Cavalier

Anna Blackbriar's page

29 posts. Alias of Itzi.


Race

Female Halfing (ghoul) Rogue (Thief) 12 | HP 138 | AC 31 | Fort +19 Ref +23 Will +20 | Perc +22 (+2 vs Traps via Trapfinder) | Class DC: 31

Classes/Levels

| Hero Point: 1/3

About Anna Blackbriar

Basics:

Female Rogue 12
CG Small humanoid (ghoul, halfling, humanoid, undead) - 29 years old, 2'11", 30 lbs, short brown hair, violet eyes, pale skin with a bluish cast
Senses normal vision, low-light vision, darkvision, keen eyes
Perception +22 (mastery prof +6, level +12, Wis +4)
Languages Common, Dwarven, Gnomish, Halfling, Necril

~~~~~

Defense:

HP 138
AC 31 (base 10, trained prof +2, level +12, Dex +5, armor +2 )
Fort +19 (E +4, level +12, Con +3) Ref +23 (M +6, level +12, Dex +5) Will +20 (E +4, level +12, Wis +4)

Immune to Death Effects
Resistance 6 vs Poison

+1 circumstance vs Paralysis or Sleep
+2 circumstance vs Disease or Poison
+2 circumstance vs Traps

+2 circumstance vs traps or devices she failed to disarm

successes vs emotional effects are critical successes

successes on Reflex saves are critical successes

~~~~~

Offense:

Speed 25'
(+5' if satiated, +10' if fully satiated)

{A} Claw +23/+19/+15 (3d4+7 S) agile, finesse, unarmed
{A} Bite +23/+18/+13 (3d6+7 P) finesse, unarmed
{A} Fist +23/+19/+15 (3d4+7 B) nonlethal, agile, finesse, unarmed

{A} Dagger +21/+17/+13 (1d4+7 P) versatile S, thrown 10 ft, agile, finesse

Agile
Multiple attack penalties reduced by 1 (2nd attack) or 2 (3rd attack).

Finesse
Can use your Dex modifier to calculate attacks with this weapon.

Nonlethal
Attacks with this weapon are nonlethal, and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty.

Unarmed
Not a weapon, and can't be Disarmed.

~~~~~

Statistics:

Str 10 (+0), Dex 20 (+5), Con 16 (+3), Int 14 (+2), Wis 18 (+4), Cha 14 (+2)

~~~~~

Ancestry - Halfling (Ghoul):

Heritage: Gutsy Halfling
Your family line is known for keeping a level head and staving off fear when the chips were down, making them wise leaders and sometimes even heroes. When you roll a success on a saving throw against an emotion effect, you get a critical success instead.

Low-Light Vision
See in dim light as if it were normal light.

Keen Eyes
Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.

Ancestry Feat: Guiding Luck

Ancestry Feat: Halfling Ingenuity

Ancestry Feat: Halfling Lore

~~~~~

Background - Keys to Destiny:

From as far back as you can remember, it seems you were always meant to enter a specific industry or profession, be it artistry, engineering, farming, herbalism, labor, merchantry, scribing, theater, or warfare. Perhaps your parents belonged to this profession and encouraged you to follow in their footsteps, or maybe a personal hero of yours inspired you to take up their calling in honor of their accomplishments. Whatever the reason, the skills associated with that profession came naturally to you, but as time wore on and you grew older, you began to realize that this profession, while interesting to you, isn't what you want to do with your life. The lure of glory and adventure beckons. You can always go back to the studio, farm, or stage once you retire, after all!

This background is associated with the suit of Keys.

Choose two ability boosts. One must be to Dexterity, and one is a free ability boost.

You gain the Assurance general skill feat and are trained in one of the following Lore skills associated with a profession, as befits your history: Art Lore, Engineering Lore, Farming Lore, Herbalism Lore, Labor Lore, Mercantile Lore, Scribing Lore, Theater Lore, or Warfare Lore. You also gain the following free action.

Lucky Break
Frequency 1/day
Trigger You attempt a skill check during Exploration or Downtime

Draw a harrow card, then reroll the skill check. If you draw a card from the suit of Keys, add a +4 status bonus to the original roll and your reroll, then take the result you prefer as your actual result. If you drew any other card, you gain no bonus and must take the result of the rerolled skill check.

