Lem

Tuk Nimbleguts's page

71 posts. Alias of Spazmodeus.


Race

Tuk Nimbleguts, the 273rd of that name

Classes/Levels

halfling opportunist 5/rogue (vexing dodger) 4/swashbuckler (mouser) 1 Halfling HP 68/68 | Init +9 Perc +15 F+10 R+19 W+9, +2 vs Fear | CMB +11 CMD +26/ 21FF | +13 / +28 Dirty Trick

About Tuk Nimbleguts

Tuk Nimbleguts
Halfling halfling opportunist 5/rogue (vexing dodger) 4/swashbuckler (mouser) 1
CG Small humanoid (halfling)
Init +9; Senses Perception +15

A picture of Tuk

Yeah, yer big....but my blade in yer ear will bring you down to my level , right quick!

Height: 3'4''
Weight: 38 lbs

--------------------
--- DEFENSE ---
--------------------

AC 27
Hit Points 68 halfling opportunist 5/rogue (vexing dodger) 4/swashbuckler (mouser) 1
Fort +10, Ref +19, Will +9; +2 vs. fear

--------------------
--- OFFENCE ---
--------------------
Speed 20 ft.
Melee
Melee [/b]+1 ghost touch keen dagger +15/+10 (1d3+6/17-20) or
. . dagger +14/+9 (1d3+5/19-20)
Special Attacks deeds (derring-do, dodging panache, underfoot assault), panache (3), sneak attack +5d6

Ranged
dagger +14/+9 (1d3+5/19-20)

--------------------
--- STATISTICS ---
--------------------
Str 10 (+0) Dex 16 (+3) Con 14 (+2) Int 14(+2) Wis 13 (+1) Cha 16 (+3)

Base Atk +1; CMB +3; CMD +4 / +0 FF

Feats
Accomplished Sneak Attacker
Agile Maneuvers
Defensive Combat Training
Improved Dirty Trick[APG]
Improved Initiative
Slashing Grace[ACG]
Weapon Focus (dagger)

Traits

intrepid volunteer (Climb) apply dex to any str based skill
Scrambling Servant retain dex to AC when climbing

Skills
Acrobatics +20 (+21 vs. creatures at least 1 size category larger, +16 to jump)
Appraise +2
Bluff +7
Climb +21 (+22 vs. creatures at least 1 size category larger)
Diplomacy +3
Disguise +17
Disable Device +20
Escape Artist +13 (+14 vs. creatures at least 1 size category larger)
Fly +3
Heal +1
Intimidate +3
Knowledge (nobility) +10
Perception +15
Ride +1
Sense Motive +9
Slight of Hand +18
Stealth +27
Survival +1
Swim -2
Use MAgic Device +10

Languages
Common, Elven, Giant, Goblin, Halfling

Gear
potion of darkvision (3)
potion of invisibility (2)
wand of cure moderate wounds

caltrops;

+1 shadow mithral chain shirt
+1 buckler
+1 ghost touch keen dagger
dagger (8)
amulet of natural armor +2
bag of holding ii
belt of physical might +2 (Dex, Con)
daredevil boots
hat of disguise
ring of protection +2
ring of resistance +2
bandolier
bedroll
belt pouch
chalk (10)
concealable thieves' tools
flint and steel
grappling hook
masterwork backpack
mess kit
mirror
piton (10)
pot
soap
waterskin

222 gp, 1 sp

--- SPECIAL ABILITIES ---

Deeds
Derring-Do
At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Dodging Panache
At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Underfoot Assault
At 1st level, if a foe whose size is larger than the mouser’s is adjacent to her and misses her with a melee attack, the mouser can as an immediate action spend 1 panache point to move 5 feet into an area of the attacker’s space. This movement does not count against the mouser’s movement the next round, and it doesn’t provoke attacks of opportunity. While the mouser is within a foe’s space, she is considered to occupy her square within that foe’s space.
While the mouser is within her foe’s space, the foe takes a –4 penalty on all attack rolls and combat maneuver checks not made against the mouser, and all of the mouser’s allies that are adjacent to both the foe and the mouser are considered to be flanking the foe. The mouser is considered to be flanking the foe whose space she is within if she is adjacent to an ally who is also adjacent to the foe. The mouser can move within her foe’s space and leave the foe’s space unhindered and without provoking attacks of opportunity, but if the foe attempts to move to a position where the mouser is no longer in its space, the movement provokes an attack of opportunity from the mouser.

