Mister Haane Pinkjaw's page

71 posts. Organized Play character for Trisane_Imphawke.

Full Name

Mister Haane Pinkjaw "Mister Pink"


| Male Tengu


| Unchained Rogue (Swordmaster) 5/VMC Wizard (Foresight Diviner)


| HP:46/46 | AC:18, T:14, FF:14 | F:+3, R:+9, W:+4 | Init:+9 | Perception:+12 (+14 vs Traps) | CMB:+7, CMD:18

About Mister Haane Pinkjaw

Mister Haane Pinkjaw
Male Tengu Unchained Rogue (Swordmaster) 5/ VMC Wizard (Foresight Diviner)
CN Medium Humanoid (Tengu)
Init +9; Senses Low-Light Vision, Perception +12 (+14 vs Traps)
AC 18, Touch 14, Flat-Footed 14 (+4 Armor, +4 Dex)
hp 46 (5d8+10)
Fort +3, Ref +9, Will +4
Defensive Abilities Evasion, Uncanny Dodge, Trap Spotter
Speed 30 ft.
Melee +1 Aldori Dueling Sword +6 (1d8+5 /19-20), Masterwork Cold-Iron Shortsword +6 (1d6 /19-20), Bite +2 (1d3) or +1 Aldori Dueling Sword +8 (1d8+5 /19-20) or Masterwork Cold-Iron Shortsword +7 (1d6+3 /19-20) or Mithral Dagger +7 (1d4+3 /19-20) or Sap +6 (1d6+4) or Bite +6 (1d3+4)
Ranged Shortbow +7 (+8 within 30’ (1d8 /x3) (1d8+1 /x3 within 30’) or Mithral Dagger +8 (+9 within 30’) (1d4+1 /19-20) (1d4+2 /19-20 within 30’)
Spell-Like Abilities (CL 5th)
1/day – Tengu Wings (Beast Shape I)
Special Attack Sneak Attack +3d6
Str 13, Dex 18, Con 12, Int 14, Wis 14, Cha 8
Base Atk +3; CMB +7 (Dex); CMD 18
Feats Improved Initiative, Tengu Wings, Two-Weapon Fighting, Weapon Finesse (Feat Tax: Agile Maneuvers, Combat Expertise, Deadly Aim, Point-Blank Shot, Power Attack)
Skills Acobatics +12, Appraise +10, Bluff +7, Climb +5, Diplomacy +6, Disable Device +14 (+16 vs Traps), Escape Artist +8, Fly +9, Knowledge (Arcana) +3, Knowledge (Geography) +3, Knowledge (Local) +6, Knowledge (Nature) +6, Knowledge (Nobility) +3, Knowledge (Planes) +3, Linguistics +14, Perception +12 (+14 vs Traps), Profession (Sailor) +6, Profession (Scribe) +6, Sense Motive +6, Sleight of Hand +8, Spellcraft +3, Stealth +13, Survival +10, Swim +5, Use Magic Device +3
Languages Common (Chelish/Taldane), Cyclops, Draconic, Dwarven, Elven, Giant, Gnome, Halfling, Hallit, Iobarian, Skald, Sylvan, Tengu, Tien (Common)
SQ Familiar, Finesse Training, Debilitating Injury, Evasion, Gifted Linguist, Natural Weapon, Rogue’s Edge, School, Sneak Attack, Sneaky, Swordtrained, Trapfinding, Trance, Trap Spotter, Uncanny Dodge
Combat Gear +1 Aldori Dueling Sword (2320g, 3lbs), Masterwork Cold-Iron Shortsword (320g, 2lbs), Mithral Dagger (502g, 0.5lbs), Shortbow (30g, 2lbs), Sap (1g, 2lbs), Durable Adamantine Arrow (61g, 0.05lbs), Durable Cold-Iron Arrows x5 (10g, 0.25lbs), Alchemist’s Fire (20g, 1lb), Smokestick (20g, 0.5lb), Mithral Shirt (1100g, 12.5lbs) Other Gear Cloak of Resistance +1 (1000g, 1lb), Potion of Cure Light Wounds (50g), Potion of Lesser Restoration (300g), Ioun Torch (75g), Monk’s Outfit (2lbs), Bamboo Hat (5s, 0.5lbs), Adventurer’s Sash (20g, 3lbs), Belt Pouch (1g, 2 gold coins, 4 silver coins, 0.62lbs), Waterskin (1g, 4lbs), Silk Rope 50’ (10g, 5lbs), Arrow (Grappling) (1g, 0.5lbs), Wrist Sheath (Spring-Loaded) x2 (10g, 2lbs), Concealable Theives’ Tools (190g, 0.5lbs), Journal (10g, 1lb), Inkpen (1s), Ink (8g), Scrivener’s Kit (2g, 1lb), Paper (Sheet) x3 (1g, 2s), Bottle (2g, 1lb), Mess Kit (2s, 1lb), Hammock (1s, 3lbs), Flint and Steel (1g) Total Encumbrance = 49.92lbs (Light Load = <50lbs, Medium Load = <100lbs, Heavy Load = <150lbs, Lift = <300lbs, Drag = <750lbs)

