Edgrin

Tucci Hedgehopper's page

588 posts. Alias of Euan.


Full Name

Tucci Hedgehopper

Race

Male Halfling Hunter 8 | AC: 22 tch 14 flat 20 | Fort +10, Ref +11, Will +9 | CMD 21 | Initiative +2 | Perception +18 | Sense Motive +4

Classes/Levels

| Helm

Size

Small (3’4”, 34lbs)

Alignment

Chaotic Good

Deity

Desna

Languages

Common (Taldan), Halfling

Strength 18
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 18
Charisma 10

About Tucci Hedgehopper

Male Halfling Hunter, Divine Hunter Archetype (Good) 8
CG, Small (3’4”, 34lbs), humanoid (halfling), Age 58 (middle aged), Worships Desna
Init +2; Senses Perception +18

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Defense
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AC 22, tch 14, flat 20 (+2 dex, +1 size, +7 armor, +1 deflection, +1 nat armor)
HP 51 (1d8, +1 con)
Fort +10 (+6 class, +1 con, +1 racial, +2 resist)
Ref +11 (+6 class +2 dex, +1 racial, +2 resist)
Will +9 (+2 class, +4 wis, +1 racial, +2 resist)
+2 vs fear (racial - stacks)

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Offense
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Speed 20 ft.
Melee: Boarding Pike of Repelling(a) +12 (1d6+7, P/S, 20/x3, 10’/20' reach)
Ranged: Javelin +10 (1d4+4, 20/x2, 30’r)
Spells Known (Caster Level 8, Concentration +12, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (5/5): Cure Light Wounds, Deadeye Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (5/5): Align Weapon, Aquatic Trail, Barkskin, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (3/3): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally

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Statistics
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Str 18, Dex 14, Con 12, Int 10, Wis 19, Cha 10
(25pt buy + Halfling (-2 str, +2 dex, +2 cha) + fourth (+1 str) + mental (+2 wis) + physical (+2 str), eighth (+1 wis)
Base Attack +6/1; CMB +9 (-1 size, +4 str); CMD 21 (+2 dex)

Racial Traits
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Outrider: Some halflings specialize in mounted combat. Halflings with this racial trait gain a +2 bonus on Handle Animal and Ride checks. This racial trait replaces sure-footed.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following languages: Dwarven, Elven, Gnome, and Goblin.

Traits & Drawback
Armor Expert (-1 ACP, combat)
Affable (social)
Helpful Halfing (+2 to aid another, race)
Besmara's Blessing (+1 perception, profession sailor, campaign)

Feats
Additional Traits (Armor Expert, Affable) (first)
Outflank (class)
Phalanx Formation (third)
Craft Wand (fifth)

Skills (6 class + 0 int +1 favored)(2 background skills†)
Acrobatics = +2* (+2 dex)
Appraise = +0
Bluff = +0
Climb = +8* (1+3 class, +4 str)
Diplomacy = +6 (3+3 class) (+2 gather information)
Disable Device = +5 (3 +2 dex) (+2 MW tools)
Disguise = +0
Fly = +1* (+2 dex)
Handle Animal † = 13 (8+3 class, +0 cha, +2 racial) (+4 w/ Kasin)
Heal = +4 (+4 wis)
Intimidate = +4 (1+3 class)
Knowledge Geography = +10 (7+3 class, +0 int) (+2 navigating)
Knowledge Local = +4 (1+3 class, +0 init)
Knowledge Nature = +4 (1+3 class, +0 int)
Knowledge Religion = +4 (1+3 class, +0 int)
Linguistics = +3 (3, +0 int)
Perception = +18 (8+3 class, +4 wis, +2 race, +1 trait)
Profession Merchant = +8 (1+3 class, +4 wis)
Profession Sailor † = +16 (8+3 class, +4 wis, +1 trait)(+2 navigating)
Ride = +13* (6+3 class, +2 dex, +2 racial)
Sense Motive = +4 (+4 wis)
Spellcraft = +7 (4+3, +0 int)
Stealth = +13* (4+3 class, +2 dex, +4 size)
Survival = +15 (8+3 class, +4 wis)(+4 tracking)(+4 navigating)
Swim = +11* (4+3 class, +4 str)
Wild Empathy = +8 (8, +0 cha)
italic in class, *Armor Check Penalty 0

Languages Aquan, Common (Taldan), Halfling, Terran, Undercommon

Gear (27#)
Comfortable clothing
Mithral Breastplate of spell storing (+6 AC, +5 maxdex, -1 ACP, 15#)
Boarding Pike of Repelling (5#)
Dagger MW (1#)
Mithral dagger set with aquamarine gemstones (1#)
Sling w/ 10 cold iron bullets (3#)
Cold Iron Javelins (2#, x2)(4#)
Mnemonic Vestment
Svingli's Eye with a snazzy gold chain in his vest (6#)
Aegis of Recovery
Carving of a kraken wrapped around a three masted ship

