Antroth "of the Shadow" Almarron
Male Halfling Unc Rogue 5 / Oracle 10
CG Venerable Small Humanoid (halfling)
Init +5; Senses Perception +30 (26 vs surprise), darkvision 60', blindsense 30'
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Defense
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AC 36, touch 22, flat-footed 36 (+12 armor, +9 dex, +1 size, +2 natural, +2 deflection)
AC 29, touch 22, flat-footed 29 (+5 armor, +9 dex, +1 size, +2 natural, +2 deflection) - without barrier of luck hp 123/123
Fort +22 Ref +31 Will +21 (+2 vs fear)
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Offense
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Speed 30 ft.
Melee Daggers +24 or +22/+17/+12 (1d3+12+2d6 vs evil, 17-20'x2)
Melee Cane +22 or +20/+15/+10 (1d4+9, x2)
Ranged Crossbow +22 (1d6, 60' max, 19-20/x2)
Special Attacks sneak attack +3d6, piranha strike -3/+6, lunge, combat reflexes
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Statistics
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Str 8 Dex 28 Con 16 Int 16 Wis 6 Cha 27
Base Atk +11 CMB +9 CMD 28
Feats Fortunate One (Adaptive Fortune), Quick Draw, Combat Reflexes, Weapon Finesse, Two-Weapon Fighting (Improved, Greater), Piranha Strike, Lingering Performance, Divine Protection, Lunge, Improved Critical (Dagger), Extra Revelation
Traits Magical Knack, Fate's Favored
Skills Acrobatics +38 Bluff +25 Climb +14 Disable +30 Diplomacy +25 Escape +28 Fly +15 Intimidate +18 Know (local, planes, religion) +3 Linguistics +13 Perception +30 Perform (orate)+26 Ride +15 Sense +23 Sleight +34 Spellcraft +18 Stealth +38 Swim +5 Use Magic Device +26
Languages Common (Taldane), Halfling, Varisian, Elven, Dwarven, Draconic, Giant, Celestial, Infernal, Sylvan
SQ evasion, improved uncanny dodge, danger sense +1, fast stealth, adaptable luck (5/day, +5 to d20 roll, +4 if after rolled), fortune's favor (12/day, swift, 3 rounds, +4 att, dmg, saves, skills), barrier of luck (10 hrs/day, +8 armor, 50% miss arrows, rays, projectiles), great escape (10 min/day, invisible; greater invisible, 1 rd = 1 min)
Spells (u/8/8/7/7/4) 0th - create water, detect magic, guidance, light, mending, purify food & drink, read magic, spark, stabilize
1st - command, comprehend languages, cure light wounds*, divine favor*, endure elements, fallback strategy, liberating command
2nd - cure moderate wounds*, grace*, hold person, lesser restoration, pilfering hand, silence, spear of purity
3rd - channel vigor, cure serious wounds*, dispel magic, heroism*, revelation, stone shape
4th - air walk, blessing of fervor, cure critical wounds*, freedom of movement*, restoration
5th - command (greater),cure light wounds (mass)*, flame strike, grand destiny*
Gear:
Holy Mithral Dagger* 8252 WEAPON 1
Holy Adamantine Dagger* 11002 WEAPON 2
Agile Cold Iron Light Mace 4310 WEAPON 3
Masterwork Light Crossbow 335 WEAPON 4
Gentry's Coat of Mod. Fort* 9180 ARMOR (costed as silken ceremonial armor)
Ring of Feather Fall 2200 RING 1
Ring of Sustenance 2500 RING 2
Gloves of Larceny 2500 HANDS
Eyes of the Eagle 2500 EYES
Vest of Escape 5200 CHEST
Boots of Springing & Striding 5500 FEET
Cloak of Elvenkind 2500 SHOULDERS
Circlet of Persuasion 4500 HEAD
Heavyload Belt 2000 WAIST
Sleeves of Many Garments 200 WRISTS
Amulet of Uncanny Defense 5000 NECK
Carpet of Flying, Type I 20000 -none
Handy Haversack 2000 -none
Luckstone 20000 -none
Feather Token, Swan Boat 450
Feather Token, Sky Hook 200
Feather Token, Catapult 400
Traveler's Anytool 250
Stubborn Nail (x3) 300
Universal Solvent (4) 200
Wand of Identify (10 ch) 150
Wand of Exp. Retreat (10 ch) 150
Wand of Mirror Hideaway (10 ch) 900
Wand of Cure Light (50 ch) 750
Wand of Lsr Restoration (10 ch) 900
Misc Gear & Remaining Wealth 5671 gp
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Abilities:
TRAITS Magical Knack Pick a class when you gain this trait. Your caster level in that class gains a +2 trait bonus as long as this bonus doesn't increase your caster level higher than your current Hit Dice.
Fate's Favored Whenever you gain a luck bonus, that bonus increases by 1.
FEATS Fortunate One The number of times per day you can use the adaptable luck racial trait increases by 1.
Adaptive Fortune Increase the number of times per day you can use the adaptable luck racial trait by 1. Furthermore, when you use adaptable luck, increase the luck bonus for each type of use by 2.
Quick Draw You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks. Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
Combat Reflexes You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Weapon Finesse use Dex in place of Str for light weapons.