Brigand: (Campaign Trait)
You hail from the River Kingdoms or the more lawless reaches of Brevoy. Life has been hard for you. Perhaps your parents and siblings were crooks and con artists, or maybe your rough, lonely life lead you to fall in with thieves and worse. You know how to ambush travelers, bully traders, avoid the law, and camp where no one might find you. Recently, you’ve run into some trouble, either with the law or with other bandits, and you’re looking to get away to somewhere no one would ever think to look for you. An expedition into the rugged wilderness seems like a perfect way to lie low until the trouble blows over. You begin the campaign with an extra 100 gp in ill-gotten gains. You also gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk.

Ambush Training: (Combat Trait) You’ve learned that taking an enemy by surprise can end a combat before it begins. You gain a +1 trait bonus on initiative checks and a +1 trait bonus on weapon damage rolls during any surprise round in which you act.

Physical Description:
Mister Haane Pinkjaw is smaller than average for a tengu. He stands only 4’5” tall and weighs roughly 80lbs. The first thing most people notice about him is that he has mud-colored brown feathers not black, dark brown eyes and a distinctly pink beak, a rarity among his kin. Haane also wears slightly tattered clothing and loose-fitting sashes similar to a monk’s garb as well as a chipped bamboo hat most commonly found in Tian Xia. Several impressive blades hang at his side including a familiar sight in the nation of Brevoy, an Aldori Dueling Sword. A black raven accompanies Haane in his travels as well, often perched upon his hat.

Mister Haane Pinkjaw is a bit of an enigmatic personality. Known by most simply as “Mister Pink”, he reeks of untold secrets and often speaks in riddles or half-truths as well as in many, many different languages. Haane has never had a place to call home or experienced many feelings of safety or comfort. His trust is not easily earned which is undoubtedly the result of a life spent on the run. He’s been betrayed and double-crossed more times than he cares to count and has the appropriate number of scars to prove it, thankfully most are covered by feathers or he might appear even more loathsome. Despite his bleak appearance and obfuscating vocabulary, Haane is not cynical at heart and more often than not means to do the right thing if he can. He simply finds himself in the wrong place at the wrong time and becomes forced to do what he must to survive. Yet he maintains hope that one day he will find trustworthy companions, the wealth he deserves and at long last a place to call home.

Mister Haane Pinkjaw is not his real name of course. It was a mocking title given to him by an infamous and cruel pirate captain of the Sellen Passage many years ago. Ever since, Haane’s life has been riddled with crime and torment but the relatively young tengu has persevered nonetheless.

Haane’s journey began decades ago when his family traveled from their homeland over the Crown of the World via the perilous Path of Aganhei to escape persecution in the warring Successor States of Tian Xia. Barely more than a hatchling, he was faced with the harsh climates of the north and harsher peoples along the way. They were being smuggled to Avistan in the company of a band of human traders, who had traveled the route many times. Haane learned their languages easily as there’s little to do but talk and try to stay warm in the wastes of the north. Unfortunately, upon reaching the Lake of Mists and Veils, he and his family also learned far too late that they were not being delivered into salvation but sold into slavery by unscrupulous scoundrels. Haane never saw any of them again.

