Full Name |
Iris Farthingstone |
Race |
Halfling |
Classes/Levels |
Unchained Rogue (Acrobat) 5; Init +5; hp 50/50; AC 23, T 16, FF 18, CMD 19; F +6, R +12, W +3; Perception +9 |
Gender |
Female |
Size |
Small |
Alignment |
True Neutral |
Languages |
Common, Halfling, Dwarven, Gnome, Goblin, and Fox |
Occupation |
Scout, Thief |
Strength |
14 |
Dexterity |
20 |
Constitution |
14 |
Intelligence |
16 |
Wisdom |
8 |
Charisma |
15 |
About Iris Farthingstone
Iris Farthingstone
Halfling Unchained Rogue (Acrobat) 5
Ability Scores
Str: 14 (15 -2 +1), +2
Dex: 20 (16 +2 +2), +4 (includes +2 enhancement bonus)
Con: 14, +2
Int: 16, +3
Wis: 8, -1
Cha: 15 (13 +2), +2
Description
Height: 2 ft 11 in, Weight: 30 lbs
Iris stands just short of three feet tall, which is about average for a halfling. She has the slim, athletic build of an acrobat. Her brown, thoughtful eyes suggest some considerable intelligence. She has curly, brown hair that cascades down her shoulders to the middle of her back. She has a tattoo of a blue fox at the base of her neck. Her clothing tends to be utilitarian - she is currently wearing a chain shirt over an explorer's outfit - though she can dress to impress when she puts her mind to it. She wields a rapier and a buckler.
Background
Iris Farthingstone, also known as "The Blue Fox", in part because of the tattoo at the base of her neck, is a halfling acrobat and duelist who is sometimes employed as a scout. Few know her as a thief and a blackmailer, but only because she is quite careful not to get caught.
She comes from a family of tavern and carnival workers. Her parents gave her a great deal of freedom in her youth, that some might call neglect. Indeed, one summer, as her family wandered from village to village with the carnival, they accidentally left her behind in a sheltered glen where their caravan had camped. Luckily, Iris befriended a curious vixen and her kits. The fox family adopted the lost girl and she spent practically the entire summer hunting and playing with the foxes and learning their ways. It wasn't until the end of the summer that her real family finally found her again.
Her family's carelessness and seeming indifference made her easy prey. Iris was initiated into the thieves' guild at a young age and has only recently struck out on her own. She is a clever young woman, but not so wise, especially when it comes to her taste in men. Iris has dated a series of bartenders, carnies, musicians, actors, puppeteers, teamsters, scamps, scoundrels, and rogues. Her longest relationship was with Mungo the Magnificent - a traveling magician and an abusive alcoholic. Mungo taught Iris a thing or two about life and magic. She even dated a goblin knife thrower for a few weeks.
Now that she is a grown woman, she finds that she prefers solitude to the company of her more ignorant and insufferable thieves' guild colleagues. She has quit the guild and gone solo. She may one day recruit subordinates and form a more refined thieves' guild, but for now she takes pleasure in working odd jobs, either alone or with any new companions that she meets.
Offense
Init: +5 = +5 Dex
Base AB: +3 = +3 rogue
Melee AB: +9 = +3 BAB +5 Dex +1 size
Ranged AB: +9 = +3 BAB +5 Dex +1 size
CMB: +4 = +3 BAB +2 Str -1 size
Defense
Hit Dice: 5d8 +10
hit points: 50, current: 50, nonlethal: 0
AC: 23 = 10 +4 Dex +5 armor +2 shield +1 size +1 dodge, Touch: 16, Flat-footed: 18
CMD: 19 = 10 +3 BAB -1 size +2 Str +5 Dex
Saving Throws
Fort: +5 = +1 fighter +2 Con +1 racial +1 resistance
Ref: +11 = +4 fighter +5 Dex +1 racial +1 resistance
Will: +2 = +1 fighter -1 Wis +1 racial +1 resistance
Racial Traits
Ability Score Racial Traits: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed: 30 feet (see Fleet of Foot).
Languages: Common, Halfling, Dwarven, Gnome, and Goblin.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.
