Reta Bigbad

Chambawamba's page

153 posts. Alias of eriktd.


Race

Init +4 Per +10 SM +10 | drunk 3 MF 1 | CB 3/3 FF 2/2 ki 5/5 UA 0/1 |

Classes/Levels

conditions Improved Haste, soused, revitalizing rum: +1 to one save 500r

Gender

F CN goblin monk 3 // rogue 3 | HP 25/25 | AC 20* T 20* FF 12* | CMB +7 CMD 20 | F +5** R +7*** W +8** |

About Chambawamba

Chambawamba always has been an adventurous spirit, an insatiable climber ever since her birth almost fifteen years ago! She haunts the edges of civilization whenever she can, for she is driven to obtain the finer comforts that the longshanks have in such abundance-- nice clothes, fine medicines, rich foods, and especially strong drinks.

Perhaps her most powerful memory to date is the day that she and two of her friends broke into the old man's shack, and while they tortured him she took apart his whiskey still and drank down the entire barrel. Laying there on the wood floor she experienced an out-of-body experience, where all the shrieking and bloody smells melded together into a delightful buzz, and she felt one with the universe.

Since then she has tried to recapture that feeling through all manner of methods. She brews her own spirits and drinks herself into a stupor almost every night. She has experimented with throwing flaming cocktails into the air and raptly watching the explosions. And she has gained a reputation among the tribe as being a "fun drunk" -- she dances and sings off-key in an entertaining way, and has been known to roll around the room on her ample round belly and posterior.

And no one can match her for crazy pranks! She loves to throw sand in her enemies' faces and mouths, or tie their shoes together while they are sleeping, or pull down their pants and push them ass over ankles. When she is emboldened with alcohol she has grand dreams of one day climbing up on one of the humans' horses, and then onto its rider, and poking out both sets of eyes. That would be such a hoot!

She tries to keep her head shaved and her teeth sharp and clean, and despite her pear-shaped body and substantial weight for her size she is inexplicably nimble and athletic. Her low center of balance means she bobs and bounces back from blows. She wears the barest minimum of clothing for the sake of goblin decency, mostly because it makes her feel more attractive, but also because it distracts her enemies and she will use every advantage she can get in a fight.

Her outlook is strangely simple: Take What The Mother Gives You (Especially When She Gives You Liquor). 'Wamba is at peace with her place in the world and happiest with the most basic of creature comforts.

Name: Chambawamba, or 'Wamba for short
Race: Goblin
Alignment: Chaotic Neutral
Deity: Lamashtu
Classes: Johnsonfinder Monk (Drunken Master) 3 // Johnsonfinder Rogue (Vexing Dodger) 3

Role
In combat 'Wamba is primarily a debuffer, secondarily a damage-dealer, and tertiarily a buffer. Out of combat, she has rogue/ranger adventuring skills and a smattering of monster and background lore. She can also craft alchemical items.

Str 8 (-1), Dex 18 (+4), Con 12 (+1), Int 12 (+1), Wis 18 (+4), Cha 8 (-1)

HP: 25 (3d10[10+6+6]+3[CONx3])

AC: 19* (10+4[DEX]+4[monk]+1[size], +1[*trait])
AC, touch: 19* (10+4[DEX]+4[monk]+1[size], +1[*trait])
AC, flatfooted: 11* (10+1[size], +1[*trait])

Intitiative: +4 (+4[DEX])

Speed: 30' (no armor)
Speed, climb: 10' (no armor)

Fortitude: +5** (+3[base]+1[CON]+1[Tenacity], +1[Double Chug], +2[vs pain/emotion, *Tipsy])
Reflex: +7*** (+3[base]+4[DEX], evasion, +1[Double Chug], -2[*Tipsy], -4[*Soused])
Will: +8** (+3[base]+4[WIS]+1[Tenacity], +1[Double Chug], +2[vs pain/emotion, *Tipsy])

BAB: +3
CMB: +6 (+3[BAB]+4[DEX]-1[size])
CMD: 19* (10+3[BAB]-1[STR]+4[DEX]+4[monk]-1[size], +1[*trait])
CMD, flatfooted: 11* (10+3[BAB]-1[STR]+4[DEX]+4[monk]-1[size], +1[*trait])

