Full Name |
Atlan Mordew |
Race |
N Male Merfolk Snakebite Striker Brawler 2 / Scout Rogue 6|HP: 78|AC: 25|Touch: 15|FFAC: 21|Initiative: +12|Fort: +8| Reflex: +14| Will: +3|Speed: 15ft|Swim Speed: 30ft |
About Atlan Moredew
This is my Character Sheet
Male Merfolk Snakebite Striker Brawler 2 / Scout Rogue 6
Neutral Humanoid (Aquatic)
Size: Medium
Speed: 15 Feet
Swim Speed: 30 Feet
Initiative: +12
Languages: Common, Merfolk and Aquan
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HP: 78 AC: 25 Touch: 15 FFAC: 21
Fort: +8 Will: +3 Reflex: +14
BAB: +6 CMB: 12 CMD: 23
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1st Attack: Unarmed Thumb Attack +13 1d6+6 Bludgeoning or Piercing in Stance (20 x2 Crit)
1st Attack: Unarmed Thumb Attack (Piranha Strike) +11 1d6+10 Bludgeoning or Piercing in Stance (20 x2 Crit)
2nd Attack: Unarmed Thumb Attack +8 1d6+6 Bludgeoning or Piercing in Stance (20 x2 Crit)
2nd Attack: Unarmed Thumb Attack (Piranha Strike) +6 1d6+10 Bludgeoning or Piercing in Stance (20 x2 Crit)
Attack: Dart +12 1d4 Piercing (20 x2 Crit) (20ft Range)
Sneak Attack: 4d6
Bleed when in Stance using Piercing: 1d6
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Stats: Str10 Dex23 Con16 Int10 Wis12 Cha12
Skills: Acrobatics +16 | Bluff +9 | Diplomacy +9 | Disable Device +19 | Intimidate +7 | Perception +12 | Sense Motive +8 | Stealth +16 | Swim +10
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Feats: Improved Initiative, Improved Unarmed Strike, Weapon Focus (Unarmed Strike), Agile Maneuvers, Combat Reflexes, Piranha Strike, Weapon Finesse, Shark Style, Befuddling Initiative
Traits: Reactionary & Seasoned Hunter
Class Features: Brawler's cunning, Martial Training, Sneak Attack (Brawler), Unarmed Strike, Brawler's Flurry, Scout's Charge, Sneak Attack, Trapfinding, Finesse Training, Evasion, Rogue Talents, Danger Sense, Debilitating Injury, Rogue's Edge, Against the Wall.
Racial Traits: Aquatic, Low-Light Vision, Natural Armor, Legless, Strong Tail
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Aquatic: Merfolk are aquatic and can breathe water. Their land speed is 5 feet, but their swim speed is 50 feet. They are amphibious, but prefer not to spend long periods out of the water.
Low-Light Vision: All merfolk have low-light vision.
Natural Armor: Merfolk have a +2 natural armor bonus.
Strong Tail: A few merfolk have broad, strong tails that are more suited for land travel than the typical merfolk tail. Merfolk with this racial trait have a land speed of 15 feet and a swim speed of 30 feet.
Legless: Merfolk have no legs, and therefore cannot be tripped underwater
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.
Seasoned Hunter: You grew up hunting every season, any season. Maybe you grew up in a rural area and hunted to put food on the table, or perhaps you come from a comfortable lifestyle where hunting for sport is an excellent excuse to camp in the wilderness and hone your skills. After sharing stories of your most exciting hunts and proving to them that you can hit a bull’s eye at 100 feet, the Bountiful Venture Company selected you for the expedition assured that you can provide food and security to the young colony.You gain a +1 trait bonus on attack rolls or damage rolls vs. Magical Beasts
Brawler's Cunning (Ex): If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
Sneak Attack (Brawler) (Ex): At 1st level, the snakebite striker can make a sneak attack. This is as the rogue ability of the same name. At 1st level, her sneak attack damage is +1d6.
Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes. Usually, a brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling. A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.
Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.
Brawler's Flurry (Ex): Starting at 2nd level, a brawler can make a brawler’s flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the “monk” special feature. She does not need to use two different weapons to use this ability. A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler’s flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler’s flurry. A brawler with natural weapons can’t use such weapons as part of brawler’s flurry, nor can she make natural weapon attacks in addition to her brawler’s flurry attacks.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit. With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.
Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Scout's Charge (Ex): At 4th level, whenever a scout makes a charge, her attack deals sneak attack damage as if the target were flat-footed. Foes with uncanny dodge are immune to this ability. This ability replaces uncanny dodge.
Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once. Combat Trick (Agile Maneuvers) & Ninja Trick (Style Master - Shark Style)
Danger Sense (Ex): At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).
Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the 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. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
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. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
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. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Improved Initiative: You get a +4 bonus on initiative checks.
Improved Unarmed Strike: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Weapon Focus (Unarmed Strike): You gain a +1 bonus on all attack rolls you make using the selected weapon.
Agile Maneuvers: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus.
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.
Piranha Strike: When wielding a light weapon, you can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and for every 4 points thereafter, the penalty increases by –1 and the bonus on damage rolls increases by +2. You must choose to use this feat before the 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. This feat cannot be used in conjunction with the Power Attack feat.
Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Shark Style: You can deal piercing or bludgeoning damage with your unarmed strikes. Your piercing unarmed strikes and bite attacks deal an additional 1d6 points of bleed damage.
Rogue's Edge: At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers (see page 82) for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.
Befuddling Initiative: You treat each opponent that begins a surprise round flat-footed as being flat-footed until its action in the first full round of combat, even if it acts on the surprise round.
Against the Wall (Ex): A rogue with this talent is considered to be flanking any opponent adjacent to a stone wall (whether the stone is worked or unworked).