Two-Weapon Fighting, Greater Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. You may make all your iterative attacks.
Lingering Performance The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing.
Divine Protection You gain a bonus equal to your Charisma modifier on all saving throws.
Piranha Strike -1 attack, +2 damage with light weapons. Currently -3/+6.
Lunge You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a -2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.
Improved Critical (Dagger) Double critical threat range.
Extra Revelation (Invisibility) You gain an extra Revelation for your Mystery.
RACE ABILITIES/QUALITIES Small +1 size bonus AC, +1 size bonus attack rolls, –1 penalty CMB and CMD, +4 size bonus Stealth.
Fearless +2 racial bonus saving throws against fear.
Keen Senses +2 racial bonus Perception.
Adaptable Luck Five times per day, a halfling can gain a +5 luck bonus on an ability check, attack roll, saving throw, or skill check. If halflings choose to use the ability before they make the roll or check, they gain the full +5 bonus; if they choose to do so afterward, they only gain a +4 bonus. Using adaptive luck in this way is not an action.
Fleet of Foot Base speed of 30.
Weapon Familiarity proficient with slings, treat any weapon with the word “halfling” in its name as a martial weapon.
FAVORED CLASS BONUS
+2 levels to Revelation: Fortune's Favor
+3 levels to Revelation: Barrier of Luck
CLASS ABILITIES/QUALITIES Sneak Attack +3d6 damage when opponent is denied dexterity or flanked
Finesse Training gain Weapon Finesse at 1st level, add Dexterity to damage with one weapon at 3rd level; Dagger
Trapfinding +1/2 level to Disable Device and Perception to find traps; can disarm magic traps.
Evasion when a spell or effect reduces damage to 1/2 with a successful Reflex save, instead take no damage.
Uncanny Dodge You cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible.
Danger Sense Debilitating Injury You can choose to apply any one of the following penalties whenever sneak attack damage is dealt.
- Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue.
- Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue.
- Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round.
Talent: Fast Stealth can move at full speed while using Stealth at no penalty.
Talent: Combat Trick gain a combat feat of your choice; Two-Weapon Fighting.
Rogue's Edge Gain a skill unlock - Acrobatics. You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5. You can attempt an Acrobatics check at a –10 penalty and use the result as your CMD against trip maneuvers. You can also attempt an Acrobatics check at a –10 penalty in place of a Reflex save to avoid falling. You must choose to use this ability before the trip attempt or Reflex save is rolled. With a successful DC 20 Acrobatics check, you treat an unintentional fall as 10 feet shorter plus 10 feet for every 10 by which you exceed the DC, and treat an intentional fall as 10 feet shorter for every 10 by which you exceed the DC. You do not provoke attacks of opportunity when standing up from prone.
Cantrips (Sp) Oracle's learn a number of cantrips, or 0-level spells." These spells are cast like any other spell, but they do not consume any slots and may be used again.
Mystery: Luck Revelation: Fortune's Favor As a swift action, you can call on fortune’s favor, giving you a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. You can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Fortune’s Favor is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.
Revelation: Barrier of Luck The luck possessing your life can cause attacks against you to miss by random chance, granting you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this barrier causes incoming arrows, rays, and other ranged attacks requiring an attack roll against you to have a 50% miss chance. You can use this barrier for 1 hour per day per oracle level.
Revelation: Sense of Luck You can add your Charisma modifier instead of your Wisdom bonus on Perception and Sense Motive checks.
Revelation: Great Escape (Invisibility) As a standard action, you can become invisible (as per the invisibility spell). You can remain invisible for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Starting at 9th level, each time you activate this ability you can treat it as greater invisibility, though each round spent this way counts as 1 minute of your normal invisibility duration.
Curse: Clouded Vision cannot see beyond 60 feet, but gains darkvision 60', blindsense 30'
STATISTICS Str 14, Dex 14, Con 14, Int 10, Wis 14, Cha 12
Base Atk +1; CMB +2; CMD 14
Feats Skills Profession (cook) +15
Languages Common, Halfling
Special Qualities lucky, keen senses, driven worker,
DEFENSE
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 19 (3d10+3)
Fort +4, Ref +6, Will +2
OFFENSE
Speed 30 ft.
Melee 2 claws +7 (1d2–1), bite +7 (1d3–1)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 3rd; concentration +5)
- Constant: blink
- At will: quickened dimension door (self only)
STATISTICS
Str 8, Dex 16, Con 12, Int 11, Wis 13, Cha 15
Base Atk +3; CMB +4; CMD 13
Feats Weapon Finesse, Stealthy
Skills Acrobatics +7, Climb +11, Escape Artist +6, Perception +6, Stealth +21, Swim +3
Racial Modifiers +4 Climb, +4 Stealth
Languages Common; speak with animals
This slinky black feline has a single white spot on its chest and vibrant yellow and green eyes. It is nearly two feet in length, and has a highly inquisitive nature, suggesting an intelligence far beyond that of a normal house cat.
Blinky is a hybrid of a Cat Sith and a Blink Dog, based on an NPC cat that was a reoccurring character across several of my campaigns... who then became the namesake of the black cat I adopted...