Weapons and armor:
Proficient with all simple weapons, plus battle poi, blade boot, bladed scarf, brass knuckles, cestus, chakram, dan bong, emei piercer, fighting fan, gauntlet, gladius, katar, knuckle axe, punching dagger, rapier, rope gauntlet, sap, scimitar, scizore, shortsword, spiked gauntlet, tekko-kagi, war flute, war lute, war mallet, and whip. Proficient with light armor and bucklers. May add Dexterity modifier in place of Charisma modifier when making Perform (dance) checks. (from Dancer Training) May treat any natural attacks you possess (except when using them as part of a full attack) as an unarmed strike for the purpose of how much damage they deal and interactions with abilities which require an unarmed strike; when using any of these weapons as an unarmed strike, it uses your unarmed strike’s critical multiplier, even if it would normally be higher. (from Unarmed Training)

bite (primary) +8* attack (+3[BAB]+4[DEX]+1[size], -1[*PA]), 1d3+4*** B/P/S damage (+4[DEX], +3[*PA]+2d6[*sneak]+3[*surprise]), 20/x2

bite (secondary) +3* attack (+3[BAB]+4[DEX]+1[size]-5[secondary], -1[*PA]), 1d2-1*** B/P/S damage (+1[*PA]+2d6[*sneak]+3[*surprise]), 20/x2

cherry bomb +8 ranged touch attack (+3[BAB]+4[DEX]+1[size]) range 10', 1d4 B damage, splash 1 B damage, 20/x2

unarmed strike +8* attack (+3[BAB]+4[DEX]+1[size], -1[*PA]), 1d3+4*** B/P/S damage (+4[DEX], +2[*PA]+2d6[*sneak]+3[*surprise]), 20/x2

Buzzed (drunk stage 1):
bite (primary) +8* attack (+3[BAB]+4[DEX]+1[size], -1[*PA]), 1d4+4*** B/P/S damage (+4[DEX], +3[*PA]+2d6[*sneak]+3[*surprise]), 20/x2

bite (secondary) +3* attack (+3[BAB]+4[DEX]+1[size]-5[secondary], -1[*PA]), 1d2-1*** B/P/S damage (+1[*PA]+2d6[*sneak]+3[*surprise]), 20/x2

cherry bomb +8 ranged touch attack (+3[BAB]+4[DEX]+1[size]) range 10', 1d4 B damage, splash 1 B damage, 20/x2

unarmed strike +8* attack (+3[BAB]+4[DEX]+1[size], -1[*PA]), 1d4+4*** B/P/S damage (+4[DEX], +2[*PA]+2d6[*sneak]+3[*surprise]), 20/x2

Tipsy (drunk stage 2):
bite (primary) +8* attack (+3[BAB]+4[WIS]+1[size], -1[*PA]), 1d4+6*** B/P/S damage (+4[WIS], +3[*PA]+2d6[*sneak]+3[*surprise]), 20/x2

bite (secondary) +3* attack (+3[BAB]+4[WIS]+1[size]-5[secondary], -1[*PA]), 1d2+2*** B/P/S damage (+2[half WIS]+1[*PA]+2d6[*sneak]+3[*surprise]), 20/x2

cherry bomb +6 ranged touch attack (+3[BAB]+4[DEX]+1[size]-2[drunk]) range 10', 1d4 B damage, splash 1 B damage, 20/x2

unarmed strike +8* attack (+3[BAB]+4[WIS]+1[size], -1[*PA]), 1d4+4*** B/P/S damage (+4[WIS]+2[*PA]+2d6[*sneak]+3[*surprise]), 20/x2