~~~~~

Class - Rogue:

You are skilled and opportunistic. Using your sharp wits and quick reactions, you take advantage of your opponents' missteps and strike where it hurts most. You play a dangerous game, seeking thrills and testing your skills, and likely don't care much for any laws that happen to get in your way. While the path of every rogue is unique and riddled with danger, the one thing you all share in common is the breadth and depth of your skills.

Expert in Perception, Reflex, Will
Trained in Fortitude, Stealth, Simple Weapons, Rapier, Sap, Shortbow, Shortsword, Unarmed Attacks, Light Armor, Unarmored Defense, Rogue Class DC

Rogue's Racket: Thief
Nothing beats the thrill of taking something that belongs to someone else, especially if you can do so completely unnoticed. You might be a pickpocket working the streets, a cat burglar sneaking through windows and escaping via rooftops, or a safecracker breaking into carefully guarded vaults. You might even work as a consultant, testing clients' defenses by trying to steal something precious.

When a fight breaks out, you prefer swift, lightweight weapons, and you strike where it hurts. When you attack with a finesse melee weapon, you can add your Dexterity modifier to damage rolls instead of your Strength modifier.

You are trained in Thievery.

Sneak Attack {3d6}
When your enemy can't properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition (page 620) with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.

As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.

Surprise Attack
You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven't acted are flat-footed to you.

Deny Advantage
As someone who takes advantage of others' defenses, you are careful not to leave such openings yourself. You aren't flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.

Weapon Tricks
You have become thoroughly familiar with the tools of your trade. You gain expert proficiency in simple weapons, as well as the rapier, sap, shortbow, and shortsword. When you critically succeed at an attack roll against a flat-footed creature while using an agile or finesse simple weapon or any of the listed weapons, you apply the critical specialization effect for the weapon you're wielding.

Evasion
You've learned to move quickly to avoid explosions, a dragon's breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.

Vigilant Senses
Through your adventures, you've developed keen awareness and attention to detail. Your proficiency rank in Perception increases to master.

Weapon Specialization
You've learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you're a master, and to 4 if you're legendary.

{F} Debilitating Strike
You apply one of the following debilitations, which lasts until the end of your next turn.

Debilitation: The target takes a -10 foot status penalty to its Speeds.
Debilitation: The target becomes enfeebled 1.

Great Fortitude
Your physique is incredibly hardy. Your proficiency rank for Fortitude saves increases to expert.

Rogue Expertise
Your techniques are now harder to resist. Your proficiency rank for your rogue class DC increases to expert.

