Giant Frog

Flip.'s page

No posts. Alias of gemmik.


Full Name

Flip

Race

| HP: 9/9 | AC 17 (T15, FF 13) | CMB: -1 CMD: 13 | F:+0 R:+6 W:+1 | Init +4 | Perc +5, SM +1, Social +0

Classes/Levels

| Speed 30 ft., Climb 20 ft.| Active Conditions: None

Languages

Common Grippli

Strength 10
Dexterity 19
Constitution 11
Intelligence 8
Wisdom 12
Charisma 10

About Flip.

Flip likes to jump, spin, and do cartwheels. He’s always moving!

Statistics:

Flip
Male Grippli Rogue (vexing dodger) 1
CN Small Humanoid (grippli)
Init +4; Senses Darkvision 60 ft., Perception +5

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DEFENSE
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AC 17, touch 15, flat-footed 13 (+2 armour, +4 Dex, +1 size)
hp 9 (1d8+1)
Fort +0, Ref +6, Will +1

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OFFENSE
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Speed 30 ft., Climb 20 ft.
Melee cestus +1 (1d3 B&P/19-20)
Ranged shortbow +5 (1d4 P/x3)

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STATISTICS
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Str 10, Dex 19, Con 11, Int 8, Wis 12, Cha 10
Base Atk +0; CMB -1; CMD 13
Traits Acrobatic
Feats Athletics
Skills Acrobatics +9 (1R), Climb +6 (1R), Escape Artist (1R), Perception +5 (1R), Sleight of Hand +8 (1R), Stealth +12 (1R), Swim +6 (1R)
(7 points; 8 class, -1 INT, 0 race, 0 favoured class)
Abilities glider, jumper, limb climber, sneak attack (+1d6)
Proficiencies light armour, simple, nets, hand crossbow, rapier, sap, shortsword, shortbow
Languages Common, Grippli

Special Abilities:

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SPECIAL ABILITIES
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Glider Gripplis’ aerodynamic bodies and thick webbing between the toes enable a falling grippli to treat the distance fallen as half the actual distance. The grippli can steer himself while falling, moving horizontally up to a number of feet equal to half the vertical distance fallen. The grippli cannot use this trait if it is wearing heavy armor, is carrying a heavy load, or is unable to react to the fall (such as being helpless). This racial trait replaces swamp stride.

Jumper Gripplis with this trait are always considered to have a running start when making Acrobatics checks to jump. This racial trait replaces camouflage.

Limb Climber (Ex): When adjacent to or in the space of a corporeal creature at least one size category larger than herself, a vexing dodger can climb that creature’s body with a successful Climb check against a DC equal to the target creature’s CMD. Although the vexing dodger is holding on to the creature, this action isn’t a grapple; it doesn’t provoke attacks of opportunity from the creature, and neither the vexing dodger nor the creature she climbs gains the grappled condition. While the vexing dodger is on the climbed creature, the creature takes a penalty on attack rolls against the vexing dodger equal to the number of sneak attack dice the dodger possesses. This ability replaces trapfinding.

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 two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can 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. 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 concealment.

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear cestus, shortbow, arrows (20)
Possessions leather armour
Money 0 GP 0 SP 1 CP