Belt Pouch (.5#)
- Candle
- Fishook
- Sewing Needle
- Smelling Salts

Belt Pouch (.5#)
- simple wooden smoking pipe
- a few ounces of shag tobacco for pipe

Handy Haversack (5#)
- Alchemist's Flask x3
- Antitoxin x2
- Bell (1gp)
- Candle x3
- Chalk 5 sticks
- Charcoal 2 sticks
- Crowbar
- Earplugs x4
- Healer's Kit (x2)
- Grooming Kit (2#)
- Holy Water (x4)
- Marked Sticks (components for Read Weather)
- Rod of Extend Lesser
- Rope of Climbing
- Sealing Wax (1#)
- Soap (.5#)
- Spyglass
- Steadfast Grapple (9#)
- Stretch Cords (.5#)
- String, 30’ & Twine, 20’ (.5#)
- Thieves Tools (MW)
- Traveler's Any-Tool
- Wrist Sheath (spring loaded) (wand CLW)
- Wrist Sheath (spring loaded) (wand Faerie Fire)
- Oil of Bless Weapon (1) x4
- Potion of Cure Moderate Wounds (3) x3
- Potion of Fly (5)
- Potion of Water Breathing (5)

Scrimshaw walrus tusk scroll case
- Scroll of Aerial Tracks (7)
- Scroll of Carry Companion (4) x2
- Scroll of Fog Cloud (4)
- Scroll of Free Swim (7)
- Scroll of Gust of Wind (4) x2
- Scroll of Hydraulic Push (1)
- Scroll of Lesser Restoration (4) x3
- Scroll of Obscuring Mist (1) x5
- Scroll of Plant Growth (7)
- Scroll of Quench (7)
- Scroll of Read Weather (1) x4
- Scroll of Spider Climbing (4)
- Scroll of Water Breathing (7)
- Wands of CLW (tracked on tracking sheet)
- Wand of Faerie Fire (50 chgs)
- Wand of Gust of Wind (6 chgs)
- Wand of Read Weather (50 chgs)
- Wand of Touch of the Sea (46 chgs)

Onboard the Charm
- Potted strawberry plant (meticulously cared for)

With Eric
Runestone of Power (2nd)

Weight: 35# (medium load >57#, heavy load > 115#)
Total Cash: 356gp
Owe 100gp to the Bellflower Network

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Automatic Bonus Progression
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Resistance +2
Armor Attunement +1 (armor) / +1 (nothing)
Weapon Attunement +1 (pike) / +1 (dagger)
Deflection +1
Mental Prowess +2 (wis)
Physical Prowess +2 (str)
Toughening +1 (nat arm)

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Special Abilities
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Animal Focus (Su): A hunter can take on the aspect of an animal as a swift action. She must select two types of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level (+4). The hunter can use this ability for a number of minutes per day equal to her level (8).

The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspect applied to her animal companion. An aspect applied in this way does not count against the hunter’s minutes of duration per day-it remains in effect until the hunter changes it. The companion’s aspect can be the same aspect the ranger has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action.

Otherworldly Companion (Su): The animal companion gains the celestial template (darkvision 60’, SR 5 + CR (8)), 1/day smite: +HD Dam (3)). The companion’s CR is considered to be equal to its Hit Dice for the purpose of the celestial template (3rd lvl for resist acid, cold, and electricity 5). This ability replaces hunter tactics.

Domain: The divine hunter must select one domain from those available to her deity (Good). She gains the granted powers of this domain, using her hunter level -2 as her cleric level for determining when the powers are gained and what effects they have (6).
Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (3) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier (7).

Improved Empathic Link (Su): This functions like an empathic link with a familiar, except the hunter can also see through a companion’s eyes as a swift action, maintaining this connection as long as she likes (as long as the companion is within 1 mile) and ending it as a free action. The hunter is blinded while maintaining this connection.

Woodland Stride (Ex): A hunter and her animal companion may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion will still affect the hunter and her animal companion.

Swift Tracker (Ex): A hunter can move at her normal speed while using Survival to follow tracks without taking the normal -5 penalty. She takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

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Kasin Capybara, Celestial
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CG Medium (150#) animal
Init +2; Senses darkvision 60', low-light vision, scent; Perception +1

Defense
AC 25, touch 15, flat-footed 21 (+5 Armor, +3 Dex, +5 Nat, +1/4 Dodge, +1 Deflect)
HP 52, (7 x 4.5 = 31, +14 con, +7 toughness) (usually add +14 con focus); DR 5/evil
Fort +8, Ref +8, Will +5 (+1 resistance)
resist acid, cold, and electricity 10; +4 (morale) enchantment
SR: 13

Offense
Speed 30', swim 20'
Melee bite +9 (1d8+4) (usually add +2/+2 strength focus)
1/day smite (sw): +HD Dam (7)

Statistics
Str 16, Dex 17, Con 14, Int 3, Wis 15, Cha 5
Base Atk +5; CMB +8; CMD 21
Feats Dodge, Outflank, Toughness, Weapon Focus (bite)
Improved Natural Attack (bite: d8)
Skills Climb +7 (1+3 class, +3 str), Fly +6 (1+3 class +2 dex), Stealth +10 (4+3 class, +3 dex), Swim +15 (1+3 class, +3 str, +8 race)