+2 to critical confirmations (Dagger) Choose a weapon from the following list: sling, dagger, or any weapon with "halfling" in its name. Add a +1/2 bonus on critical hit confirmation rolls with that weapon (maximum bonus +4). This bonus does not stack with Critical Focus.
Agile Maneuvers Use DEX instead of STR for CMB
Deeds
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Excellent Aid +3 (Ex) Bonus from Aid Another checks you recieve increases by listed amount.
Exploitative Maneuver (Ex) A successful maneuver against an opponent during their action gives you a benefit as if the target had used Aid Another to help you.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Fit In (Ex) You can use Disguise instead of Diplomacy to affect initial NPC attitude of 1 group.
Improved Dirty Trick You don't provoke attacks of opportunity when performing a dirty trick.
Improved Trap Spotter (20') (Ex) If you are within 10 ft of a trap, the GM rolls a Perception check to notice it.
Limb Climber (Ex) You can climb up creatures at least 1 size category larger than you.
Opportunity Attacker (Ex) Your Attacks of Opportunity deal sneak attack damage.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Slashing Grace (Dagger) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Sneak Attack +5d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Underfoot Agility (Ex) Gain morale bonus on acrobatics, climb, and escape artist checks vs. larger foe.
Underfoot Trickster (Ex) As a swift action, lose sneak att dam to attempt dirty trick. Can move through space of foe 2 cat larger.

Appearance:

Tuk is tallish for a halfling, but slight of frame. A shock of reddish hair springs from his head, and he does mostly nothing to tame it.
He has an easy smile and happy demeanor when relaxing with family of friends, but his mein become oh too serious when at the important business of taking down the big'uns.

His gear is kept immaculate; being prepared for the big'uns is key to taking them down!

Personality:

Tuk Nimbleguts bears the responsibility of his name with good cheer (but harbors great doubt secretly).
Knowing he was continuing a vaunted lineage bouyed him in his responses to friend or foe.
He is keen to represent the under dog, always coming to the aid of anyone bullied or put upon.

Background:

The Halflings of Amn have integrated into Amnish society, forming some distinct societies of their own... and Tuk Nimbleguts was born into one of those.

Some centuries ago, an enterprising Halfling by the name of Tuk Nimbleguts ( First of his name )
was employed as a caravan guard plying the trade routes North and East. An attack near Lake Esmel by giants and orcs led to a flash of inspiration! Fighting a giant, instead of trying to keep space between himself and the giant, Tuk stepped closer....right under the giant's feet.

There he found the giant was compromised in it's reactions to others and in another, perhaps suicidal, flash of inspiration, Tuk began to climb up the giant, sticking his blade in it whenever it felt appropriate.
Tuk , the First, survived that attack....and not just with his life. He had a plan. He told other Halflings of his experience, and found enough that were crazy enough to settle with him in a fertile valley on the edge of the Small Teeth mountains. There they founded a settlement devoted to training intrepid young Halfling in the art of 'Getting-up-close-and-Sticking-The-Bigguns-Where-It-Hurt'. Over the years many Halfings left the village to seek their fortune, , utilizing their special set of skills against those not so vertically challenged as they.
A quirk arose within the village: all who came with Tuk, the First , so honored this visionary, that they took to naming each male after Tuk. To prevent confusion, each Tuk Nimbleguts born was eventually given a moniker or nickname to differentiate him from all of the others. The women-folk of the village were much more sensible, naming their daughters from a pool of four or five names.

It was into this tradition that Tuk Nimbleguts ( 273rd of that Name ) was born. From an early age, learning the history of previous and still-living Tuk Nimbleguts, and training the mind and body for the trials that were yet to come. Tuk took himself first to Athkatla , then North to Waterdeep , adventuring throughout the Sword Coast. Providence however has returned him back to his home, Amn, sailing back into the beautiful docks of Athkatla