Class Feat: Feverish Enzymes

Class Feat: Glutton for Flesh

Class Feat: Replenishing Consumption

Class Feat: Skirmish Strike

Class Feat: Trap Finder

Class Feat: Underhanded Assault

Class Feat: Bloody Debilitation

Archetype Feat: Ghoul Dedication

Archetype Feat: Grave Strength

Archetype Feat: Paralyzing Slash

Archetype Feat: Swift Leap

Archetype Feat: Wall Run

Archetype Feat: Sickening Bite

~~~~~

Feats:

Advanced First Aid (General, Skill)
You use your medical training to ameliorate sickness or assuage fears. When you use Medicine to Administer First Aid, instead of Stabilizing a character or Stopping Bleeding, you can reduce an ally’s frightened or sickened condition by 2, or remove either of those conditions entirely on a critical success. You can remove only one condition at a time. The DC for the Medicine check is usually the DC of the effect that caused the condition.

Ancestral Paragon: Halfling Luck (General)
Whether through instinct, study, or magic, you feel a deeper connection to your ancestry. You gain a 1st-level ancestry feat.

Assurance: Thievery (Fortune, General, Skill)
Even in the worst circumstances, you can perform basic tasks. Choose a skill you're trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).

{A} Battle Medicine {DC 15: 2d8, DC 20: 2d8+10, DC 30: 2d8+30} (General, Healing, Manipulate, Skill)
You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn’t remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

Bloody Debilitation (Rogue)
Your attacks slice arteries and veins. Add the following debilitation to the list you can choose from when you use Debilitating Strike.

Debilitation: The target takes 3d6 persistent bleed damage.

Cat Fall {50'} (General, Skill)
Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter. If you’re a master in Acrobatics, treat them as 50 feet shorter. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall.

Continual Recovery (General, Skill)
You zealously monitor a patient’s progress to administer treatment faster. When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour. This applies only to your Treat Wounds activities, not any other the patient receives.

Feverish Enzymes (Archetype)
Your claws and fangs exude an infectious enzyme, related to the necrotic effects of ghoul fever, that causes a creature's wounds to heal slowly. Strike with your claw or jaws. This attack deals negative damage instead of its normal type; on a hit, the target halves any healing it receives until the start of your next turn. The target or an adjacent ally can spend two Interact actions to squeeze the enzymes from the wound and remove the effect.

If you are satiated, when you hit you can choose to end your satiation and boost your enzymes, increasing the duration to 1 minute.

Foil Senses (General, Skill)
You are adept at foiling creatures’ special senses and cautious enough to safeguard against them at all times. Whenever you use the Avoid Notice, Hide, or Sneak actions, you are always considered to be taking precautions against special senses (see Detecting with Other Senses).

Ghoul Dedication (Rare, Archetype, Dedication)
You have succumbed to ghoul fever, dying and returning as a ghoul, an undead cursed with a never-ending hunger for dead flesh that slowly overrides your reason and willpower until you would do anything for the meal you crave. In addition to the personality changes, your body changes as well. Your ears become pointed, and your skin grows blueish and pale. Your fingernails sharpen into claws; your teeth become razor sharp, ready to tear flesh off the bone; and your tongue grows long and pointed.

You gain the ghoul and undead traits and the basic undead benefits (Book of the Dead 44). Your undead craving is for the flesh of dead creatures; freshly dead corpses from sapient creatures fulfill your cravings much more than non-sapient or rotted corpses, but any dead creature can stave off the hunger for at least a little while. You gain two unarmed attacks in the brawling weapon group. The first unarmed attack is a claw that deals 1d4 slashing damage with the agile and finesse traits, and the second unarmed attack is a set of jaws that deal 1d6 piercing damage and have the finesse trait.

You gain the Consume Flesh action. Satisfying your craving is difficult. Consuming Flesh temporarily satiates you. Many ghoul feats have extra abilities or functions that can be used when you are satiated, though using those abilities also causes you to lose your satiated status. You can always Consume Flesh, but eating more than a normal amount has no further effect; a ghoul's hunger is satiated, or it is not.

Consume Flesh {A} (manipulate) Requirements You are adjacent to the corpse of a Small or larger creature that died in the last hour; Effect You devour a chunk of the corpse. You become satiated for 1 hour.

Glutton for Flesh (Archetype)
You have developed a capacity to store more flesh within your gaunt body to leave yourself satiated longer. If you Consume Flesh while satiated, you become fully satiated. You stay fully satiated for 3 hours, after which you become satiated for 1 hour. If you're fully satiated when an ability would end your satiation, you cease being fully satiated but remain satiated. If you have Grave Strength, you gain a +10-foot status bonus to your Speed when fully satiated instead of a +5-foot status bonus for being satiated.

Godless Healing (General, Skill)
You recover an additional 5 Hit Points from a successful attempt to Treat your Wounds or use Battle Medicine on you. After you or an ally use Battle Medicine on you, you become temporarily immune to that Battle Medicine for only 1 hour, instead of 1 day.

Grave Strength (Archetype)
The flesh you've consumed over the course of your existence as a ghoul has made you stronger, gifting you with strange insights from the minds of the sapient creatures you've devoured and bringing you closer to a state of undead perfection. You gain the advanced undead benefits. In addition, you gain a +5-foot status bonus to your Speed while you're satiated.

Guiding Luck (Halfling)
Your luck guides you to look the right way and aim your blows unerringly. You can use Halfling Luck twice per day: once in response to its normal trigger, and once when you fail a Perception check or attack roll instead of the normal trigger.

Halfling Ingenuity (Halfling)
