Race |
F LN Halfling Init 11 Per 12 AC 31 FF 25 T 19 HP 66/66 |
Classes/Levels |
Fort 9, Ref 21, Will 7; +2 vs. fear Spd 30 Ki 5/6 Panache 6/8 Supplies 6/7 |
Gender |
Buffs: Touch of the Sea (9 min), Water Breathing, Barkskin +2, Reduce Person (8 rounds), Shield (10 rounds) |
About Calabaza Blanca
Calabaza Blanca
Halfling brawler (snakebite striker) 1/investigator (sleuth) 1/ninja 4/swashbuckler (mouser) 2
LN Small humanoid (halfling)
Init 9; Senses Perception +12
--------------------
Defense
--------------------
AC 24, touch 18, flat-footed 18 (+6 armor, +1 deflection, +6 Dex, +1 size)
hp 66 (8 HD; 5d8+3d10+20)
Fort 9, Ref 21, Will 7; +2 vs. fear
Defensive Abilities charmed life 3/day, uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 menacing wakizashi +15/+10 (1d4+7 P & S/18+) or
silver light mace +13/+8 (1d4-2 B) or
unarmed strike +13/+8 (1d4-2 B)
Ranged shortbow +13/+8 (1d4-2 P/×3)
--------------------
Statistics
--------------------
Str 6, Dex 23, Con 14, Int 12, Wis 10, Cha 19
Base Atk +6; CMB 3; CMD 20
Feats Accomplished Sneak Attacker, Improved Unarmed Strike, Slashing Grace[ACG], Weapon Finesse, Weapon Focus (wakizashi)
Traits anatomist, helpful
Skills Acrobatics +17, Appraise +5, Bluff +14, Climb +3, Diplomacy +8, Disable Device +17, Disguise +5, Escape Artist +11, Knowledge (local) +6, Knowledge (nobility) +5, Linguistics +8, Perception +12, Sense Motive +5, Sleight of Hand +11, Stealth +18, Survival +0 (+2 to avoid becoming lost), Swim +3, Use Magic Device +16
Languages Common, Dwarven, Goblin, Halfling, Kelish, Tien, Varisian
Combat Gear potion of fly, potion of reduce person (9), scroll of lesser restoration, lesser restoration (2), wand of barkskin (50 charges), wand of bless weapon (50 charges), wand of cure light wounds, wand of see invisibility (50 charges), wand of shield (50 charges), acid, smelling salts[APG], vermin repellent[UE] (6); Other Gear +2 mithral chain shirt, +1 menacing wakizashi[UC], shortbow, silver light mace, belt of incredible dexterity +4, boots of vaulting[ACG], cloak of resistance +3, cold iron arrows, cold iron arrows, cracked dark blue rhomboid ioun stone, cracked deep red sphere ioun stone, cracked dusty rose prism ioun stone, cracked pink and green sphere ioun stone, headband of alluring charisma +2, ring of protection +1, wayfinder[ISWG], bandolier[UE], blanket[APG], concealable thieves' tools[UI], 1,204 gp, 9 sp
--------------------
Special Abilities
--------------------
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Charmed Life +4 (3/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Deed: Daring (Ex) Spend 1 luck to add 1d6 to Acrobatics, Climb, Escape Artist, Fly, Ride, Swim check.
Deed: Opportunist Evasion (Ex) Spend 1 luck to take no damage after successful Reflex save.
Deed: Sleuth's Initiative (Ex) While have luck, can use a free hand to draw ligt/1-hand melee weap as part of the initiative check.
Deeds
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Inspiration (+1d6, 1/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Ki Pool (6/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Low Blow +1 to critical confirmation rolls against larger creatures.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
No Trace +1 (Ex) Survival DCs to track you are at +1, gain +1 to Stealth when you are stationary and not acting.
Offensive Defense (Ex) Sneak attack grants a +1 dodge bonus to AC for each die rolled vs. that foe.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Slashing Grace (Wakizashi) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Sleuth's Luck
Sneak Attack +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Vanishing Trick (Su) 1 Ki: disappear, as invisibility, for 4 rounds.