Soused (drunk stage 3):
bite (primary) +8* attack (+3[BAB]+4[WIS]+1[size], -1[*PA]), 1d4+6*** B/P/S damage (+4[WIS], +3[*PA]+1d6[*sneak]+3[*surprise]), 20/x2

bite (secondary) +3* attack (+3[BAB]+4[WIS]+1[size]-5[secondary], -1[*PA]), 1d2+2*** B/P/S damage (+2[half WIS]+1[*PA]+1d6[*sneak]+3[*surprise]), 20/x2

cherry bomb +4 ranged touch attack (+3[BAB]+4[DEX]+1[size]-4[drunk]) range 10', 1d4 B damage, splash 1 B damage, 20/x2

unarmed strike +8* attack (+3[BAB]+4[WIS]+1[size], -1[*PA]), 1d4+4*** B/P/S damage (+4[WIS]+2[*PA]+1d6[*sneak]+3[*surprise]), 20/x2


Goblin: Cave Crawler (10' climb speed), Darkvision 60', Tree Runner (+4 racial Acrobatics/Climb)
Favored class bonus (Rogue): Add a +3 bonus on the rogue’s sneak attack damage rolls during the surprise round or before the target has acted in combat.

Background (Entertainer):
Ability Boost: Dexterity or Charisma

Bonus Feat: Cat's Fall or Graceful Athlete

Class Skills: Acrobatics and one Perform skill of your choice

By Popular Demand: You can always find a place to perform for free room and board. People who've seen you perform often take a liking to you.


Martial tradition (Chemist):
Chemists who go adventuring often find the bottle makes as good of a weapon as what might be inside it.

Bonus Talents
• Equipment: Fast Draw
• Alchemy sphere (formulae package)
• Barroom sphere
Variable: Chemists gain one additional talent of their choice from either the Barroom sphere or Alchemy sphere.
• Barroom: Had A Few

Bonus Discipline Talents (Characters may take up to two extra Discipline talents (and/or Armor Training) from the Equipment sphere for each martial class beyond the first that they start with, representing their training with additional weapons from a second martial class.
• Equipment: Dancer Training
• Equipment: Unarmed Training

Sphere-Specific Drawbacks: Alchemy: Alternative-Brew [Profession (brewer)], Expensive Chemicals; Barroom: Alcoholic; Boxing: Defensive Pugilist; Gladiator: Entertainer; Open Hand: Savage Combatant; Scoundrel: Natural Rogue

Traits: Alluring Combatant (Combat; +1 AC when wearing skimpy clothing), Insatiable (Drawback; goods/services cost +10%, need 2x food/drink to survive), Mother's Teeth (Religion: Lamashtu; 1d2 bite attack)

Feats:
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Extra Rogue Talent (General)
Through constant practice, you have learned how to perform a special trick.
Prerequisites: Rogue talent class feature.
Benefit: You gain one additional rogue talent. You must meet all of the prerequisites for this rogue talent.
Special: You can gain Extra Rogue Talent multiple times.

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Graceful Athlete (Background)
You can use your lean, agile body to scale tall heights.
Prerequisites: Acrobatics 1 rank, Athletics 1 rank, racial bonus to Dexterity.
Benefit: Add your Dexterity modifier instead of your Strength bonus to Athletics checks. If you have a Strength penalty, you must apply both your Strength penalty and your Dexterity modifier.

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Potion Glutton (Background)
You gulp down potions with unsettling speed.
Benefit: You can drink potions, elixirs, or other potables as a swift action without provoking attacks of opportunity.

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Roll With It (Combat)
You know how to take a hit, even if your reaction sends you bouncing and flying out of battle while shrieking at the top of your lungs.
Prerequisites: Goblin, Acrobatics 1 rank.
Benefit: If you are struck by a melee weapon you can try to convert some or all of that damage into movement that sends you off in an uncontrolled bouncing roll. To do so, you must make an Acrobatics check (DC = 5 + the damage dealt from the attack) as an immediate action. If you succeed in this check, you take no damage from the actual attack but instead convert that damage into movement with each point equating to 1 foot of movement. For example, if you would have taken 6 points of damage, you would convert that into 6 feet of movement. You immediately move in a straight line in a direction of your choice this number of feet (rounded up to the nearest 5-foot-square), halting if you reach a distance equal to your actual speed. If this movement would make you strike an object or creature of your size or larger, the movement immediately ends, you take 1d4 points of damage, and fall prone in that square. This involuntary movement provokes attacks of opportunity normally if you move through threatened squares, but does not provoke an attack of opportunity from the creature that struck you in the first place.

