About Melilot Took
Melilot Took
N Female Halfling Fighter (Weapon Master, Halfling Sling Staff) 7 (Favored Class)
Small Humanoid (Halfling)
Age 23, Height 2’8”, Weight 27 lbs
Init +4; Senses Perception +13
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DEFENSE
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AC 22 (+7 armor, +4 Dex, +1 Size), 15 touch, 18 flat-footed
hp 70 (7d10)
Fort +6, Ref +7, Will +3
Save Modifiers: Halfling luck (+1 to all saves, included), Add +2 vs. Fear (not included), Add +2 vs. effects that target sling staff (not included)
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OFFENSE
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Spd 20 ft.
Spd Modifiers Swim fins add 10' to swimming speed but reduce base speed to 5' (not included)
Melee +1 Halfling Sling Staff +17/+12 (1d4+12 th, x2), Greatsword +13/+8 (1d10+7, 19-20 x2, th), Lucerne Hammer +13/+8 (1d10+7, x2, brace, reach, th, +2 armor sunder bonus), Pickaxe +13/+8 (1d6+7, x4), Sawback Shortsword +13/+8 (1d4+5, 19-20 x2), Dagger +13/+8 (1d3+5, 19-20 x2)
Melee Modifiers Small Size +1 to hit; Weapon Training +2 to hit and damage with Halfling Sling Staff; Weapon Focus +1 to hit Halfling Sling Staff; Weapon Specialization +2 damage Halfling Sling Staff; Appropriate weapons get +1 to damage on first attack after whetstone sharpening (not included)
Special Melee Attacks Reliable Strike
Ranged +1 Halfling Sling Staff +16/+11 (1d6+12 th, x3, 80’), Longbow +12/+7 (1d6, x3, 100’), Sling +12/+7 (1d3+7 th, x2, 50')
Standard Ranged Attack +1 Halfling Sling Staff +12/+12/+7 (1d6+16 th, x3, 80’) Rapid Shot, Deadly Aim
Ranged Modifiers Small Size +1 to hit; Weapon Training +2 to hit and damage with Halfling Sling Staff; Weapon Focus +1 to hit Halfling Sling Staff; Weapon Specialization +2 damage Halfling Sling Staff; Two-Handed Thrower +2 damage to weapons thrown with two hands; Point Blank Shot +1 to hit and damage within 30' (not included)
Special Ranged Attacks Point Blank Shot, Rapid Shot, Two-Handed Thrower, Deadly Aim, Clustered Shots, Reliable Strike
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STATISTICS
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Str 21 (+5), Dex 18 (+4), Con 10 (+0), Int 12 (+1), Wis 10 (+0), Cha 9 (-1)
Carrying Capacity up to 399 lbs light, up to 798 lbs med, up to 1200 lbs heavy, drag 5x max
Carrying Capacity Modifiers 3/4 Small size, Masterwork Backpack +1 to Strength for Carrying Capacity purposes, Muleback Cords +8 to Strength for Carrying Capacity purposes
Base Atk +7/+2
CMB +10; CMD 24
CMB/CMD Modifiers Weapon Guard +2 Vs. Disarm and Sunder for sling staff (not included)
Feats Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (Halfling Sling Staff), Deadly Aim, Weapon Specialization (Halfling Sling Staff), Clustered Shots, Two-Handed Thrower
Traits Slippery, Conspiracy Hunter
Skills Climb +10 (3 ranks), Craft Weapons +7 (1 rank), Linguistics +2 (1 rank), Perception +13 (7 ranks), Sleight of Hand +11 (7 ranks), Stealth +19 (7 ranks), Swim +10 (2 ranks)
Skill Modifiers Cloak Sleight of Hand +2 for hiding small objects (not included), Pickpocket's Outfit Sleight of Hand +2 for hiding small objects (not included), Pocketed Scarf Sleight of Hand +4 for hiding small objects (not included), False Choker Necklace +8 for hiding tiny objects on person, already accounts for +4 very small object bonus, eliminates frisking bonus (not included), Dagger +2 Sleight of Hand to conceal (not included), Wrist Sheaths Sleight of Hand +2 to concealed contained items (not included), Size Stealth +4, Slippery Stealth +1, Keen Senses Perception +2, Conspiracy Hunter Perception +1, Masterwork Artisan's Tools Craft +2, Flotation Device Swim +1
Languages Common, Halfling, Infernal, Goblin
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GEAR
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Magic Gear
Weapons - +1 Halfling Sling Staff
Armor - +1 Mithral agile breastplate
Belt - Belt of Giant Strength +2
Body -
Chest -
Eyes -
Feet -
Hands -
Head -
Headband -
Neck -
Ring - Ring of feather fall
Ring -
Shield -
Shoulders - Muleback Cords
Wrist -
Other -
Armor: Masterwork Studded Leather
Weapons: 50 bullets, Longbow, 20 arrows, Sling, Greatsword, Lucerne Hammer, Pickaxe, Sawback Shortsword, Dagger
15 glass liquid ice bullets (+1d3 dmg)
2 flasks holy water (2d4 damage vs. corporeal undead or evil outsiders, splash weapon 10', or incorporeal undead, adjacent ranged touch no AoO), 3 flasks alchemist's fire
2 tanglefoot bags (ranged touch, 10', vs. large or smaller creatures entangles for –2 to attack rolls and –4 to Dexterity, DC 15 Reflex or unable to move, half speed on save, concentration check DC of 15 + the spell's level to cast, lasts 2d4 rounds)
Rope and related: Grappling arrow (30' range increment), 100’ knotted silk rope (4 hp, Str DC 24 to burst), 2 iron spikes, reinforced scarf (8 ft, hardness 10, 4 hp, Str DC 24 to burst), 2500’ twine (1 hp, break DC 15)