Personal Traits
Anatomist: Benefit: You gain a +1 trait bonus on all rolls made to confirm critical hits.
Beastkin (Foxes): Benefit: You gain a +1 trait bonus on Survival checks and can use speak with animals as a spell-like ability at will to communicate with the type of animal that raised you.
Class Features
Weapon and Armor Proficiency: All simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow; light armor, but not with shields.
Finesse Training (Weapon Finesse), Sneak Attack +3d6, Expert Acrobat, Evasion, Rogue Talent (Expert Leaper), Finesse Training (Rapier), Second Chance, Debilitating Injury, Rogue Talent (Ledge Walker), Uncanny Dodge, Rogue's Edge (Acrobatics)
Expert Acrobat (Ex): At 1st level, an acrobat does not suffer any armor check penalties on Acrobatics, Climb, Fly, Sleight of Hand, or Stealth skill checks while wearing light armor. When she is not wearing armor, she gains a +2 competency bonus on Acrobatics and Fly skill checks. This ability replaces trapfinding.
Expert Leaper (Ex): When using the Acrobatics skill to jump, a rogue with this talent is always considered to have a running start and adds her rogue level to the check result. Whenever she deliberately falls, a successful DC 15 Acrobatics check allows her to ignore the first 20 feet fallen. For every 5 by which she exceeds the DC of this check, she can ignore an additional 10 feet of distance fallen.
Ledge Walker (Ex): This ability allows a rogue to move along narrow, uneven, or slippery surfaces (such as ice) at full speed using the Acrobatics skill without penalty. In addition, a rogue with this talent is not flat-footed when using Acrobatics to move along such surfaces, and retains her Dexterity bonus to AC.
Second Chance (Ex): At 3rd level, an acrobat can reroll any Acrobatics, Climb, or Fly skill check she has just made. This reroll is made at a –5 penalty. She must take the second result, even if it is worse. An acrobat can use this ability only once on any given skill check. She can use this ability once per day at 3rd level, plus one additional time per day for every 3 levels beyond 3rd. This ability replaces trap sense.
Rogue's Edge (Acrobatics) (Ex): With 5 ranks, you can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren’t denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.
Feats
Dodge
Sure and Fleet (Halfling)
Mobility
Future Development
Character Level 6: Mobility, Danger Sense +1?, Rogue Talent (Combat Trick (Canny Tumble))
Additional Feats: Skill Focus (Acrobatics)
* Lightning Reflexes -> Leaping Evasion
* Acrobatic, Combat Expertise -> Slayer's Feint
Skills 60 skill points
Acrobatics: +15 (+19 jump) = 5 ranks +3 class skill +5 Dex +2 racial (+4 talent when jumping)
Appraise: +9 = 3 ranks +3 class skill +3 Int
Bluff: +10 = 5 ranks +3 class skill +2 Cha
Climb: +12 = 5 ranks +3 class skill +2 Str +2 racial
Craft: (any): +3 = 0 ranks +3 Int
Diplomacy: +2 = 0 ranks +2 Cha
Disable Device: +12 = 3 ranks +3 class skill +5 Dex -1 ACP +2 circumstance
Disguise: +7 = 2 ranks +3 class skill +2 Cha
Escape Artist: +11 = 4 ranks +3 class skill +5 Dex -1 ACP
Fly: +5 = 0 ranks +5 Dex
Handle Animal: +3 = 1 ranks +2 Cha