While your willingness to dig into a task you know little about might get you into trouble, your incredible luck often saves you from danger. You can attempt skill actions that normally require you to be trained even if you aren't trained in that skill. If you use Halfling Luck when you fail a check for a skill with which you are untrained, you can add a proficiency bonus equal to your level, rather than 0, when you reroll the triggering skill check. You gain a +4 circumstance bonus to this rerolled skill check.

Halfling Lore (Halfling)
You've dutifully learned how to keep your balance and how to stick to the shadows where it's safe, important skills passed down through generations of halfling tradition. You gain the trained proficiency rank in Acrobatics and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Halfling Lore.

{F} Halfling Luck 1/day (Fortune, Halfling)
Your happy-go-lucky nature makes it seem like misfortune avoids you, and to an extent, that might even be true. You can reroll the triggering check, but you must use the new result, even if it’s worse than your first roll.

{F} Kip Up (General, Skill)
You stand up. This movement doesn’t trigger reactions.

Nimble Crawl (General, Skill)
You can Crawl incredibly swiftly—up to half your Speed, rather than 5 feet. If you’re a master in Acrobatics, you can Crawl at full Speed, and if you’re legendary, you aren’t off-guard while prone.

{A}{A} Paralyzing Slash (Archetype, Incapacitation, Necromancy, Occult)
Your enzymes can paralyze your foes rather than merely making it harder for them to heal their wounds. Strike with your claw or jaws. If you hit a living non-elf creature, it becomes paralyzed unless it succeeds at a Fortitude save against your class DC or spell DC, whichever is higher. Regardless of the result of the save, the creature is temporarily immune to Paralyzing Slash for 24 hours. A creature that becomes paralyzed can attempt a new save to end the paralysis at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.

Pickpocket (General, Skill)
You can Steal or Palm an Object that’s closely guarded, such as in a pocket, without taking the –5 penalty. You can’t steal objects that would be extremely noticeable or time consuming to remove (like worn shoes or armor or actively wielded objects). If you’re a master in Thievery, you can attempt to Steal from a creature in combat or otherwise on guard. When doing so, Stealing requires 2 manipulate actions instead of 1, and you take a –5 penalty.

Replenishing Consumption: {6d6 HP} (Archetype)
When you devour corpses and satiate your hunger, you also recover from some of your wounds, your necrotized blue flesh knitting back together almost immediately as soon as you begin shoveling the chunks of dead flesh down your throat. Once every 10 minutes, when you Consume Flesh, you regain 1d6 Hit Points for every 2 levels you have, rounded up.

Robust Recovery (General, Skill)
You learned folk medicine to help recover from diseases and poison, and using it diligently has made you especially resilient. When you Treat a Disease or a Poison, or someone else uses one of these actions on you, increase the circumstance bonus granted on a success to +4, and if the result of the patient’s saving throw is a success, the patient gets a critical success.

Sickening Bite (Archetype)
Your saliva causes severe nausea and mild fever in the living, weakening them so that you can more easily finish them off. When you critically hit a creature with your jaws, the creature is sickened 1. This is a disease effect.

If you are satiated, you can end your satiation to make the target sickened 1 on a regular hit instead.

Skill Training: Athletics (General, Skill)
You become trained in the skill of your choice.

Skirmish Strike (Flourish, Ranger)
Your feet and weapon move in tandem. Either Step and then Strike, or Strike and then Step.

Stitch Flesh (General, Skill)
You can use Treat Wounds to restore Hit Points to undead creatures, not just living ones. The techniques you use to do so vary, but all require sutures, bandages, and other tools included in healer’s tools. Some conditions that might raise the DC of treating undead’s wounds differ from that of living creatures. For instance, the GM might increase the DC if the undead being treated is in a church of Pharasma or the wounds were caused by powerful positive energy.

Subtle Theft (General, Skill)
When you successfully Steal something, observers (creatures other than the creature you stole from) take a –2 circumstance penalty to their Perception DCs to detect your theft. Additionally, if you first Create a Diversion using Deception, taking a single Palm an Object or Steal action doesn’t end your undetected condition.

{A} Swift Leap (Archetype)
Your undead physiology allows you to leap quickly toward or away from your opponent. You Leap. This movement doesn't trigger reactions.

If you are satiated, you can choose to end your satiation to instead High Jump or Long Jump without triggering reactions, as you take a quick, enormous jump before any foe can react to your movement.

Swift Sneak (General, Skill)
You can move your full Speed when you Sneak. You can use Swift Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

Trap Finder (Rogue)
You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren't Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap.

You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2.

Underhanded Assault (Rogue)
You capitalize on the distraction provided by an ally. You Sneak up to a foe adjacent to one of your allies. You can roll against the foe you're Sneaking up on, even if it's currently observing you, as though you were hidden. You take a –2 penalty on your Stealth check. If your Stealth check against the chosen foe succeeds, you can make a melee Strike against that foe at the end of your Sneak.

Wall Run (Archetype)
You defy gravity, traversing vertical planes as easily as the ground. Stride up to your Speed. You must start your movement on a horizontal surface. During this movement, you can run up vertical surfaces, like walls, at your full Speed. If you end the Stride off the ground, you fall after taking your next action or when your turn ends, whichever comes first (though you can Grab an Edge, if applicable). If you have Water Step or a similar ability, Wall Run lets you run along flimsy vertical surfaces, as well as vertical liquids, such as a waterfall.

Wary Disarmament (General, Skill)
If you trigger a device or set off a trap while disarming it, you gain a +2 circumstance bonus to your AC or saving throw against the device or trap. This applies only to attacks or effects triggered by your failed attempt, not to any later ones, such as additional attacks from a complex trap.

