Artemis Entreri

Merrit's page

24 posts. Alias of Serge1080.


Full Name

Merrit

Race

Halfling

Classes/Levels

| HP: 27/27 | AC: 18/14/15 | Fort: +4 | Ref: +8 | Will: +4 | Init: +5 | Perc: +10 |

Gender

Male

Size

Small

Alignment

Neutral Good

Strength 8
Dexterity 17
Constitution 15
Intelligence 13
Wisdom 15
Charisma 9

About Merrit

Stat Bonuses:

Strength 8 (-1) Dexterity 17 (+3) Constitution 15 (+2) Intelligence 13 (+1) Wisdom 15 (+2) Charisma 9 (-1)

Traits:

Deft Dodger: Growing up in a rough neighborhood or a dangerous environment has honed your senses.
Benefit: You gain a +1 trait bonus on Reflex saves.

Guide of the Streets: +1 trait bonus on Initiative checks and Knowledge (local) checks.

Warslinger: Halflings are experts at the use of the sling. Halflings with this racial trait can reload a sling as a free action. Reloading a sling still requires two hands and provokes attacks of opportunity. This racial trait replaces sure-footed.


HP and AC::

Total Hit Points: 27
Armor Class: 18 = 10 + 4 [chain shirt] + 3 [dexterity] + 1 [small]
Touch AC: 14
Flat-footed: 15

CMD::

+13 = 10 + 2 [base] -1 [strength] + 3 [dexterity] -1 [small]

Fortitude Saves::

+4 = = 1 [base] + 2 [constitution] + 1 [halfling]

Reflex Saves::

+8 = 3 [base] + 3 [dexterity] + 1 [halfling] +1 [trait bonus]

Will Saves::

+ 4 = 1 [base] + 2 [wisdom] + 1 [halfling]

Armor Worn::

masterwork chain shirt [light; + 4 AC; max dex + 4; check penalty -2 12.5 lb.]

Melee::

original: +2 = 2 [base] -1 [strength] + 1 [small]
modified due to weapon finesse +6 = 2 [base] +3 [dexterity] + 1 [small]

Ranged::

+6 = 2 [base] + 3 [dexterity] + 1 [small]

CMB::

Original: 0 = 2 [base] -1 [strength] -1 [small]
Modified due to Agile Maneuvers: 4 = 2 [base] +3 [dexterity] -1 [small]

Feats::

‪Weapon Finesse (Combat)‬ (Bonus feat from Finesse Rogue talent)
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.

Deft Hands
You have exceptional manual dexterity.

Benefit: You get a +2 bonus on Disable Device and Sleight of Hand skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Agile Maneuvers (Combat)
You've learned to use your quickness in place of brute force when performing combat maneuvers.

Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus instead of your Strength bonus.


Skills::

Acrobatics: 9
Appraise: 6
Bluff: -1
Climb: -1
Craft: 1
Diplomacy: 3
Disable Device: 12
Disguise: -1
Escape Artist: 6
Fly: 1
Heal: 2
Intimidate: -1
Knowledge (dungeoneering): 5
Knowledge (local): 5+1
Perception: 10
Perform: -1
Ride: 1
Sense Motive: 8
Sleight of Hand: 8
Stealth: 11
Survival: 2
Swim: -3
Use Magic Device: 5

Racial Traits / Character Traits::

+ 2 dexterity
+2 charisma
-2 strength (already included) Small (combat bonuses+ 4 to stealth already included)
+ 2 racial bonus on acrobatics, climb, and perception (already included)
+ 1 racial bonus on all saving throws (already included)
+ 2 morale bonus on saves vs. fear (stacks with racial bonus to all saves)
+ 1 to hit with thrown weapons and slings

___________________

Talents:

Finesse Rogue
Benefit: A rogue that selects this talent gains Weapon Finesse as a bonus feat.

Class Features::

Favored class points: Hit points +2; Skill points +0
Rogue Sneak Attack +2d6
Trapfinding -- add half of rogue level to find traps, minimum +1 Evasion (level 2) -- no damage on a successful reflex save
Rogue talents -- gain one at every even-numbered level. At level 10 and above, advanced talents are available. Add by hand.
Trap sense: +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.

Weapons::

+1 rapier, masterwork dagger, sling
Dagger [1d3, crit 19-20/x2, range inc 10 ft., 1/2 lb., light, piercing] Sling [1d3, crit x2, range inc. 50 ft., 0 lb, bludgeoning]

Equipment::

Backpack
Bedroll
Bottle
Caltrops
Crowbar
Flint and steel
Lantern (bullseye)
Mirror
Rations (1 day) x7
Rope (50', silk) x1
Soap
Thieves' tools
Sling bullets (20)
Potions:
Cure light wounds x 4
Enlarge person: x1
Jump: x2
Cure Serious Wounds: x1 (used 1)
GP: 1700