Tengus are known as jinx eaters aboard pirate ships, a valuable commodity indeed as they are believed to absorb curses and bad luck. Haane, young as he was, had become a cabin boy in service to the captain of the ship. Over the years, he learned the ropes of sailing and sword-fighting working for merciless brigands. Life was cold, hard and filled with brutal punishments but he managed to find brief solace in the company of the ship’s elven diviner, Tessera, and her raven familiar, affectionately named “Mister Black”. She explained to Haane that everything happens for a reason, even cruelty and malice. Each individual is just a small piece constantly moving closer to its final place in a larger puzzle. What’s most important is to have the clarity of vision to see it coming before it happens and the wisdom to act. A technique used by Tessera on many occasions to the great fortune and plunder of herself and her benefactors. Haane learned many new languages and added the profession of scribe to his growing list of skills, often ferrying secret messages to unknown contacts.

Finally, a day came when the pirates’ fortunes did not end favorably. That morning, Tessera was nowhere to be found but she had left explicit instructions detailing the plunder of a weakly fortified vessel sailing out from Port Ice. The assault ended in disaster with several ships finding their way to the bottom of the Lake. In a brilliant moment of self-preservation, Haane took the opportunity to escape as well as several of the cruel captain’s prized possessions. In the chaos of the battle, disappearing into the mists was a simple task for the clever tengu. When he reached shore, Haane discovered that he was not alone. Mister Black was perched upon a nearby branch. “Follow me, Mister Pink” it cawed surprisingly in the native tengu tongue “Your kingdom awaits” before flying off toward the south.

-----Special Abilities-----

Tengu Racial Traits:
+2 Dexterity, +2 Wisdom, -2 Constitution: Tengus are fast and observant, but relatively fragile.

Tengu: Tengus are humanoids with the tengu subtype.

Medium: Tengus are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Tengus have a base speed of 30 feet.

Senses: Tengus have low-light vision.

Sneaky: Tengus gain a +2 racial bonus on Perception and Stealth checks.

Gifted Linguist: Tengus gain a +4 racial bonus on Linguistics checks, and learn two languages each time they gain a rank in Linguistics rather than one language.

Swordtained: Tengus are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).

Natural Weapon: A tengu has a bite attack that deals 1d3 points of damage.

Languages: Tengus begin play speaking Common and Tengu. Tengus with high Intelligence scores can choose any languages they want (except for secret languages, such as Druidic).

Unchained Rogue (Swordmaster) Class Features:
Class Skills The Rogue (Unchained)'s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Intimidate (Cha), *Knowledge (nature) (Int)*, Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), *Survival (Wis)*, Swim (Str), and Use Magic Device (Cha).

Weapon and Armor Proficiency Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

Sneak Attack (Ex): (+3d6) 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.

Finesse Training (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 (Aldori Dueling Sword). 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.

Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she can attempt an immediate Perception check to notice the trap. This check should be made in secret by the GM.

Combat Trick: A rogue who selects this talent gains a bonus combat feat (Two-Weapon Fighting).

Trance (Ex): At 3rd level, a swordmaster learns to focus her martial prowess using an intense meditative trance. Under the influence of a trance, the swordmaster can perform fantastic martial feats. Entering a trance is a full-round action that provokes attacks of opportunity. The swordmaster can maintain the trance for a number of rounds per day equal to 4 + her Wisdom modifier. At each level beyond 3rd, she can remain in the trance for 1 additional round. She can end her trance as a free action. Following a trance, the swordmaster is fatigued for a number of rounds equal to 2 × the number of rounds she spent in the trance. A swordmaster cannot enter a new trance while fatigued but can otherwise enter a trance multiple times during a single encounter or combat. If a swordmaster falls unconscious, her trance immediately ends.

At 3rd level, the swordmaster chooses one trance from the list below. She chooses another trance at 6th, 9th, 12th, 15th, and 18th level. She can only use one type of trance at a time.

Crane Trance (Ex): The swordmaster’s blade rises and falls with the graceful sweeping arcs of the mountain crane. When in this trance, a swordmaster gains the benefits of the Crane Style feat.

Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Rogue’s Edge (Ex): At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.