You are staggered for 1 round after you attempt to use this feat, whether or not you succeed.

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Unarmed Combatant (Combat)
You are skilled at grappling and fighting while unarmed.
Prerequisite: Dex 13
Benefit: 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 now deal 1d6 damage if you are medium sized or 1d4 damage if you are small sized, and you can deal lethal or nonlethal damage, at your choice.

You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.

Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack. You provoke an attack of opportunity when performing a grapple combat maneuver.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Agile Maneuvers (EitR), Combat Expertise (EitR), Deadly Aim (EitR), Graceful Athlete (background 1), Power Attack (EitR), Roll With It (feat 1), Unarmed Combatant (monk), Weapon Finesse (EitR); Potion Glutton (background 2); Extra Rogue Talent (Ground Fighter) (feat 3)

Skills:
Class skills are Acrobatics (Dex), Appraise (Int), Athletics (Str), Craft (Int), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Influence (Cha), Knowledge (civilization) (Int), Knowledge (divine) (Int), Knowledge (dungeoneering) (Int), Knowledge (history) (Int), Knowledge (martial) (Int), Linguistics (Int), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Use Magic Device (Cha).

Acrobatics 3+11** (+4[DEX]+3[class]+4[racial], -2[*Tipsy], -4[*Soused], +1[*Underfoot Agility, morale])
Athletics 3+6***** (+4[DEX]-1[STR]+3[class], +12[*climb: racial/climb speed], +2[*fly: size], +0[*leap: speed], -2[*Tipsy], -4[*Soused], +1[*Underfoot Agility, morale])
Disable Device 3+7** (+4[DEX]+3[class], +2[*tools], -2[*Tipsy], -4[*Soused])
Escape Artist 3+7** (+4[DEX]+3[class], -2[*Tipsy], -4[*Soused], +1[*Underfoot Agility, morale])
Fly 0+6* (+4[DEX]+2[size], -2[*Tipsy], -4[*Soused])
Influence 1+2 (-1[CHA]+3[class])
Knowledge [civilization] 1+4 (+1[INT]+3[class])
Knowledge [divine] 1+4 (+1[INT]+3[class])
Knowledge [dungeoneering] 1+4 (+1[INT]+3[class])
Knowledge [history] 1+4 (+1[INT]+3[class])
(Perception*) 3+7* (+4[WIS]+3[class], -4[*Soused])
Perform [dance] 1+7* (+4[DEX]+3[class], -2[*Tipsy], -4[*Soused])
Profession* [brewer] 3+7 (+4[WIS]+3[class])
Sense Motive 3+7 (+4[WIS]+3[class])
Sleight of Hand* 3+7 (+4[DEX]+3[class], -2[*Tipsy], -4[*Soused])
Stealth 2+11* (+4[DEX]+3[class]+4[size], -2[*Tipsy], -4[*Soused])
Survival 3+4 (+4[WIS])

Languages: Common, Goblin

Monk (Drunken Master):
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Alignment: A drunken master must be Chaotic. This replaces the monk’s alignment requirement.

Combat Training: A monk is considered an adept practitioner, gaining spheres and talents as appropriate. Monks use Wisdom as their practitioner modifier.

Drunken Arts: The drunken master gains the Barroom sphere instead of either the Boxing or Open Hand sphere. This alters martial arts.

Eight Gates of the Drunken Master
A drunken master ignores the regular rules for drinking alcohol and becoming drunk due to the nature of his experience, and augments his prowess based off how far drunk he has become. The drunken master's drunkenness at any time is measured by a meter with ten stages. Each stage has different rules for advancing to the next stage, bonuses and different penalties. The bonuses from all stages stack with each other, granting the bonuses of all stages below his current stage. The penalties of all stages (other than the Stupor stage) similarly stack with each other and accumulate as his level of drunkenness raises. Certain stages require the drunken master to be a certain level before he can attempt to drink to that stage.

