Red Mantis Assassin

Ridley Blix's page

153 posts. Alias of Fraust.


About Ridley Blix

Female Halfling Bard (archaeologist) 4
Favored Class: Bard (+1 skill point)
CG Small Humanoid
25 point buy
Str: 8
Dex: 18
Con: 10
Int: 16
Wis: 10
Cha: 16

Defense
AC: ; Tch: ; Flt: ; CMD: ;
Fort: +; Refl: +; Will: +;
HP: 32

Offence
BA: +4; M: +3; R: +8; CMB: +1;
Spd: 20; Init: +4;
Club +5 melee 20x2 (1d4-1)
Rapier +5 melee 18x2 (1d4-1)
Sling +5 ranged 20x2 (1d-1)

Feats
Weapon Finesse

Skills
Acrobatics 4+4+5
Climb 2-1+5
Disable Device 4+4+3
Escape Artist 2+4+3
Knowledge (arcana) 2+3+5
Knowledge (dungeoneering) 2+3+5
Knowledge (geography) 2+3+5
Knowledge (history) 2+3+5
Knowledge (nature) 2+3+5
Knowledge (religion) 2+3+5
Linguistics 2+3+3
Perception 4+0+5
Perform (oration) 2+3+3
Spellcraft 2+3+3
Stealth 4+4+7
Swim 2-1+0
Use Magic Device 4+3+3

Traits
Fate's Favored
Dirty Fighter

Special Abilities
Archaeologist's Luck
swift action, 7 rounds, +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage.

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 checks.

Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.

Clever Explorer (Ex)
Archaeologists gain a bonus equal to half class level on Disable Device and Perception checks. They can disable intricate and complex devices in half the normal amount of time (minimum 1 round) and open a lock as a standard action. This ability replaces the versatile performance ability.

Uncanny Dodge (Ex)
Archaeologists cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action.

Trap Sense (Ex)
Archaeologists gain trap sense +1, as the Rogue class feature of the same name. This bonus improves by +1 for every three levels gained after 3rd, to a maximum of +6 at 18th level.

Rogue Talents 1
Terrain Mastery (Ex): Underground
The ranger gains a +2 bonus on Initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

Spellcasting
CL: 1; Casting Stat: Charisma (16)
Spells Per Day: */3+1/1+1
Spells Known: 6/4/2
0th: Detect Magic, Prestidigitation, Read Magic, Sift
1st: Grease, Lesser Confusion; (DC: 14), Moment of Greatness, Remove Fear
2nd: Allegro, Heroism

Equipment (GP/LB)
chain shirt (100/25), sling, sling bullets (20), rapier (20/2), club, handy haversack (2000/5), bedroll (0.1/3), belt pouch (-/-), alchemist fire (20/1), wand of cure light wounds [50 charges] (750/-), wand of admonishing ray [10 charges] (900/-),

Primer:

Party Role
Ridley is a melee skirmisher, so belongs darting in and out of the front lines. She is not particularly resilient, so she needs to be careful about her placement so she doesn't draw too much attention/damage. For the most part she shouldn't be fighting alone unless her combatant is fairly week. With her Dirty Fighter trait she deals one extra damage when flanking, which may not sound like a lot, but the key to Ridley's combat ability is lots of small bonuses adding up.

When the fighting is serious and she needs to start investing resources Ridley's go to power is Archaeologist's luck. She has seven uses of the power (she gains more as her Charisma increases) per day, but can spread them out throughout the day as she needs. The basic ability gives her a +1 to hit, damage, skill checks, and saving throws until next level when it becomes +2...but in combination with her Fate's Favored trait she gains +2 right now to all that, and will gain +3 next level.

Ridley is also a fount of knowledge, which will help in and out of combat. Chances are very good she will have the appropriate Knowledge skill to identify the various critters she comes across, which will help her with information like "undead are immune to mind-affect effects, like charms or compulsions" or "goblins are terrified of horses and dogs."

Out of combat her Knowledge skills are just as, if not more useful. She knows the region and its history fairly well, which will come in handy as the campaign unfolds.

Her ranks in Use Magic Device deserve special note. This is one of the more powerful skills in the game, letting Ridley read Scrolls and use Wands she otherwise wouldn't be able to do anything with. A character with UMD can also use items that are restricted to specific classes or races or have other prerequisites. Find a sword that has extra magic powers if wielded by an elf? Not a problem, you can trick the sword into thinking you're an elf.

Spellcasting
Right now Ridley has a few spells that give penalties to her opponents, with Grease and Confusion, but most of her casting is focused on making her or other members of her party better.

Things to Remember
With Uncanny Dodge Ridley doesn't get flat footed. The only thing that keeps you from gaining your Dex bonus to AC is being immobilized.

Halflings get bonuses to saves vs Fear. Make sure if you are asked to make a Will save you're getting this bonus when it applies.

Being something of a trap expert Ridley has Trap Sense, so if things go sideways and a trap is sprung she gets a bonus to her AC or Reflex against the trap's nastiness.

Luck bonuses are important to keep an eye out for. Ridley's Fate's Favored trait makes every luck bonus she get act as 1 higher.

Being an expert dungeon delver and crypt breaker, Ridley gets bonuses to a couple different things when in underground settings. Look over Terrain Mastery above, and make sure you're not forgetting to add those bonuses when they apply.