Famed swashbuckler and smuggler said to be "the luckiest man who ever lived"
Christopher Finch, Smuggler CR 11
Male human fighter 2/rogue 4/fortune’s friend 5
NG Medium humanoid
Init +8; Senses Listen +1, Spot +7
AC 23, touch 15, flat-footed 19; uncanny dodge (+4 Dex, +5 armor, +3 shield, +1 deflection)
hp 69 (11 HD)
Fort +7, Ref +12, Will +3
Speed 30 ft. (6 squares)
Melee +1 rapier +12/+7 (1d6+1/18-20) or
mwk short sword +8 (1d6/19-20) or
Ranged mwk composite longbow +12 (1d8/x3)
Base Atk +7; Grp +7
Atk Options Better Lucky than Good, Combat Reflexes, Point Blank Shot, Precise Shot, Unbelievable Luck, luck reroll 7/day, skill tricks
Special Actions fortune’s favorite (+5 saves), lucky strike, more luck than skill (+5 skill checks), sneak attack +2d6
Combat Gear 2 potions of invisibility, 3 potions of cure light wounds, 2 potions of cure moderate wounds
Abilities Str 10, Dex 18, Con 14, Int 12, Wis 12, Cha 12
SQ easy luck,trap sense +1, trapfinding
Feats Better Lucky than Good, Combat Reflexes, Improved Initiative, Lucky Start, Point Blank Shot, Precise Shot, Quick Draw, Unbelievable Luck, Weapon Finesse
Skills Balance +11, Bluff +10, Climb +4, Diplomacy +3, Disable Device +8, Disguise +1 (+3 acting), Escape Artist +12, Hide +15, Intimidate +3, Jump +8, Knowledge (local) +4, Listen +1, Move Silently +9, Open Lock +11, Profession (sailor) +7, Sleight of Hand +15, Spot +7, Tumble +11, Use Rope +4 (+6 bindings)
Skill Tricks Clever Improviser, Nimble Charge, Sudden Draw, Twisted Charge
Possessions combat gear plus +2 studded leather armor, +2 light steel shield, +1 rapier, masterwork short sword, masterwork thieves tools, masterwork composite longbow, 20 arrows in quiver, Heward’s handy haversack, ring of protection +1, gloves of Dexterity +2, The Sea Wyvern – fast small sailing ship (and debt of 10,000 to a crimelord)
Fortune’s Favorite (Ex) Once per day as an immediate action, Finch can add a +5 luck bonus on all saving throws made until the start of his next turn.
Lucky Strike (Ex) Once per day as a swift action, Finch can add a +5 luck bonus on all attack rolls made until the start of his next turn.
More Luck than Skill (Ex) Once per day as a swift action, Finch can add a +5 luck bonus on all skill checks made until the start of his next turn.
Easy Luck (Ex) The swift or immediate action to use a luck feat (Complete Scoundrel, page 72) does not count against Finch’s limit of one swift action per turn.
Christopher Finch grew up in the Free City of Greyhawk, a populated city in the central part of the world, and he entered the military as soon as he was old enough. The military was corrupt, however, and in one incident involving enslaved humanoids he felt he couldn’t obey orders. He was later court-martialed and thrown out of the military. Having rescued one of the enslaved humanoids, the two became fast friends and they drifted from one part of the world to another doing whatever they could.
Some years later, Chris won a small corsair sailing ship, the Sea Wyvern, in a Three-Dragon Ante game against a professional gambler, and he began carrying illicit cargo. Relying on his luck, and his humanoid friend, Chris has gotten out of more scrapes than most people get into during their lives.
His only real misfortune was when he lost a valuable load carried for an unforgiving client, and the client decided that Chris owed the value back to him. When the money did not come, this client (a crimelord in a remote area) put a bounty on Chris’s head that could be removed only by repaying the (unfair) debt.
Chris Finch fathered one child, Eduard, who was orphaned when Finch mysteriously disappeared many years ago.