Pierce Haligarth, acquirer of fine treasures
Posted: Wed Feb 07, 2007 9:45 am
Pierce Haligarth
Pierce is part confidence man, part burglar. His modus operandi is to charm/fast talk his way into a residence using one of his man disguises, case the establishment, then return a few days later to steal whatever he had his eye on.
He has good Bluff, Diplomacy, Search, Open Lock and Disable Device skills, but would rather avoid combat. His Armor Class is merely 15 (as he relies on various magical devices for protection, rather than armor which might impede his roguish abilities) but he does have and use knowledge of Combat Expertise to increase his armor class in a fight and Improved Feint to put his opponent off-guard and (hopefully) allow him to sneak attack.
Rules question: In the d20 SRD it says that successful feints cause "the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any)."
So that means his opponent is denied his Dex, right, so I can sneak attack him?
From a role-playing perspective, I see Pierce as having used this technique many times when someone found him someplace he shouldn't have been, setting up the old "hey, what's that?" and then sapping his opponent silly.
Statblock
Pierce Haligarth: Male Human Rog6; CR 6; Medium Humanoid (Human); HD 6d6; hp 26;
Init +2; Spd 30 ft/x4; AC 15 (+1 armor, +2 dex, +1 natural, +1 deflection), touch 13, flat-footed 15; Base Atk/Grapple +4/+4; Full Atk +7 One-handed (1d6+1;18-20/x2, +1 Rapier), +6 One-handed
(1d4;19-20/x2, Dagger), +6 Two-handed (1d8;19-20/x2, Light Crossbow); SA&SQ Uncanny Dodge(Ex), Trap Sense(Ex), Evasion(Ex), Sneak Attack,
Trapfinding(Ex); AL CG; SV Fort +3, Ref +8, Will +3; Str 11(+0), Dex 15(+2), Con 11(+0), Int 16(+3), Wis 11(+0), Cha 13(+1); Skills: Appraise¹ +6, Bluff¹ +10, Diplomacy¹ +10, Disable Device +16, Disguise¹
+5, Forgery¹ +7, Gather Information¹ +7, Intimidate¹ +7, Knowledge
(local) +7, Move Silently¹ +7, Open Lock +15, Perform (flute) +4,
Search¹ +11, Sense Motive¹ +5, Sleight of Hand +9, Spot¹ +5, Tumble +9,
Use Magic Device +8. Feats: Combat Expertise, Improved Feint, Nimble Fingers, Weapon Finesse."
Class Abilities
* Uncanny Dodge(Ex): You retain you Dexterity bonus to AC even if flatfooted or struck by an invisible attacker.
* Trap Sense(Ex): +2 to Reflex saves and AC against traps.
* Evasion(Ex): On a successful Reflex save against a magical attack, you take no damage.
* Sneak Attack: Any time someone you attack is denied their Dexterity bonus to AC, or you are flanking them, you inflict an extra 3d6 damage. Ranged attacks must be within 30 feet to gain this, and this extra damage is not increased on a critical hit. Creatures that are immune to critical hits ignore this damage, as do creatures with concealment
* Trapfinding(Ex): You can use the Search skill to locate traps when the task has a DC higher than 20. You can use the Disable Device skill to disarm magic traps.
Magic Items
Oil of Silvershine
Hand of the Mage
Bracers of Armor +1
Goggles of Minute Seeing (+5 search)
Ring of Protection +1
Rapier +1
Hat of Disguise (+10 disguise via disguise self, which lasts 10 min)
Amulet of Natural Armor +1
Cloak of Resistance +1
Mundane Items
Thieves' Tools, masterwork
Disguise Kit
Flute, masterwork
Mirror, small steel
Rope, silk (50 ft.)
Signal Whistle
Daggers (4)
Light crossbow
Alchemical Substances
Sunrod (6)
Smokestone (2)
Thunderstone (2)
Pierce is part confidence man, part burglar. His modus operandi is to charm/fast talk his way into a residence using one of his man disguises, case the establishment, then return a few days later to steal whatever he had his eye on.
He has good Bluff, Diplomacy, Search, Open Lock and Disable Device skills, but would rather avoid combat. His Armor Class is merely 15 (as he relies on various magical devices for protection, rather than armor which might impede his roguish abilities) but he does have and use knowledge of Combat Expertise to increase his armor class in a fight and Improved Feint to put his opponent off-guard and (hopefully) allow him to sneak attack.
Rules question: In the d20 SRD it says that successful feints cause "the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any)."
So that means his opponent is denied his Dex, right, so I can sneak attack him?
From a role-playing perspective, I see Pierce as having used this technique many times when someone found him someplace he shouldn't have been, setting up the old "hey, what's that?" and then sapping his opponent silly.
Statblock
Pierce Haligarth: Male Human Rog6; CR 6; Medium Humanoid (Human); HD 6d6; hp 26;
Init +2; Spd 30 ft/x4; AC 15 (+1 armor, +2 dex, +1 natural, +1 deflection), touch 13, flat-footed 15; Base Atk/Grapple +4/+4; Full Atk +7 One-handed (1d6+1;18-20/x2, +1 Rapier), +6 One-handed
(1d4;19-20/x2, Dagger), +6 Two-handed (1d8;19-20/x2, Light Crossbow); SA&SQ Uncanny Dodge(Ex), Trap Sense(Ex), Evasion(Ex), Sneak Attack,
Trapfinding(Ex); AL CG; SV Fort +3, Ref +8, Will +3; Str 11(+0), Dex 15(+2), Con 11(+0), Int 16(+3), Wis 11(+0), Cha 13(+1); Skills: Appraise¹ +6, Bluff¹ +10, Diplomacy¹ +10, Disable Device +16, Disguise¹
+5, Forgery¹ +7, Gather Information¹ +7, Intimidate¹ +7, Knowledge
(local) +7, Move Silently¹ +7, Open Lock +15, Perform (flute) +4,
Search¹ +11, Sense Motive¹ +5, Sleight of Hand +9, Spot¹ +5, Tumble +9,
Use Magic Device +8. Feats: Combat Expertise, Improved Feint, Nimble Fingers, Weapon Finesse."
Class Abilities
* Uncanny Dodge(Ex): You retain you Dexterity bonus to AC even if flatfooted or struck by an invisible attacker.
* Trap Sense(Ex): +2 to Reflex saves and AC against traps.
* Evasion(Ex): On a successful Reflex save against a magical attack, you take no damage.
* Sneak Attack: Any time someone you attack is denied their Dexterity bonus to AC, or you are flanking them, you inflict an extra 3d6 damage. Ranged attacks must be within 30 feet to gain this, and this extra damage is not increased on a critical hit. Creatures that are immune to critical hits ignore this damage, as do creatures with concealment
* Trapfinding(Ex): You can use the Search skill to locate traps when the task has a DC higher than 20. You can use the Disable Device skill to disarm magic traps.
Magic Items
Oil of Silvershine
Hand of the Mage
Bracers of Armor +1
Goggles of Minute Seeing (+5 search)
Ring of Protection +1
Rapier +1
Hat of Disguise (+10 disguise via disguise self, which lasts 10 min)
Amulet of Natural Armor +1
Cloak of Resistance +1
Mundane Items
Thieves' Tools, masterwork
Disguise Kit
Flute, masterwork
Mirror, small steel
Rope, silk (50 ft.)
Signal Whistle
Daggers (4)
Light crossbow
Alchemical Substances
Sunrod (6)
Smokestone (2)
Thunderstone (2)