| HP 68/68 | AC 23 T 16 FF 18 | CMB +7, CMD 22 | F: +7, R: +12, W: +6 | Init: +7 | Perc: +14, SM: +1
Classes/Levels
| Speed 20ft | Panache 5/5 | Charmed Life 6/6 | Active conditions: None.
Gender
Female CN Halfling (Mouser) 7
About Mena Swiftfoot
Mena Swiftfoot
Female halfling swashbuckler (mouser) 8 (Pathfinder RPG Advanced Class Guide 56, 125)
CN Small humanoid (halfling)
Init +7; Senses Perception +14
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Defense
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AC 23, touch 16, flat-footed 18 (+5 armor, +3 Dex, +2 dodge, +2 shield, +1 size)
hp 68 (8d10+16)
Fort +7, Ref +12, Will +6 (+2 vs. channeled negative enrgy and inflict spells); +1 Luck bonus vs. traps
Defensive Abilities charmed life 6/day, nimble +2; Resist negative energy 5
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Offense
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Speed 20 ft.
Melee +1 rapier +14/+9 (1d4+2/15-20+8 Precision) or
. . mwk cold iron dagger +14/+9 (1d3+1/17-20+8 Precision)
Ranged mwk light crossbow +13 (1d6/19-20)
Special Attacks deeds (derring-do, dodging panache, hamstring, kip-up, precise strike, quick steal, superior feint, swashbuckler initiative, swashbuckler's grace, underfoot assault), panache (5), swashbuckler weapon training +1
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Statistics
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Str 10, Dex 17, Con 14, Int 12, Wis 12, Cha 16
Base Atk +8; CMB +7; CMD 22
Feats Blundering Defense[ARG], Cautious Fighter[ARG], Desperate Swing[ARG], Extra Panache[ACG], Risky Striker[ARG], Uncanny Defense[ARG]
Traits helpful, reactionary
Skills Acrobatics +16 (+21 to move through spaces of larger foes, +12 to jump), Bluff +7, Climb +6, Diplomacy +7, Disable Device +9 (+14 to disarm traps), Escape Artist +13, Intimidate +7, Knowledge (history) +5, Knowledge (local) +5, Knowledge (nobility) +5, Perception +14, Perform (oratory) +7, Sleight of Hand +7, Survival +1 (+3 to avoid becoming lost), Swim +4; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Elven, Halfling, Sylvan
SQ swashbuckler finesse, underfoot dodger
Combat Gear boots of speed, cold iron crossbow bolts (20), oil of daylight, potion of cure light wounds, wand of cure light wounds, air crystal, alchemist's fire (5), antitoxin; Other Gear +1 mithral chain shirt, +1 assiduous buckler, +1 rapier, mwk cold iron dagger, mwk light crossbow, dark life ring, lesser talisman of freedom[OA], muleback cords of resistance +2, scavenger's stone, swordmaster's flair (green glove)[ACG], trapspringer's gloves[UE], wayfinder[ISWG], bedroll, concealable thieves' tools[UI], grappling bolt[UE], masterwork backpack[APG], silk rope (50 ft.), waterskin, 2,206 gp, 9 sp
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Tracked Resources
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Alchemist's fire - 1/5
Antitoxin - 0/1
Boots of speed (10 rounds/day) - 0/10
Charmed Life +3 (6/day) (Ex) - 0/6
Cold iron crossbow bolts - 0/20
Desperate Swing (1/day) - 0/1
Freedom of Movement (1 uses) - 0/1
Light (At will) - 0/0
Masterwork cold iron dagger - 0/1
Oil of daylight - 0/1
Panache Pool (5/day) - 0/5
Potion of cure light wounds - 0/1
Scavenger's stone (50 uses) - 5/50
Swordmaster's flair (green glove, 1/day) - 0/1
Talisman of freedom, lesser - 0/1
Uncanny Defense (1/day) - 0/1
Wand of cure light wounds - 5/50
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Special Abilities
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Blundering Defense Total defense or fighting defensively grants adjacent allies half your AC bonus.
Cautious Fighter When fighting defensively/using tot. defense, gain +2 to dodge AC.
Charmed Life +3 (6/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Deeds Desperate Swing (1/day) Make one attack roll while fighting defensively at -4 penalty.
Energy Resistance, Negative energy (5) You have the specified Energy Resistance against Negative Energy attacks.
Nimble +2 (Ex) +2 dodge bonus to AC.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Risky Striker -3/+6 Subtract from your AC to add to damage vs. foes 2 sizes larger.
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Swashbuckler Weapon Training +1 (Ex) +1 attack and damage with swashbuckler weapons.
Uncanny Defense (1/day) Bonus to Reflex saving throws and CMD when defensively or using total defense.
Underfoot Dodger Crowd squares do not count as difficult terrain, Acrobatics +5 to mv. through occupied spaces.
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Journal Faction Card:
Season 10: 4 goals
Orator (2+ goals): You are skilled at inspiring people, particularly when you oppose tyranny. Once per adventure before rolling a skill check to convince on NPC to cooperate with you, you can add a bonus to your check equal to 1+ half the number of goals you have completed (rounded down). Double this bonus if the check involves convincing the NPC to participate in an uprising.
Bond Breaker (4+ goals): Once per adventure, you can perform one of the two liberating acts. You can cast shatter as a spell-like ability, ith a DC equal to 12+ half the number of goals you have completed (rounded down). Alternatively, you can deal 1d10 additional points of damage on your next attack against a creature or object with hardness. If you weapon's critical multiplier is x3 or x4, you deal 2d10 or 3d10 additional points of damage, respectively.