If the drunken master is not a high enough level, he automatically drops to the Stupor stage upon a failed Fortitude save based off the stage he was attempting to drink to. A success means his drunkenness stage does not change. As long as the drunken master is at least Buzzed, he is considered as if he had the drunk status for the purpose of the Barroom sphere. When he uses a talent that expends the drunk condition, he instead lowers his current stage of drunkenness by one stage. Effects that grant him the drunk condition are treated as if he had drunk an alcoholic beverage.

When a drunken master fails a Fortitude save when attempting to reach a new stage of drunkenness, he fumbles, rolling a 1d100 and suffering the effects based off what stage he was attempting to raise himself to, as shown on the Table: Drunken Fumbles, in addition to not increasing his drunkenness stage. This replaces flurry strike, stunning fist, still mind, purity of body, tongue of the sun and moon and flawless mind.

Stages of Drunkenness wrote:

Stupor (Stage -1): A Stupor is a stage of a drunk who has had more than he could handle. When the stupor monk enters this stage, he is immediately rendered unconscious for 2d8 minutes. He can be awakened before this time through an application of the aid another action (or being dealt damage), but he remains in this stage while awake. Bonuses: There are no bonuses for being in a stupor. Penalties: Generally a stupor monk is unconscious during this time, but if he is awake, he suffers a -4 penalty on all d20- based rolls, and on all damage rolls until the duration would otherwise be over. Stage change: If the stupor monk attempts to drink while in this stage, he immediately falls unconscious and he must roll again for the duration, increasing the duration of his stupor by the amount rolled. At the end of the duration that he would normally be unconscious (even if he was woken up), he raises his stage to Sober.

Sober (Stage 0): The stupor monk has not had a drink, and is still a fully functional adult (usually). Bonuses: None. Penalties: None. Stage Change: Drinking any alcoholic beverage raises him to the Buzzed.

Buzzed (Stage 1): The stupor monk’s body loosens and his mind is more free, though is largely still functional. Bonuses: The stupor monk can expend his martial focus as an immediate action to add his Wisdom modifier as a morale bonus when attempting Reflex or Fortitude saves. Penalties: None. Stage Change: Drinking any alcoholic beverage raises him to the Tipsy stage.

Tipsy (Stage 2): The stupor monk is beginning to feel the effects of alcohol. Bonuses: The stupor monk gains a +2 circumstance bonus against all emotion and pain effects and may use his Wisdom modifier in place of his Strength modifier with all attack and damage rolls made using his unarmed attacks. Penalties: He suffers a -2 penalty on all Dexterity-based checks. Stage Change: Drinking any alcoholic beverage raises him to the Soused stage.

Soused (Stage 3): The stupor monk’s cheeks are beginning to become red, and his soul is heavily drunk. Bonuses: The stupor monk converts all the penalties from the Sickened condition into bonuses. He still suffers from the Nauseated condition normally. He also gains access to the Stupor Punch special attack action if he at least 3rd level, as listed in the Stupor Punch class feature. Penalties: He increases his penalty with all Dexterity-based checks to -4, and suffers the same penalty on all Perception checks. Stage Change: If the stupor monk is at least 5th level, he may drink an alcoholic beverage to raise himself to the Drunk stage, however he must succeed at a DC 10 Fortitude save or otherwise he suffers a fumble and does not raise his stage.

Martial Arts

At 1st level, the monk gains the Boxing and Open Hand combat spheres as bonus talents. If he already possesses one or both of these base spheres, he may instead choose any one combat talent he qualifies for from the associated sphere.

