Neutral Good Male Varisian Halfling Barbarian 2 / Rogue 7 / Halfling Opportunist 4
Prestige Awards [Faction]: 12/54 [Liberty's Edge]
Favored Class: Rogue
Height 3 ft. 3 in. (includes +1 inch growth from drinking fey waters)
Weight 38 lbs.
Hit Points: 120 (2d12+11d8+13 toughness+26 con+7 fav), RAGE: 152
Armor Class: 26 (+5 Dex, +8 Armor, +1 Natural Armor, +1 Deflection, +1 Size), touch 17, (ff.touch 12, flat-footed 21)
CMB: +14, RAGE: +16
CMD: 34, RAGE: 36
Sneak Attack: +6d6 (Effective Rogue level = 7)
Bludgeoner: You take no penalty on attack rolls for using a lethal bludgeoning weapon to deal nonlethal damage.
Attack (Melee): "Muhku" (+3 Furious Courageous Adamantine Earth Breaker)
Attack (Ranged: 110 ft.): "Neulakone" (+1 Adaptive Composite Longbow)
Abilities: Str 20, Dex 20, Con 14, Int 12, Wis 8, Cha 10
Abilities in Rage: Str 26, Dex 20, Con 20, Int 12, Wis 8, Cha 10
Fort +14 (+6 base, +2 con, +3 racial, +3 resistance)
Ref +18 (+7 base, +5 dex, +3 racial, +3 resistance)
Will +9 (+4 base, -1 wis, +3 racial, +3 resistance)
Racial: Fearless, Halfling Luck, Keen Senses, Sure-Footed, Weapon Familiarity
Endurance Step Up, Toughness, Diehard Following Step, Extra Rage, Defensive Combat Training, Power AttackCT, BludgeonerBOON, Skill Focus: Use Magic Device, Step Up And Strike
Traits: Shoanti Tribesman (Varisia), Reactionary (Combat)
Skills: ACP = -1 (barbarian 10, rogue 63, half-opp 28)
Languages: Common, Halfling, Osiriani
Rage 14 Rounds/Day, Rage Power: No Escape, Rogue Talents: Minor Magic (Mage Hand 3/Day), Major Magic (Vanish 2/Day), Combat Trick: Power Attack, Sneak Attack +6d6, Evasion, Uncanny Dodge, Improved Uncanny Dodge (As if Rogue lvl 9), Trap Sense +2, Exploitive Maneuver, Improved Trap Spotter (20 ft.), Excellent Aid +2, Exceptionally Lucky (+3), Fit In
Mithral Breastplate of Shadow +2 (15 lb.), +3 Furious Courageous Adamantine Earth Breaker (7 lb.), +1 Adaptive Composite Longbow, Amulet of Natural Armor +1, Cloak of Resistance +3, Handy Haversack (1 lb.), Belt of Giant Strength +6 (0.5 lb.), Ring of Protection +1, Vest of Escape, Eyes of the Eagle, Circlet of Persuasion, Boots of Striding and Springing (0.5 lb.), Dragonbone Divination SticksUE, Wayfinder (Clear Spindle Ioun Stone) (1), Wand of Shield [____/39], Blunt Arrows [____/20], Piercing Adamantine Arrows [____/20]
In Handy Haversack Masterwork Thieves' Tools (2 lb.), Climber's Kit (1,25 lb.), Grappling Arrow (5 lb.), Scroll of Jump x 4, Potion of Fly x 1, oil of daylight, oil of bless weapon x 2, Ghost Salt BlanchUE, tangleburn bagUE, meditation teaUE x 5, Diamond Dust worth 1000gp, Smoked Goggles, Diamond & Granite Dust worth 300gp
Spring-Loaded Wrist Sheaths Wand of Shield & Potion of Cure Serious Wounds
Encumbrance 25 lb. without backpack, 32,25 lb. with backpack (75 lb. light/150 lb. medium/225 lb. heavy)
Wealth: 5800 gp
HAT: Air Ship Captain Tricorne (worth 13gp)!