~~~~~

Skills:

T L+2, E L+4, M L+6, L L+8

Acrobatics +23 (Dex +5 - M)
Arcana +2 (Int +2 - U)
Athletics +16 (Str +0 - E)
Crafting +16 (Int +2 - T)
Deception +20 (Cha +2 - M)
Diplomacy +16 (Cha +2 - T)
Farming Lore +16 (Int +2 - T)
Fortune-Telling Lore +16 (Int +2 - T)
Halfling Lore +20 (Int +2 - M)
Intimidation +2 (Cha +2 - U)
Medicine +22 (Wis +4 - M)
Nature +4 (Wis +4 - U)
Occultism +16 (Int +2 - T)
Performance +16 (Cha +2 - T)
Religion +4 (Wis +4 - U)
Scribing Lore +16 (Int +2 - T)
Society +16 (Int +2 - T)
Stealth +25 (Dex +5 - M)
Survival +18 (Wis +4 - T)
Thievery +23 (Dex +5 - M)

~~~~~

Gear:

handwraps
greater striking rune
weapon potency rune +2

explorer's clothing
armor potency rune +2

cloak of the bat
healer's gloves
dagger

belt pouch
{
flint and steel
skeleton key
harrow card - The Rabbit Prince
}
bag of holding I
{
expanded healer's tools
bedroll
waterskin
lesser oil of unlife {2d8+5}
lesser oil of unlife {2d8+5}
lesser oil of unlife {2d8+5}
}

Appearance:

Most of Anna's not-quite-three-foot height is wrapped in tight garments that conceal her skin even if not hiding the shape underneath. Only her curly brown hair, violet eyes and the skin around them is exposed. A perceptive observer might notice a bluish tint on the little bit of flesh that's visible.
~~~~~

History:

While Anna has learned early that life isn't fair, it hasn't dimmed her innately positive attitude. She tries to see the good in life even when it serves up boiled cabbage.

Born into a family with a strong history with one of the smaller thieves guilds in Absalom, it was expected that she would follow the family business of pickpockets and burglers. Even with the weight of the family's expectations, her heart was the heart of a healer. So even while learning to scale walls and slit purses, she spent her off hours learning anatomy and alchemy.

When, at the young age of 24, she announced to her family that her application to the Lady Mishart School of Medicine had been approved, the response was ... cool. The assurances that they would support her in whatever she decided to do felt half-hearted. But at the end of the day, she was doing what she wanted to do and that was all that was important ... right?

Her first two years of school were a challenge that she met with determination and good-ole halfling determination and it seemed as if her career was laid out before her. At least it did until the small outbreak of ghoul fever spread from one of the ghettos to a neighboring merchant district. All resources were mobilized and the lowest skilled (i.e. students) were directed to the heart of the poor district to treat and fight back against the scourge.

Anna tackled the challenge with the same gusto that she'd faced everything else. It could be considered understandable that she ignored the warnings signs in her enthusiam to put her new-found knowledge to the test. The fever. The exhaustion. Those were just a result of long nights treating the poor victims of the fever that was slowly being contained. And she was saving lives - exactly what she wanted to be doing.