Acrobatics Skill Unlock (5 Ranks): You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren’t denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.

Uncanny Dodge (Ex): At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Variant Multiclassing:
Wizard A character who chooses wizard as his secondary class gains
the following secondary class features.

School: At 1st level, he chooses a school of magic in which
to specialize. For all powers of that school, he treats his
character level as his effective wizard level. Divination (Foresight).

Familiar: At 3rd level, he gains a familiar, treating his character level as his effective wizard level.


Mister Black
Raven (Decoy)
N Tiny Animal
Init +2; Senses Low-Light Vision; Perception +10
AC 17, Touch 14, Flat-Footed 15 (+3 Natural, +2 Dex, +2 Size)
hp 23
Fort +1, Ref +6, Will +3
Defensive Abilities: Improved Evasion
Speed 10 ft., Fly 40 ft. (Average)
Melee Bite +7 (1d3-4)
Space 2-1/2 ft.; Reach 0 ft.
Str 2, Dex 15, Con 8, Int 8, Wis 15, Cha 7
Base Atk +3; CMB +3; CMD 9
Feats Deceitful, Weapon Finesse
Skills Acrobatics +10, Appraise +1, Bluff +8, Climb +0, Diplomacy +2, Disable Device +2, Escape Artist +3, Fly +14, Knowledge (Arcana) +0, Knowledge (Geography) +0, Knowledge (Local) +0, Knowledge (Nature) +0, Knowledge (Nobility) +0, Knowledge (Planes) +0, Linguistics +4, Perception +10, Profession (Sailor) +3, Profession (Scribe) +3, Sense Motive +3, Sleight of Hand +3, Spellcraft +0, Stealth +17, Survival +7, Swim +0, Use Magic Device -1
Languages Common (Chelish/Taldane), Cyclops, Draconic, Dwarven, Elven, Giant, Gnome, Halfling, Hallit, Iobarian, Skald, Sylvan, Tengu, Tien (Common)
SQ Deceitful, Deliver Touch Spells, Empathic Link, Impoved Evasion, Mockingbird, Share Spells
Combat Gear Alchemist’s Fire (20g, 1lb), Thunderstone (30g, 1lb) Other Gear Bandolier (Tiny, 5sp)
Physical Description The raven is an omnivorous scavenger that eats carrion, insects, food waste, berries, and even small animals.

-----Special Abilities-----

Familiar Decoy Archetype
Class Skills: A decoy treats Bluff as a class skill.

Deceitful: A decoy gains Deceitful as a bonus feat. This replaces alertness.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Mockingbird (Ex): At 5th level, a decoy can speak any of its master’s languages. At 7th level, it can mimic its master’s voice and intonation perfectly. This ability replaces speak with master and speak with animals of its kind.

Agile Manuevers (Feat Tax): You've learned to use your quickness in place of brute force when performing combat maneuvers.
Benefit: Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus.
Normal: You add your Strength bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus.

Combat Expertise (Feat Tax): You can increase your defense at the expense of your accuracy.
Prerequisites: Int 13.
Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Crane Style (Trance): Your unarmed fighting techniques blend poise with graceful defense.
Prerequisites: Dodge, Improved Unarmed Strike, base attack bonus +2 or monk level 1st.
Benefit: You take only a –2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 dodge bonus to your Armor Class.

Deadly Aim (Feat Tax): You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.
Prerequisites: Dex 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Improved Intiative: Your quick reflexes allow you to react rapidly to danger.
Benefit: You get a +4 bonus on initiative checks.

Point-Blank Shot (Feat Tax): You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Power Attack (Feat Tax): You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Tengu Wings: You can grow wings that allow you to fly.
Prerequisites: Character level 5th, tengu.
Benefit: Once per day, you can sprout a pair of giant crow’s wings, granting you a fly speed of 30 feet (average maneuverability). This spell-like ability otherwise functions as beast shape I (though you do not gain any other benefits of that spell) with a caster level equal to your level.

Two-Weapon Fighting: You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.
Prerequisites: Dex 15.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting in Combat. Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.

Weapon Finesse: You are trained in using your agility in melee combat, as opposed to brute strength. Benefit: With a light weapon, 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.