Unarmed Strike 1d3 (small practitioner, 1 talent)

Practitioners who train in certain spheres focused on unarmed combat, such as Boxing, deal additional damage with their unarmed strikes based on the total number of unarmed spheres and talents they possess, as shown in the following table. Practitioners from a class that already grants an unarmed damage progression, such as the brawler or monk, may treat their unarmed strike as one size category larger if they have 3 or more talents in an unarmed combat sphere, but receive no further benefits. In addition, any practitioner with at least 1 talent in an unarmed sphere gains the benefits of the Improved Unarmed Strike feat.​

Evasion

At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Drunken Ki (Su)

At 3rd level, a drunken master can drink a tankard of ale or strong alcohol and gain one temporary ki point. The act of drinking is a standard action that does not provoke attacks of opportunity. The monk can have a maximum number of drunken ki points equal to his Wisdom modifier plus one additional point for every two levels thereafter (5th, 7th, and so on). These drunken ki points last for 1 hour or until spent, whichever is shorter. As long as he has at least 1 drunken ki point, the monk can spend 1 ki point as a swift action to move 5 feet without provoking attacks of opportunity. This ability alters ki pool.

Fast Movement (Ex)

At 3rd level and every three levels thereafter, a monk gains a +10ft enhancement bonus to his land speed (to a maximum of +60ft at 18th level). A monk in armor or carrying a medium or heavy load loses this extra speed.

Ki Pool (Su)

At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.

By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry strike. This bonus attack stacks with those gained from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Stupor Punch

At 3rd level, while the drunken master is at least Soused, he may make a special attack action with an unarmed attack to make a stupor punch. A stupor punch is an extra powerful singular attack that is enhanced by the drunken master’s drunkenness stage. He deals extra damage on this attack equal to twice the number of the current stage he is at (for example, if he is Soused (stage 3), he deals 6 additional damage). This bonus damage is doubled against creatures that have the drunk status. The drunken master falls prone after making a stupor punch, and cannot make stupor punches if he is prone.

He may expend his martial focus before he makes the attack roll. If he does, the drunken master rolls a 1d4, and adds the following effects based off the result he rolled, but he also immediately becomes Sober after the attack. If the drunken master is at least Staggering, he instead only reduces his current drunkenness level by 3 stages after expending focus on a stupor punch, rather than becoming Sober. This replaces stunning fist.

d4 result wrote:

1. The attack is treated as if it was a brutal strike, as the Berserker sphere (even if the drunken master does not possess it), including having spent his martial focus to enhance it. He may apply one non-legendary (exertion) talent to the attack, even if he does not possess it.

2. The attack is treated as if it was made with the Suppressive Rush talent of the Open Hand sphere (even if the drunken master does not possess it).

3. The attack is treated as if it were a counter punch, as the Boxing sphere (even if the drunken master does not possess it). He may apply any non-legendary (counter) talent to this effect, even if he does not possess it.

4. The attack is treated as if it were an impale attempt without the penalties, as Lancer sphere (even if the drunken master does not possess it). He may choose one non-legendary (impale) talent to be used with the impale attack for as long as he is still impaling a creature with the limb used to make the original attack, even if he does not possess the talent.

ac bonus +3 (+3[WIS]), combat training (Adept, PAM: Wisdom), drunken arts, eight gates of the drunken master, martial arts, unarmed strike (1d3); combat talent (Scoundrel sphere, Scoundrel: Master Thief*), evasion; combat talent (Scoundrel: Savage Tricks), drunken ki (with 1 drunk ki, 1 ki, swift: move 5' without provoking), fast movement (+10), ki pool (magic ki strike), stupor punch

Rogue (Vexing Dodger):
Combat Training (Ex): A rogue is considered a Proficient practitioner, gaining spheres and talents as appropriate, and uses the higher of their Charisma or Intelligence as their practitioner modifier.

​Limb-Climber (Ex)
You may, as a move action, make a Climb check against the CMD of a creature within your natural reach that is at least one size larger than you to climb onto that creature, entering its space without provoking an attack of opportunity; failure on this check means that you provoke an attack of opportunity and fail to scale the creature, remaining in your current space. For every size the creature is larger than you, you gain a +3 bonus on your Climb check against that creature. You can climb with only one hand as part of using this ability, but you must have at least one hand free.

