Bard Worshipper of Desna

Fox Wild-Bloode's page

31 posts. Alias of A 4th Grade Diagram.


Full Name

Fox Wilma Wild-Bloode

Race

Elf

Classes/Levels

Strangler / 2 / Unchained Rogue / 3 /

Gender

Female

Size

Medium

Age

128

Alignment

CN

Location

Riddleport

Strength 10
Dexterity 20
Constitution 9
Intelligence 12
Wisdom 12
Charisma 16

About Fox Wild-Bloode

stats:

Fox Wild-Bloode

Int +4 Senses
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Defense
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AC 20, touch 16, flat-footed 15 ( +5 dex, +3 armor, Nat, +1 Deflection, +1 Shield)
hp 36/36
Fort +4, Ref +12, Will +3,
Immunity Sleep
Resist +2 against enchantment spells and effects.
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Offense
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Speed 30 Ft
Melee +11 Fist +1 (1d3+6)(x2)
Melee
Melee
Ranged
Ranged
Ranged
Special Attacks Sneak Attack +2d6(4d6 when grappling), Studied Target +2 , Martial Flexability 4/day, +1 attack against Dwarf's and Orc, Trapfinding +2, Danger Sense +1
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Statistics
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Str 10, Dex 20, Con 10, Int 12, Wis 12, Cha 16
Base Atk +4
CMB +11(+12 when Grappling)
CMD 19(20 vs Grapple)
FeatsImproved Unarmed Strike, Powerful Maneuvers, Weapon Focus(Fist), Strangler, Snapping Turtle Style, Snapping Turtle Clutch,
Skills +12 Acrobatics(Dex)(5), Appraise(Int), +10 Bluff(Cha)(4), Climb(Str), Craft(Int), Diplomacy(Cha), Disable Device(Dex), Disguise(Cha), Escape Artist(Dex), Handle Animal(Cha), +9 Intimidate(Cha)(3), Knowledge(dungeoneering)(Int), +5 Knowledge(local)(Int)(1), Linguistics(Int), +11 Perception(Wis)(5)(+2), Perform(Cha), Profession(Wis), Ride(Dex), +9 Sense Motive(Wis)(5), +11 Sleight of Hand(Dex)(4), +12 Stealth(Dex)(5), +5 Swim(Str)(2), +9 Use Magic Device(Cha)(3).
Traits Sacred Touch, Serpentine Squeeze, Elven Immunities, Keen Senses, Eternal Grudge
Languages Common, Elven, Sylvan.
Combat Gear +1 ring of Protection, +1 Cloak of resistance, Amulet of Mighty Fist +1
Other Gear +1 Agile dark-leaf Spider-silk bodysuit
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Special Abilities

Brawler’s Cunning (Ex)
If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Martial Flexibility (Ex)
A brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat’s prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).

The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit.

At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.

At 10th level, a brawler can use this ability to gain the benefit of three combat feats at the same time. She may select one feat as a free action, two feats as a swift action, or three feats as a move action. She may use one of the feats to meet a prerequisite of the second and third feats, and use the second feat to meet a prerequisite of the third feat. Each individual feat selected counts toward her daily uses of this ability.

At 12th level, a brawler can use this ability to gain the benefit of one combat feat as an immediate action or three combat feats as a swift action. Each individual feat selected counts toward her daily uses of this ability.

At 20th level, a brawler can use this ability to gain the benefit of any number of combat feats as a swift action. Each feat selected counts toward her daily uses of this ability.

Strangle (Ex)
At 1st level, a strangler deals +1d6 sneak attack damage whenever she succeeds at a grapple check to damage or pin an opponent. The strangler is always considered flanking her target for the purpose of using this ability. This damage increases by +1d6 at 2nd, 8th and 15th levels.

This ability replaces unarmed strike and brawler’s flurry.

Martial Training (Ex)
At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Practiced Strangler (Ex)
At 2nd level, when a strangler has the grappled condition, she does not take a –4 penalty to Dexterity and does not lose her Dexterity bonus to AC. At 9th level, a grappling or grappled strangler still threatens an area and is still able to make attacks of opportunity while grappling or grappled; when pinned, she is not denied her Dexterity bonus and does not take a –4 penalty to Armor Class.

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 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), 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 total concealment.

Trapfinding
A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

[b]Finesse Training[b] (Ex)
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (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.

Danger Sense (Ex)
At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).