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Tulip Highgarden's page

41 posts. Alias of XCountry DM.


About Tulip Highgarden

Tulip Highgarden, Rogue - Level 1
CG Small Humanoid (Halfling)
Favored Class: Rogue (1st Lvl Bonus = Skills)

HD: 1d8 + 0(Con) (8 HP)
Current HP: 8
Init: +3
Movement: 20'

STR: 11 (+0)
DEX: 17 (+3)
CON: 11 (+0)
INT: 13 (+1)
WIS: 11 (+0)
CHR: 10 (+0)

Armor Class: 18 = 10 (Base), +4 (armor), +3 (Dex), +1 (Size)
Touch: 14 Flat Footed: 15

Armor: Hide Shirt +4 AC, +4 Max Dex, -3 ACP, 25lbs

SAVES:
Fortitude: 1 = +0 (Base), +0 (Con), +1 (Racial)
Reflex: 6 = +2 (Base), +3 (Dex), +1 (Racial)
Will: 1 = +0 (Base), +0 (Wis), +1 (Racial)
+2 morale bonus vs Fear saves.

COMBAT:
Base Attack Bonus: +0
CMB: +2 = +0 (BAB), +2 (Dex) -- [Agile Manuevers]
CMD: +12 = 10 (Base), +0 (BAB), +0 (Str), +2 (Dex)

Dagger: +1 (1d3, 19-20/ x2, 1 lbs, P/S)
Sling w/ bullets: +3 (1d3, x2, 50', B)

SKILLS:

Acrobatics: +9 = +3 (Dex), +1 (Rank) +3 (Class), +2 (Racial)
Appraise: +5 = +1 (Int), +1 (Rank), +3 (Class)
Bluff: +5 = +0 (Chr), +1 (Rank), +3 (Class), +1 (Trait)
Escape Artist: +7 = +3 (Dex), +1 (Rank), + 3 (Class)
Knowledge Local: +5 = +1 (Int), +1 (Rank), +3 (Class)
Perception: +6 = +0 (Wis), +1 (Rank), +3 (Class), +2 (Racial)
Sense Motive: +4 = +0 (Wis), +1 (Rank), +3 (Class)
Sleight of Hand: +4 = +3 (Dex), +1 (Rank), +3 (Class)
Stealth: +11 = +3 (Dex), +1 (Rank), +3 (Class), +4 (Size)
Use Magic Device: +4 = +0 (Chr), +1 (Rank), +3 (Class)

Feats:

Agile Maneuvers:
Use DEX instead of STR for CMB

Traits:

• Fast Talker:
You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

• Strong Arm, Supple Wrist:
When move 10 ft before attack, add +10 ft to rng increment of thrown wep. 1/Round

TRACKED RESOURCES

Bullets, Sling - 0/20
Dagger - 0/1
Dagger - 0/1
Strong Arm, Supple Wrist (1/round) - 0/1

Encumbrance & Carrying Capacity
Carrying: lbs. ( lbs in backpack - lbs w/o backpack)
Light: 38 lbs; Medium: 76 lbs; Heavy: 115 lbs

Equipment:

Bullets, Sling (20), Dagger, Dagger, Dagger, Punching, Hide Shirt, Sap, Sling; Other Gear Caltrops, Pickpocket's outfit, Pouch, belt (3 @ 3.18 lbs), Sunrod (3), Thieves' tools, Spring Loaded Wrist sheath (1 dagger loaded)

Remaining Coin:

Special Abilities:

Agile Maneuvers Use DEX instead of STR for CMB.
Fast Talker You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
Fearless +2 morale bonus vs Fear saves.
Halfling Luck Halflings receive a +1 racial bonus on all saving throws.
Keen Senses Halflings receive a +2 racial bonus on Perception skill checks.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Strong Arm, Supple Wrist (1/round) When move 10 ft before attack, add +10 ft to rng increment of thrown wep.
Sure-Footed Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Trapfinding +1 +1 to find or disable traps.