While you are on a creature, you move with it whenever it moves. For every size larger that the creature is than you, the creature takes a -2 penalty on all attack rolls and combat maneuver checks against you. The creature is also flat-footed against your attacks. You may climb down the creature to an unoccupied adjacent square as a swift action, taking no damage, or jump off as a free action that can be taken even when it’s not your turn, taking falling damage as appropriate to the creature’s height. The creature may make a combat maneuver check against your CMD to dislodge you, causing you to fall into an adjacent square; you may substitute your Climb skill modifier + 10 in place of your CMD for this check (this includes the +3 bonus per size category). If the creature spends a full-round action to drop prone and roll, it gains a +10 bonus on this check and you take 1d6 bludgeoning damage for each size category larger than you the creature is unless you choose to jump off. If you are grappled by a creature while scaling a different creature, if the scaled creature leaves the reach of the grappling creature, the grapple ends instantly. If you are subject to an effect originating from another creature that would move you while scaling an enemy and you are moved so that the scaled creature is no longer within your natural reach, this ability ends instantly.

If the target creature is impaled per the impale ability of the Lancer sphere, you gain a +4 circumstance bonus to CMD against grapple checks made by the target to remove you and count any hand being used to control the weapon used to impale the target as being used for the climb check. If you possess the (leap) package, you may make the required Climb check as part of any jump that would carry you through a space that would put the target within your reach. If you possess the Bronco Buster talent of the Beastmastery sphere, you may use Ride skill checks in place of Climb checks for this talent.

This ability replaces the rogue's 1st-level skill specialty.

Sneak Attack
If a rogue can catch an opponent when she 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 two rogue levels thereafter. Extra damage from sneak attacks is precision damage. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. If a rogue chooses to deal nonlethal damage with a weapon that normally deals lethal damage (with the usual –4 penalty to the attack roll) while making a sneak attack, then the sneak attack damage is also nonlethal. 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 concealment.

Tenacity: A rogue is cunning and resilient, she gains a +1 bonus on her Fortitude and Will saves. These bonuses increase by 1 at 7th level and again at 14th level.​

Instinct: A rogue hones her intuitive senses to utmost sharpness. Her reflexive quickness allows a rogue to act and react seemingly faster than thought. At 2nd level, 4th level, and every four levels thereafter, a rogue chooses and gains one of the following instincts.

Ambusher (Ex): A rogue instantly leaps into action. When the rogue acts in the surprise round, she can take a move action, a standard action, and a swift action. During a surprise round, opponents are always considered flat-footed to the rogue, even if they have already acted. Foes with uncanny dodge are immune to the second part of this ability.

Rogue Talents

As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level and every 2 levels thereafter, a rogue gains one rogue talent she meets the prerequisites for. Unless otherwise noted, a rogue cannot select an individual talent more than once. Talents marked with an asterisk add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.

Ground Fighter (Ex): A rogue with this talent can stand up from prone as a move action or a swift action without provoking an attack of opportunity. She can stand up from prone as a free action but this provokes an attack of opportunity. However, the rogue can avoid provoking this attack of opportunity by successfully using the Acrobatics skill as if she were moving through a threatened square at full speed. While prone, a rogue with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A rogue with this talent can take a 5-foot step while crawling and she reduces the penalties on her attack rolls and to her Armor Class for being prone by 2.

Finesse Training (Ex)

At 3rd level, a rogue can select any one type of finesse weapon (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.

Underfoot Agility (Ex)

At 3rd level, a vexing dodger gains a +1 morale bonus on Acrobatics, Athletics, and Escape Artist attempts against creatures at least one size category larger than herself. This bonus increases by 1 for every 3 levels beyond 3rd. This ability replaces the rogue's avoidances.

combat training (Proficient, PAM: Wisdom), limb-climber, tenacity (+1 Fort/Will); combat talent (Scoundrel: Playing Dirty), instinct (Ambusher), improved dirty trick (Scoundrel: Improved Grifting); finesse training (unarmed strike), sneak attack (2d6), underfoot agility (+1)

Spheres and talents
Alchemy sphere [formulae package] (from martial tradition):
- Alternative-Brew* [Profession (brewer)] (drawback)
- Cherry Bomb* [formula] (from base sphere)
- Expensive Chemicals* (drawback)
- Focusing Formula [formula]
- Universal Alcohol* [formula] (from drawback, Revitalizing Rum is untyped bonus)