If the other students had been as skill as she was or if they'd had someone with a bit more experience overseeing their work then Anna's life - and subsequent death - may have turned out differently. But wanting life to be different than what it was was never something the halfling dwelled upon. So when she woke from a longer 'sleep' than she'd expected after a long night of blood, bandages, restraints, and fever feeling a hunger that almost overwhelmed her, she did the only thing she felt was reasonable; She slipped into the celler that had been repurposed into a makeshift morgue for those that hadn't responded to treatment. A short time later she re-emerged, her hunger saited, her face wrapped and her hands freshly gloved, to tackle the newest patients.

Two days later, the crisis was announced as defeated and Anna vanished into the anonymous population of the city, never to return to her precious medical school.

~~~~~

Macros:

[ooc]{A}{A} Feverish Enzymes[/ooc]
[ooc]Claw/Fang damage deals negative damage and healing is half as effective till the start of her next turn.[/ooc]

Sickening Bite (Archetype)
Your saliva causes severe nausea and mild fever in the living, weakening them so that you can more easily finish them off. When you critically hit a creature with your jaws, the creature is sickened 1. This is a disease effect.

If you are satiated, you can end your satiation to make the target sickened 1 on a regular hit instead.

[ooc]{F} Debilitating Strike vs flat-footed target[/ooc]
[ooc]The target takes a -10' status penalty to its speeds.[/ooc]

[ooc]{F} Debilitating Strike vs flat-footed target[/ooc]
[ooc]The target becomes enfeebled 1.[/ooc]

[ooc]{F} Debilitating Strike vs flat-footed target[/ooc]
[ooc]The target takes 3d6 persistent bleed damage.[/ooc]

[ooc]{F} Kip Up - Stand up with triggering reactions[/ooc]

[dice={A} Unarmed Attack - Fist]1d20+23[/dice]
[dice={A} Unarmed Attack - Fist]1d20+19[/dice]
[dice={A} Unarmed Attack - Fist]1d20+15[/dice]
[dice=Unarmed Damage - B - non-lethal]3d4+7[/dice]

[dice={A} Unarmed Attack - Claw]1d20+23[/dice]
[dice={A} Unarmed Attack - Claw]1d20+19[/dice]
[dice={A} Unarmed Attack - Claw]1d20+15[/dice]
[dice=Claw Damage - S]3d4+7[/dice]

[dice={A} Unarmed Attack - Bite]1d20+23[/dice]
[dice={A} Unarmed Attack - Bite]1d20+18[/dice]
[dice={A} Unarmed Attack - Bite]1d20+13[/dice]
[dice=Bite Damage - P]3d6+7[/dice]

[ooc]Sickening Bite: target is sickened 1 on a critical - this is a disease effect.[/ooc]

[ooc]Sickening Bite: may spend satiation to inflict sickened 1 - this is a disease effect.[/ooc]

[dice={A}{A} Paralyzing Bite - Bite]1d20+23[/dice]
[dice=Bite Damage - P]3d6+7[/dice]
[ooc]Living non-elf creature struck is paralyzed - DC 30 Fort save negates.[/ooc]

[dice={A} Skirmish Strike - Step/Strike or Strike/Step - Claw]1d20+23[/dice]
[dice=Claw Damage - S]3d4+7[/dice]

[dice={A} Skirmish Strike - Step/Strike or Strike/Step - Bite]1d20+23[/dice]
[dice=Bite Damage - P]3d6+7[/dice]

[dice=Sneak Attack vs flat-footed foe]3d6[/dice]

[dice={A}{A} Underhanded Assault - Sneak]1d20+24-2[/dice]
[ooc]May Strike if successful[/ooc]

[dice={A} Battle Medicine vs DC 15]1d20+22[/dice]
[dice=Heal]2d8[/dice]
[ooc]Target is immune to further usage for 10 minutes.[/ooc]

[dice={A} Battle Medicine vs DC 20]1d20+22[/dice]
[dice=Heal]2d8+10[/dice]
[ooc]Target is immune to further usage for 10 minutes.[/ooc]

[dice={A} Battle Medicine vs DC 30]1d20+22[/dice]
[dice=Heal]2d8+30[/dice]
[ooc]Target is immune to further usage for 10 minutes.[/ooc]

~~~~~

Status Macro:

[ooc]Current HP: [i]138/138[/i][/ooc]
[ooc]Current Effects: satiated[/ooc]