was, where he was, and didn’t really care about the situation. All that was there was the wanderlust. He got up, packed a bag with basic supplies, and began to leave. In fact, the only reason he even knew his name was the fact that his mother heard him rustling around and asked, “Toyer, what are you doing?” He heard her, but never responded, and she was only half awake at the time. Thinking little of him rustling around she quickly fell back asleep. He was also able to determine his last name just from the name on the front of their home as he left. Since that day, he has never been home and if you ask, he has no recollection of any family or upbringing. It’s not clear if his parents or village searched for him, but the fact remains. No one in the wide world knows anything about him from before that day.

The event that caused him to lose his memory was actually quite remarkable in scale, if not noticeable in the Material Plane. Chaldira Zuzaristan, in one of her many mischievous machinations, touched Toyer’s mind to wipe the memories but give him the uncanny ability to influence chance. Toyer has no awareness of his ability to change the outcomes of events around him, it simply happens. Make no mistake, it is Toyer directly influencing the events, not Chaldira Zuzaristan operating through Toyer. He just has no idea that he’s doing it. One of the of the other side effects left by Chaldira Zuzaristan’s touch is a permanence to Toyer’s inability to really care enough to delve into why such “lucky” things keep happening around him. In fact, he doesn’t even have the wherewithal to figure out that lucky things are even happening. The “Vicodin Fog” is an ever present condition these days. He is still lively and joyful, glib and mischievous, taunting and tricky, but just can’t seem to form lasting memories. Combine this with wanderlust and he can be found traveling the world with no clear direction. He winds up joining up with adventuring troupes for no other reason than because they cross paths. He remains loveable to those around them for most, annoying for the rest, but never develops and deep bonds. Many times he leaves an adventuring troupe in the same manner as the day he left his tiny community so many years ago. Toyer’s whole being has simply been one of Chaldira Zuzaristan’s jokes, long forgotten by the Chaldira Zuzaristan herself, but the good news is that Toyer seems none the wiser of his situation, and doesn’t seem to care either. He just laughs his way through a life that he has nothing but pure enjoyment for, as he gets to be the embodiment of his true personality.