Barroom sphere (from martial tradition)
- Alcoholic* (drawback)
- Double Chug* (from drawback)
- Drunken Boxer (from monk)
- Had A Few (from martial tradition)

Equipment sphere:
- Dancer Training (from martial tradition)
- Fast Draw (from martial tradition)
- Unarmed Training (from martial tradition)

Open Hand sphere (from monk):
- Savage Combatant* (drawback)
- Tear Flesh* (from drawback)

Scoundrel sphere (monk 2):
- Improved Grifting (Vexing Dodger 2)
- Master Thief* (from drawback)
- Natural Rogue* (drawback)
- Playing Dirty (rogue 2)

Alchemy Formulae (max 4 prepared)
Cherry Bomb (1/1), Focusing Formula (2/2), Universal Alcohol (1/1)

Equipment
alchemy (brewing) crafting kit, in pack, 5 lbs (free)
backpack (common), worn, 2 lbs (2 gp)
belt pouch, worn, .5 lbs (1 gp)
brewing materials (88/91), in pack, 5 lbs (10 gp)
bufo, in pouch, 2 lbs (1 gp)
dagger, worn, .5 lbs (free)
entertainer's outfit, worn, 2 lbs (free)
masterwork thieves' tools, in pouch, 2 lbs (free, +50 gp for masterwork)
rope (silk, 50'), in pack, 5 lbs (10 gp)
unholy symbol (wooden), worn (1 gp)

Total value: 75 gp
Total weight: 22/24 lbs (light load)

Loot:
- A golden ring in the shape of a snake that, when worn, constricts on the finger making it difficult (but not impossible) to remove. (worth 50gp)
- A long necklace made from colourful glass beads. (worth 10gp)
- A small moonstone pendant, strung on a thin silver chain, meant to be worn as a hair ornament on the forehead. (worth 75gp)

Random items:
- A handful of spent tindertwigs
- A small ceramic figurine that's been crudely repainted so many times it's now more paint than clay
- A withered hunk of metal soaked in something sticky that's trapped a few flies
- A glass elf eye
- A sealed glass vial filled with a pair of non-mixing red and green liquids. It’s quite sour if consumed and leaves the drinker an overwhelming aftertaste of watermelon for the next 1d4 hours.
- A slab of greasy animal fat, wrapped in layers of cheap, thin paper. It smells of the woods.
- An entire rack of peppercorn venison
- A dozen loaves of bread
- A gallon of apple wine
- A single bottle of absinthe
- A rock with a patch of curious purple moss
- A wooden puzzle box
- A hemp rope tied into a monkey fist knot the size of an apple.
- A box of wooden toothpicks that each have a different and sometimes strange flavor

Actions summary:
Standard:
• bite attack
• cherry bombs attack
• dirty trick maneuver
• steal maneuver
• unarmed strike attack

Move:
• Double Chug (drink two non-magical drinks or one magical and one non-magical, 2x drunk duration, +1 saves while drunk)
• Focusing Formula (regain MF by drinking formula)
• limb-climber (climb as move, climbed foe -2 x size difference attack vs me)

Swift:
• drunken ki (with 1 drunken ki, 1 ki: move 5' without provoking)
• Marked Target
• Potion Glutton (drink one beverage without provoking)
• Tear Flesh (swift, 1 bleed, -1 natural AC while bleeding)

Free:
• Drunken Boxer (1d4 unarmed strike damage when drunk; free, spend [drunk] for max damage)
• eight gates of the drunken master (drink to increase drunk stage, spend [drunk] to decrease it)
• Had A Few (spend [drunk] for 4 temp hp for 1m)
• ki strike (magic with 1 ki)
• sneak attack (+2d6, +3 surprise)
• Stupor Punch (drunk stage x2 damage, prone; MF, random benefits, sober)

Immediate:
• Buzzed [drunk stage 1] (immediate, MF, +WIS morale Fort/Ref)
• Roll With It (immediate Acrobatics 5+melee damage, convert damage to move that provokes other creatures, stop at speed or object my size or larger, take 1d4 damage and prone)