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About ChambawambaChambawamba 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
Role
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])
Intitiative: +4 (+4[DEX]) Speed: 30' (no armor)
Fortitude: +5** (+3[base]+1[CON]+1[Tenacity], +1[Double Chug], +2[vs pain/emotion, *Tipsy])
BAB: +3
Weapons and armor: 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
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 (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
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.
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: 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)
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Extra Rogue Talent (General)
-------------------------------------------- Graceful Athlete (Background)
-------------------------------------------- Potion Glutton (Background)
-------------------------------------------- Roll With It (Combat)
You are staggered for 1 round after you attempt to use this feat, whether or not you succeed. -------------------------------------------- Unarmed Combatant (Combat)
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. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Skills: Acrobatics 3+11** (+4[DEX]+3[class]+4[racial], -2[*Tipsy], -4[*Soused], +1[*Underfoot Agility, morale])
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).
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 +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
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
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:
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:
Rogue (Vexing Dodger): 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)
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)
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
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. Spheres and talents
Barroom sphere (from martial tradition)
Equipment sphere:
Open Hand sphere (from monk):
Scoundrel sphere (monk 2):
Alchemy Formulae (max 4 prepared)
Equipment
Total value: 75 gp
Loot:
Random items:
Actions summary:
Standard:
• bite attack • cherry bombs attack • dirty trick maneuver • steal maneuver • unarmed strike attack Move:
Swift:
Free:
Immediate:
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