UE: Ultimate Equipment
Exploitive Maneuver (Ex): A halfling opportunist can use an enemy’s actions in combat for her own gain, as if the opponent were using aid another to assist the opportunist, giving her a bonus on her next skill check, attack roll, or to AC against the next attack. The enemy must be able to reach the opportunist, and the opportunist must activate this ability as an immediate action and succeed at a combat maneuver check against the enemy’s CMD; at the GM’s discretion, the opportunist can substitute another ability score modifier for her Strength modifier when making her combat maneuver check (such as using Dexterity for an agility-related action or Charisma for a social-related action). If the halfling succeeds at this combat maneuver check, she adds the aid another bonus to her action on her next turn and subtracts that bonus from the enemy’s roll for that action. Note that if the combat maneuver check is successful, the outcome of the enemy’s roll is irrelevant to this ability—a halfling opportunist can use a giant’s swinging club to jump farther whether the giant hits or misses with its attack roll.
The GM decides whether the enemy’s action can benefit the opportunist in the desired manner. Circumstances occurring between the enemy’s turn and the halfling’s turn may prevent her from following through with the desired action); if this occurs, she loses the bonus from aid another but can take her turn normally.
Example: Piria is a halfling opportunist battling an ogre in a walled arena. On the ogre’s turn, it swings at her with its club; Piria’s player wants to use her exploitive ability to catch the club and use its movement to boost her toward the top of the arena wall, giving her a bonus on her Acrobatics check to jump. The GM decides this is a reasonable use, has the player make a combat maneuver check against the giant’s CMD, and allows her to use Piria’s Dexterity bonus in place of her Strength bonus in the check. She succeeds and will gain the aid another bonus on her Climb check on her next turn. The GM rolls the ogre’s attack with a –2 penalty, hits Piria, and deals damage, but Piria still gets the aid another bonus on her next Acrobatics check— perhaps as the ogre’s club hit her, she grabbed it, flipped onto it, and on her turn can jump from the swinging club using the +2 bonus from aid another.
Excellent Aid (Ex): A halfling opportunist has an amazing talent for getting the most out of those who assist her. Increase the bonus she gets from aid another by +1. This increases by another +1 at 3rd level and again at 5th level. This increase does not apply to when she uses aid another to help others, only when others aid her.
Exceptionally Lucky (Ex): At 2nd level, a halfling opportunist learns how to squeeze even more from her innate luck. Her halfling racial bonus on saving throws increases to +2. At 4th level the bonus increases to +3.
Sneak Attack (Ex): This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 for every even level (2nd and 4th). If a halfling opportunist gets a sneak attack bonus from another source, the bonuses on the damage stack.
Improved Trap Spotter (Ex): At 2nd level, the range of the opportunist’s trap spotter ability increases to 20 feet.
Fit In (Ex): At 3rd level, a halfling opportunist masters the art of sending out nonverbal cues that suggest agreement and affiliation. This enables her to act as if she belongs in any situation, whether an aristocratic garden party or an evil cult’s inner sanctum. She can make a Disguise check in lieu of a Diplomacy check to influence the initial attitudes of NPCs. She does not need to change her appearance to make this check—this ability relies on instinctively knowing how to act to make it appear she belongs. If multiple creatures with differing views of appropriate behavior are present, she cannot simultaneously affect them and must choose a target creature or group to influence—she can’t pretend to be a guest at a fancy party to impress the nobles and pretend to be a maid to mingle with the servants at the same time.
1 +1 Fast Movement, Rage,
Endurance Step Up
2 +2 Rage Power (No Escape), Uncanny Dodge
3 +2 Sneak Attack +1d6, Trapfinding,
Diehard Following Step
4 +3 Rogue Talent (Combat Trick: Power Attack), Evasion, +1 DEX
5 +4 Sneak Attack +2d6, Trap Sense +1, Toughness
6 +5 Rogue Talent (Minor Magic: Mage Hand), Improved Uncanny Dodge
7 +5 Sneak Attack +3d6, Extra Rage
8 +6 Rogue Talent (Major Magic: Vanish), Trap Sense +2, +1 DEX
9 +7 Sneak Attack +4d6, Defensive Combat Training
10 +7 Exploitive maneuver, trap spotter, excellent aid +1, BludgeonerBOON
11 +8 Exceptionally Lucky +2, Sneak Attack +5d6, Improved Trap Spotter, Skill Focus (Use Magic Device)
12 +9 Fit In, Excellent Aid +2, +1 DEX
13 +10 Exceptionally Lucky +3, Sneak Attack +6d6, Step Up And Strike
14 +11 (Improved Uncanny Dodge), Rogue Talent (Offensive Defense)
15 +10 Opportunity Attacker, Excellent Aid +3, Combat Reflexes
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