Race |
Earth Pony |
Classes/Levels |
Frolicker 11/Element of Laughter 2 |
Gender |
Female |
Special Abilities |
Friendship Blast |
Strength |
14 |
Dexterity |
18 |
Constitution |
10 |
Intelligence |
9 |
Wisdom |
7 |
Charisma |
16 |
About Cobalt Clover
NG Medium hoofbeast (pony)
Earth pony Frolicker 7/Element of Laughter 2
Init +10; Senses Low-light vision, scent
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DEFENSE
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AC 21, touch 17, flat-footed 15 (+6 armor, +3 Dex, +1 Size, +1 Dodge)
HP 60 (10+1d10+7d8+9 con)
Fort +6, Ref +11, Will +5
Resist Acid 5
Weaknesses Light sensitivity
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OFFENSE
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Speed 40 feet
Melee
Ranged
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STATISTICS
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Str 14, Dex 16, Con 12, Int 10, Wis 10, Cha 16
BAB +; CMB +8; CMD 22
Feats Dodge, Mobility (B), Wind Stance (B), Lightning Stance (B), Spring Attack, Improved Initiative
Skills
Traits
Bitter Bitbearer: You were raised in Oniville, a town run by cruel ogre mages that delight in capturing and twisting peaceful races into corrupt, cynical shells. A rare few manage to hold on to their decency, though they're never again able to easily relax or trust others. +2 to Initiative checks, and Sense Motive is always a class skill, but heal -1 HP when resting (the total healed still cannot go below 1).
Quick To Act: In a surprise round, your base movement speed is treated as 5 feet higher.
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CLASS FEATURES
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Favored Class (Frolicker): +7 skill points
Frolic: A frolicker adds half her level (minimum 1) to Acrobatics checks made to avoid attacks of opportunity.
Dangerous Dance: If a frolicker is adjacent to her enemy, she can choose make an Acrobatics check to tumble to the opposite side of the enemy's square. This check is pitted against the enemy's CMD +10. If the frolicker is successful, she is treated as flanking the enemy—even while using a ranged weapon. Until her next turn, though, her Armor Class takes a -2 penalty. Using this ability is a move action. This ability cannot be used if the frolicker is wearing more than light armor.
Bonus Feat: At second level, and every even-numbered level after that, you may select one bonus feat from the following, if you meet the prerequisites: Mobility, Wind Stance, Lightning Stance, Fleet, Skill Focus (acrobatics, swim, fly or climb), Acrobatic, Athletic, Nimble Moves, Acrobatic Step, Run, Lunge, Spring Attack, Blind-Fight, Shot on the Run, Spirited Charge, Improved Initiative, Agile Maneuvers
Sneak Attack: At fourth level, the frolicker adds +1d6 to damage when flanking. This bonus increases by +1d6 for every three levels beyond fourth.
Lay Down and Fly: At fifth level, the frolicker can move at half speed while prone. This ability cannot be used if the frolicker is wearing more than light armor.
Unstoppable: At seventh level, if a frolicker attempts to use Acrobatics to tumble through an enemy's square and rolls at five or less below the DC, she still makes it through the square. The enemy still gains an attack of opportunity, and they gain a +4 bonus on to-hit and damage. This ability cannot be used if the frolicker is wearing more than light armor.
Improved Dangerous Dance: At tenth level, the frolicker may launch a full attack after successfully launching a dangerous dance, as if the dangerous dance was a free action. This does not otherwise affect the frolicker's action economy.
Aura: The elementbearers have acquired mystical Elements of Harmony, and a bearer radiates an Overwhelming aura of good. Any undead or creature with the (evil) subtype will recognize you on sight.
Laughter: The Laughter elementbearer gains a +4 bonus on saves against fear and spells of the shadow or phantasm descriptors. This bonus increases to +10 at fifth level and becomes full immunity at 20th level.
Element Blast: When teamed up with at least one other member of the elementearer prestige class, the elementbearers can both spend a one-round action to channel the power of their friendship. The power of this blast is dependent on certain factors.
First, the bearers must be considered extremely close friends. This is a judgement call for the Game Master. If this criteria is not met, roll once on the rod of wonder table. For every bearer channeling, roll an additional time. If the bearers are at least Friendly towards each other, the bearers may choose the best result available. If they are Unfriendly or Hostile, the Game Master chooses the most dangerous result.
If each bearer has a different type of Element, and there are at least six (meaning Generosity, Honesty, Kindness, Loyalty, Laughter and Magic are all present), it is a Full House. Instead roll on the Deck of Many Things table. Otherwise, the same rules apply.
Someone wielding an element who is not of this prestige class also grants an additional roll, but does not count for a Full House.
Gear: Pixie dust, Element of Magic, painted squirrel skulls