Abilities
Link, Share Spells, Evasion (Reflex for full or no damage), Devotion

Tricks (9 int, +3 companion, +3 bridle)
Attack (x2), Come, Deliver, Down, Fetch, Flank, Guard, Heel, Receive Spells: air walk/fly/spider climb, Rescue, Stay, Watch

Automatic Bonus Progression
Resistance +1
Armor Attunement +1 (chain shirt)
Weapon Attunement +1 (unapplied)
Deflection +1
Mental Prowess +2 (wis)

Gear
Mithral Chain Shirt (+4AC, +6maxDex, -0ACP, 12#)
Bridle of Tricks (receive spells: air walk, fly, spider climb)
Swarmbane Clasp
Blanket (3#)
Saddle Exotic Military (20#)
Saddlebags (8#)

- Training harness (10#)
- Horsechopper, cold iron (6#)
- Bedroll (3#)
- Blanket (3#)
- Cold Iron Javelins (2#, x2)(4#)

Appearance:
Tucci is tall, for a halfling, at 3’4”, and he is lanky - feet and arms seemingly bounding around with a life of their own. He’s always reaching for things, and his wide gait accents his oversized feet. Though middle aged, his energy seems younger.

He’s reasonably well dressed in layered leather, and wears something of a cravat or simple scarf, nearly all the time. When his neck is uncovered, you see the edges of a burn which seems to cover his right shoulder. His long poofy sleeves make it hard to see just how far the damage goes.

He has a pack which seems neat and orderly, though bulging with odds and ends. Further, he has a goblin horse chopper at his side, though he seems to very nearly stab everyone within its long reach as he walks along - eyes darting here and there, always searching. He often reaches out for this and that, pausing to admire some object or other. He seems to enjoy the texture of things, cradling them softly as he takes his time examining them.
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Background, Public Knowledge:
Tucci has something of a reputation as a helpful halfling. He’s always inserting himself in the conversation, doing what he can to help things along - seemingly whatever their purpose. He just likes to get things done. In battle, he wields a strange weapon - a goblin horsechopper - with surprising skill, though he more frequently hampers the opposition rather than getting in his own licks.

”…and that’s how I make myself useful. Except if it’s fire.” he unconsciously touches the scar on his neck, ”I can’t help you if it’s fire.” After a time, he starts grinning again as he continues to softly chatter on about this and that quite amiably.
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Background, Private Details:
Tucci is a rambler. Full of energy he has a very hard time sitting still, and often wanders about here and there looking for stuff. He doesn’t care if he owns the stuff, he just likes to admire it and is happy to part with it again - storing the memory rather than the object. Though he’s certainly keen on his own stuff too.

Born near Kintargo, Cheliax, he was born into the church. He floated into the harbor in a basket where he was claimed, more or less, by the church of Desna. His 'mother', Arabella Oakbottom, did what she could for the boy. But he was always into things, skinning his knee, and generally getting underfoot in a way that most halflings don’t. Larger than life. As he was some trouble, he was eventually sent north to Korvosa a far flung outpost. He spent little time in the city, not liking it's authoritarian ways.

With few skills, and fewer prospects, he travelled west by ship once more, landing in the Varisian village of Sandpoint, and found himself happy there for a while. He spent more than 10 years there in fact, but he never quite found his niche, always wanting to try something new.

He worked as a clerk in the glassworks for a while, and he was pretty good at it - he didn't even skim too much. The crew even let him in during slow times to practice a little glasswork of his own which he enjoyed, though he wasn’t very good at that. He was too jittery.

While working near the end of his tenure there, he met a free goblin. Sure, he was scrounging on Junk Beach, but he had an air about him. Perhaps as they were both the same height, both a little odd, and both former cast offs - they hit it off. It was, alas, short lived, as the nearby goblin tribes invaded Sandpoint not too long after their friendship blossomed.

Tucci helped himself to poor Vravneg’s most prized possession, left in his hut - his cold iron horsechopper - after the skirmish. It was quite an upgrade to the longspear he had been using and he came to cherish the weapon - once he had it fixed and sharpened of course.

With the death of his 'friend', life came into slightly sharper focus for Tucci. He knew he could do better that clerk in a small town glassworks. He had always enjoyed the travel better than the destination - or perhaps that's just Varisa and Cheliax. Feeling stifled, he went out into the wilderness and asked Desna what to do. In Desna’s wisdom and grace, She provided Kasin to act as his guide and companion.

He returned to Sandpoint long enough to collect his last pay packet before heading out into the world hiring on a ship who would take him for the water he can make if nothing else. He didn't even pay attention to the ship's destination - it didn't matter. He spent his time on board watching Kasin climbing the various ropes and such - he has such fun!

Alas the voyage would be cut short by the light fingered halfling, plunging him into an altogether different adventure!
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