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Kaleb Merriett's page

60 posts. Alias of Alexander Kilcoyne.


Full Name

Kaleb Merriett

Race

Halfling

Classes/Levels

Swashbuckler 2

Gender

Male

Size

Small

Age

27

Special Abilities

Underfoot

Alignment

CG

Deity

Marishi

Location

Trunau

Languages

Common, Halfling, Dwarven, Goblin

Occupation

Swordsman

Strength 13
Dexterity 20
Constitution 11
Intelligence 14
Wisdom 9
Charisma 16

About Kaleb Merriett

Kaleb Merriett
Halfling swashbuckler (inspired blade, mouser) 2 (Pathfinder RPG Advanced Class Guide 56, 125, 125)
CG Small humanoid (halfling)
Init +5; Senses Perception +4
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Defense
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AC 20, touch 16, flat-footed 15 (+3 armor, +5 Dex, +1 shield, +1 size)
hp 18 (2d10+2)
Fort +0, Ref +8 (+1 bonus vs. trample attacks), Will -1; +2 vs. fear
Defensive Abilities charmed life 3/day, underfoot; Resist underfoot
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Offense
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Speed 20 ft.
Melee dagger +4 (1d3+1/19-20) or
. . dagger +4 (1d3+1/19-20) or
. . sap +4 (1d4+1 nonlethal) or
. . vanguard +10 (1d4+5/18-20)
Ranged halfling sling staff +8 (1d6+1/×3)
Special Attacks deeds (derring-do, dodging panache), low blow, panache (5)
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Statistics
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Str 13, Dex 20, Con 11, Int 14, Wis 9, Cha 16
Base Atk +2; CMB +2; CMD 17
Feats Fencing Grace, Weapon Focus (rapier)
Traits dwarf-trained, equality for all (andoran)
Skills Acrobatics +12 (+8 to jump), Bluff +7, Climb +7, Diplomacy +7, Escape Artist +9, Perception +4, Ride +9, Sleight of Hand +9, Stealth +10, Swim +5; Racial Modifiers +2 Acrobatics, +2 Climb
Languages Common, Dwarven, Goblin, Halfling
SQ deed: underfoot assault, inspired panache
Combat Gear caltrops (2), sharpstone sling bullets (10); Other Gear mwk studded leather, mwk buckler, dagger, dagger, halfling sling staff, sap, sling bullets (10), vanguard, belt pouch, flight grapnel, flint and steel, masterwork backpack[APG], silk rope (50 ft.), wrist sheath, spring loaded, wrist sheath, spring loaded, riding dog, backpack, bedroll, crowbar, hemp rope (50 ft.), mess kit, pot, riding saddle, sack, saddlebags, saddlebags, sharpstone sling bullets, shovel, sling bullets, soap, tent, small, torch, trail rations, waterskin, whetstone, 8 gp, 5 sp, 8 cp
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Special Abilities
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Charmed Life +3 (3/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Deed: Underfoot Assault (Ex) Use 1 panache as imm act when adj foe misses, enter foe's space for bonuses.
Dwarf-Trained +2 AC vs. giants and +1 to attack vs. orcs.
Equality for All (Andoran) +2 trait bonus to CMB and CMD when foe is 2 or more sizes larger.
Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Fencing Grace Add Dex instead of Str to rapier damage. +2 CMD vs. disarm if you have at least 1 panache point.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Low Blow +1 to critical confirmation rolls against larger creatures.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Underfoot +1 AC vs. larger opponents and +1 save vs. trample

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Dog, riding
Riding dog (Pathfinder RPG Bestiary 87)
N Medium animal
Init +2; Senses low-light vision, scent; Perception +8
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Defense
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AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee bite +3 (1d6+3)
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Statistics
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Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics +3 (+11 to jump), Perception +8; Racial Modifiers +4 to survival when tracking by scent
SQ combat riding
Combat Gear sharpstone sling bullets (20); Other Gear sling bullets (20), backpack, bedroll, crowbar, hemp rope (50 ft.), mess kit[UE], pot, riding saddle, sack, saddlebags, saddlebags, shovel, soap, tent, small, torch (10), trail rations (5), waterskin, whetstone
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Special Abilities
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+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

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