Heal: -1 = 0 ranks -1 Wis
Intimidate: +2 = 0 ranks +2 Cha
Knowledge: (arcana): +6 = 3 ranks +3 Int
Knowledge: (dungeoneering): +7 = 1 ranks +3 class skill +3 Int
Knowledge: (local): +8 = 2 ranks +3 class skill +3 Int
Knowledge: (any): N/A = 0 ranks +3 Int
Linguistics: N/A = 0 ranks +3 Int
Perception: +9 = 5 ranks +3 class skill -1 Wis +2 racial
Perform: (any): +2 = 0 ranks +2 Cha
Profession: (any): N/A = 0 ranks -1 Wis
Ride: +6 = 1 ranks +5 Dex
Sense Motive: +5 = 3 ranks +3 class skill -1 Wis
Sleight Of Hand: +13 = 5 ranks +3 class skill +5 Dex
Spellcraft: +6 = 3 ranks +3 Int
Stealth: +17 = 5 ranks +3 class skill +5 Dex +4 size
Survival: +1 = 1 ranks -1 Wis +1 trait
Swim: +1 = 0 ranks +2 Str -1 ACP
Use Magic Device: +10 = 5 ranks +3 class skill +2 Cha
Equipment
Carrying Capacity: Light: <= 43 lbs, Medium: <= 87 lbs, Heavy: <= 131 lbs
Weight Carried: 40 3/4 lbs, Wealth: 18 gp, 8 sp, 3 cp
Rapier, Masterwork (Atk: +9, Cost: 320 gp, Dmg: 1d4+5, Crit: 18-20/x2, Range: 0 ft, Wgt: 1 lbs, Type: P)
Swordbreaker Dagger, Masterwork (Atk: +9, Cost: 310 gp, Dmg: 1d3+1, Crit: x2, Range: 0 ft, Wgt: 1 1/2 lbs, Type: S, Special: disarm, sunder)
Shortbow, Masterwork Composite +2 Str (Atk: +9, Cost: 575 gp, Dmg: 1d4+2, Crit: x3, Range: 70 ft, Wgt: 1 lbs, Type: P)
* Arrows x20 (Cost: 1 gp, Wgt: 1 1/2 lbs)
* Smoke Arrows x5 (Cost: 50 gp, Wgt: 3/4 lbs)
* Whistling Arrows x10 (Cost: 1 gp, Wgt: 3/4 lbs)
Goblin Chain Shirt +1 (Cost: 1,250 gp, AC: +5, Max Dex: +4, ACP: -1, Pct Fail: 20%, Wgt: 12 1/2 lbs, Description: Goblin uniform made from steel chainmail and black leather, complete with spiked steel helmet)
Buckler +1 (Cost: 1,155 gp, AC: +2, Max Dex: --, ACP: --, Pct Fail: 5%, Wgt: 2 1/2 lbs)
Belt of Incredible Dexterity +2
Goblin sorcerer's deep red cloak
Backpack, Masterwork (Cost: 50 gp, Wgt: 1 lbs)
Bandoliers x2 (Cost: 1 gp, Wgt: -- lbs)
Belt Pouch (Cost: 1 gp, Wgt: 1/8 lbs)
Cloak of Resistance +1 (Cost: 1000 gp, Wgt: 1/4 lbs)
Compass (Cost: 10 gp, Wgt: 1/2 lbs)
Explorer's Outfit (Cost: 10 gp, Wgt: 2 lbs)
Flint and Steel (Cost: 1 gp, Wgt: -- lbs)
Iris's Old Chain Shirt +1 (Cost: 1,250 gp, Wgt: 12 1/2 lbs)
Iris's Old Masterwork Shortbow(Cost: 330 gp, Wgt: 1 lbs)
Map (Cost: 50 gp, Wgt: -- lbs)
Map Case (Cost: 1 gp, Wgt: 1/2 lbs)
Monster Mask (Goblin) (Cost: 10 gp, Wgt: 1 lbs)
Mugs x2 (Cost: 4 cp, Wgt: 2 lbs)
Potion of Protection from Arrows, 30 hp (Cost: 300 gp, Wgt: -- lbs)
Potion of Protection from Evil (Cost: 50 gp, Wgt: -- lbs)
Scroll of Disguise Self, x1 (Cost: 25 gp, Wgt: -- lbs)
Sacks x3 (Cost: 3 sp, Wgt: 3/8 lbs)
Silk Rope, 50 ft (Cost: 10 gp, Wgt: 5 lbs)
Soap, 1/2 lb (Cost: 1 cp, Wgt: 1/2 lbs)
Sunrods x2 (Cost: 4 gp, Wgt: 2 lbs)
Thieves' Tools, Masterwork (Cost: 100 gp, Wgt: 2 lbs)
Trail Rations x1 (Cost: 1/2 gp, Wgt: 1 lbs)
Wand of CLW, 44/50 charges (Cost: 750 gp, Wgt: -- lbs)
Waterskin (Cost: 1 gp, Wgt: 1 lbs)
Mount:
Combat-Trained Riding Ram (Cost: 50 gp, Wgt: <= 300 lbs)
Bit and Bridle (Cost: 2 gp, Wgt: 1 lbs)
Exotic Riding Saddle (Cost: 30 gp, Wgt: *30 lbs)
Saddlebags (Cost: 4 gp, Wgt: 8 lbs)
Bedroll (Cost: 1 sp, Wgt: 5/4 lbs)
Blanket (Cost: 5 sp, Wgt: 3/4 lbs)
Hammock (Cost: 1 sp, Wgt: 3/4 lbs)