Baggage: Masterwork backpack, waterproof bag (up to 10 rds complete immersion)
Concealment: 2 spring-loaded wrist sheaths (swift action release for forearm sized item or 1 lb ammo), false-bottomed cup (DC 15 perception), false choker necklace (apparent value 1 gp), false armlets (apparent value 50 gp), pickpocket’s outfit, pocketed scarf, cloak, tearaway courtier's outfit
Fire: Flint and steel, tindertwig
Drink/Liquid: Empty iron vial, waterskin
Writing: Ink (1 oz.), invisible ink (simple), inkpen, 6 sheets rice paper, scroll case
Miscellaneous: Hammer, crowbar, shovel, drill, swim fins, flotation device, small steel mirror, chalk, vermin repellant, weapon cord (recover dropped weapon as swift action, must untie or cut to switch weapon), whetstone, bedroll, blacksmith's anvil, masterwork artisan's tools, bar of soap, lucky rock
Lodgings Studio Apartment, 10 gp/month
Coin 2268.25 gp
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SPECIAL ABILITIES
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Conspiracy Hunter: +1 to Perception, Class Skill
Slippery: +1 to Stealth, Class Skill
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.
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Warslinger: Reload a sling as free action. Still requires two hands and provokes AoO’s.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Class skills: Climb, Craft, Handle Animal, Intimidate, Knowledge Dungeoneering, Knowledge Engineering, Perception (trait), Profession, Ride, Stealth (trait), Survival, and Swim
Proficiencies: Proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).
Bonus Feats: 1 extra feat at 1st level, and at every even fighter level, gain an extra combat feat. Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability.
Reliable Strike: At 5th level, reroll an attack roll, critical hit confirmation roll, miss chance check, or damage roll as an immediate action. Must accept the second roll even if it is worse. Can use this ability once per day at 5th level, plus one additional time per day for every five levels beyond 5th. Currently 1x/day.
Weapon Guard: At 2nd level, gain a +1 bonus to CMD against disarms, sunders, and saving throws for effects that target Halfling sling staff. Increases by +1 for every four levels beyond 2nd. Currently +2.
Weapon Training: At 3rd level, gain a +1 bonus on attack and damage rolls with Halfling Sling Staff. The bonus improves by +1 for every four levels beyond 3rd. Currently +2.
Clustered Shots: On a full-attack action that makes multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction
Deadly Aim: Can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Currently -2 to hit/+4 damage.
Point Blank Shot: +1 to attack and damage with ranged weapons for foes within 30 feet
Precise Shot: No penalty for shooting ranged weapons into melee
Rapid Shot: Fire one additional attack with ranged weapon, all attacks take -2 penalty
Two-Handed Thrower: Whenever you use two hands to throw a one-handed or two-handed weapon, you gain a bonus on damage rolls equal to 1-1/2 times your Strength bonus. Using two hands to throw a two-handed weapon requires only a standard action.
Weapon Focus (Halfling Sling Staff): +1 to attack with Halfling Sling Staff
Weapon Specialization (Halfling Sling Staff): +2 to damage with Halfling Sling Staff
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BACKGROUND
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A slave trained as a gladiator in Egorian, Melilot had the misfortune to be successful but not popular (admittedly less of a misfortune than being unsuccessful.) The deceptively small, slight, rather waiflike blonde Halfling had a tendency to end matches quickly and quietly, without a great deal of showmanship. This was deemed dull. As a result, she was pitted against increasingly unfair odds in the hopes of at least getting a good spectacle out of killing her off. Faced with the realization that her death in the arena was going to come sooner rather than late, she made her escape. After making contact with the halfling underground railroad, she was smuggled as far as Westcrown, where she is at least much less likely to be recognized.
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DESCRIPTION
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Melilot stands significantly under three feet tall, and she is also slight-framed and slender, rather waif-like. She looks as if a stiff breeze would probably blow her over. She has blonde hair and dark blue-green eyes, something like the color of the sea at dusk.
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CLAIMED ITEMS
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Tanglefoot bag, 25 gp
Muleback Cords, 500 gp
+1 mithral agile breastplate, 2,700 gp
ring of feather fall, 1,100 gp
Total: 4,325 gp
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CURRENT STATISTICS
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