Biography:

Tulip Highgarden is a farmer's daughter who has lived her whole life on a farm a league northeast from Sandpoint. With four older brothers and her father doing the lion's share of the work (her mother died when she was very small) she's often left to her own devices, especially since she burns food whenever she cooks and breaks things whenever she cleans.

Tulip is the consumate wild child, disobediant, disrespectful and an all around nuissance to her family. As a result her father and brothers humor her and go out of their way to keep her well appeased for fear of the outcry that would otherwise result.

Despite her wildness Tulip has a good heart. She just doesn't have the patience for tedious tasks. She only has a faint memory of her mother, who she loves with desperate longing, and even when she's in the midst of causing trouble she is often almost overwhelmed with guilt, knowing what a disappointment she might have been if her mother had been alive to see her.

That doesn't stop her from getting into trouble at every opportunity, however. After a childhood of running wild amongst the hills and forests that surround her family's stead, in the past few years she has taken to devoting her time to Sandpoint, finding the people there (and their belongings) to be endlessly fascinating. She began to ride in with her brothers or father whenever they had reason to visit and even snuck back to town on her own from time to time.

Tulip's slight size and eagerness to snoop and pry into business that doesn't involve her eventually landed her in the potential for real trouble; she began taking on small jobs for the Sczarni, mainly as a lookout and distraction. Tulip's curiosity has gotten the best of her, however, and she's seen things she'd rather she hadn't. As a result she's trying to find a way to back out of her accomodations with the Sczarni, burdened by guilt and fear from getting in over her head.

Secret:

Tulip saw Lonjiku speaking to a strange man. Lonjiku looked worried and argued briefly with the stranger before nodding and walking away, his face lined with concern. Just a few hours ago she saw him leaving a ladder setup against the wall in the cemetary. She's afraid something bad is about to happen but doesn't know what to do about it.

Hero Lab Sheet:

TULIP HIGHGARDEN CR 1/2
Male Halfling Rogue 1
CG Small Humanoid (Halfling)
Init +3; Senses Perception +6
--------------------
DEFENSE
--------------------
AC 18, touch 14, flat-footed 15. . (+4 armor, +3 Dex, +1 size)
hp 8 (1d8)
Fort +1, Ref +6, Will +1
--------------------
OFFENSE
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Spd 20 ft.
Melee Dagger +1 (1d3/19-20/x2) and
. . Dagger +1 (1d3/19-20/x2) and
. . Dagger, Punching +1 (1d3/20/x3) and
. . Sap +1 (1d4/20/x2) and
. . Unarmed Strike +1 (1d2/20/x2)
Ranged Sling +4 (1d3/20/x2)
Special Attacks Sneak Attack +1d6
--------------------
STATISTICS
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Str 11, Dex 17, Con 11, Int 13, Wis 11, Cha 10
Base Atk +0; CMB +2; CMD 12
Feats Agile Maneuvers, Rogue Weapon Proficiencies
Traits Fast-Talker, Strong Arm, Supple Wrist (1/round)
Skills Acrobatics +6, Appraise +5, Bluff +5, Climb -1, Escape Artist +4, Fly +2, Knowledge: Local +5, Perception +6, Ride +0, Sense Motive +4, Sleight of Hand +4, Stealth +8, Swim -3, Use Magic Device +4
Languages Common, Gnome, Halfling
SQ Fearless, Trapfinding +1
Combat Gear Bullets, Sling (20), Dagger, Dagger, Dagger, Punching, Hide Shirt, Sap, Sling; Other Gear Caltrops, Pickpocket's outfit, Pouch, belt (3 @ 3.18 lbs), Sunrod (3), Thieves' tools, Wrist sheath, spring loaded
--------------------
TRACKED RESOURCES
--------------------
Bullets, Sling - 0/20
Dagger - 0/1
Dagger - 0/1
Strong Arm, Supple Wrist (1/round) - 0/1
--------------------
SPECIAL ABILITIES
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Fearless +2 morale bonus vs Fear saves.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Strong Arm, Supple Wrist (1/round) When move 10 ft before attack, add +10 ft to rng increment of thrown wep.
Trapfinding +1 +1 to find or disable traps.

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