Coffee, 1 lb (Cost: 2 cp, Wgt: 1 lbs)
Coffee Pot (Cost: 3 gp, Wgt: 4 lbs)
Trail Rations x5 (Cost: 2 1/2 gp, Wgt: 5 lbs)
* Arrows x20 (Cost: 1 gp, Wgt: 1 1/2 lbs)
* Whistling Arrows x10 (Cost: 1 gp, Wgt: 3/4 lbs)
Sunrods x6 (Cost: 12 gp, Wgt: 6 lbs)
Pet:
Fox "Boots" (Cost: 8 gp, Wgt: 12 lbs)
Experience Points
10,583 XP
Party Loot
Iris's share: 688.91 gp
It appears unlocked and untrapped. She opens it, revealing a thin book bound in green leather, writing implements, a change of clothes fit for a travelling woman, and a sack of coins small enough to be held comfortably in one hand.
The saddlebags contain corked bottles of wine and other liquors, packed with sawdust to protect them from damage. The two nearby kegs likewise contain quality wine.
The purse contains 2 diamonds each worth 100gp, 5 onyx crystals each worth 25gp, 5pp, 6gp and 2gp worth of change in copper and silver.
Loot from manticore/goblins:
The stables contain surprisingly well kept saddles and gear for the worgs, as well as meat to supply them.
The manticore has a hoard of treasure stashed in its lair. There's 216gp, 8pp, a gold necklace, and a soiled and ripped silk cloak that might prove valuable if it was cleaned and repaired. None of this stuff is magical in nature.
His spell also catches on to the fact that Bran's breastplate is magical.
A large-size greataxe, carried by the minotaur.
Two small-sized masterwork composite shortbows with +2 strength ratings. (575 gp each. Iris takes one.)
Some 34 arrows sized for said shortbows, with 50 more to be found in the stables.
Two small-sized masterwork scimitars.
Two small-sized uniforms made from steel chainmail and black leather, complete with spiked steel helmets. These have stats as chain shirts, and radiate magic. (1,250 gp each. Iris takes one.)
Four sets of banded mail.
Four masterwork longswords.
Four composite longbows with +2 strength ratings.
20 arrows, with a stash of two hundred more found inside the tower, on the third floor.
Four heavy steel shields.
Four empty potions.
You find a sack of coins tucked away underneath it.
There's 351 gp, all told.
All three sets of armor is +1.
Deed to Vraath Keep (priceless)
2500 silver pieces (50 lbs, 250 gp, 5 gp/lb)
2100 gold pieces (42 lbs, 2100 gp, 50 gp/lb)
120 platinum pieces (2.4 lbs, 1200 gp, 500 gp/lb)
The third chest contains books. Cracking one open, you find records pertaining to the keeps, mostly short descriptions of notable events such as harvests and raids, as well as a running ledger of finances. All the other books are the same sort of thing; there's enough tomes to cover a few hundred years of history.
3 Everburning Torches (1 lb, 110 gp, 110 gp/lb)
Robe of Needles (4 lbs, 500 gp, 125 gp/lb)
Bugbear sorcerer's loot:
There's two potions of cure light wounds.
One wand of Magic Missile, CL 5(15 charges left)
2 elixirs of truth
1 bag of holding, type 1
743gp and 2980sp.
There's also a wooden stand near the dragon's resting spot, displaying four vials stopped with corks. Two of them contain opaque milky liquid (CMW - drank one), one is completely clear like water, and the last looks like tea with a bit of chopped up leaves that haven't been filtered out.