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Quark-Quo Pleenks's page

No posts. Organized Play character for Tiaburn.


About Quark-Quo Pleenks

Quark-Quo Pleenks
Male grippli hunter 2/rogue (unchained, poisoner) 1 (Pathfinder RPG Advanced Class Guide 26, Pathfinder RPG Advanced Player's Guide 134, Pathfinder RPG Bestiary 2 149, Pathfinder Unchained 20)
NG Small humanoid (grippli)
Init +3; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 19, touch 14, flat-footed 16 (+4 armor, +3 Dex, +1 shield, +1 size)
hp 23 (3d8+5)
Fort +4, Ref +8, Will +1
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Offense
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Speed 30 ft., climb 20 ft.
Melee bardiche +3 (1d8+1/19-20) or
. . kukri +5 (1d3+1/18-20) or
. . rapier +5 (1d4+1/18-20)
Ranged blowgun +5 (1)
Special Attacks sneak attack (unchained) +1d6
Hunter Spells Known (CL 2nd; concentration +3)
. . 1st (3/day)—cheetah's spirit, feather step[APG] (DC 12), lead blades[APG], summon nature's ally I
. . 0 (at will)—create water, detect poison, guidance, mending, purify food and drink (DC 11)
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Statistics
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Str 13, Dex 17, Con 12, Int 13, Wis 13, Cha 10
Base Atk +1; CMB +1; CMD 14
Feats Butterfly's Sting, Combat Expertise, Outflank[APG], Weapon Finesse
Traits devotee of the green, savannah child
Skills Acrobatics +7, Climb +12, Craft (alchemy) +5, Escape Artist +7, Handle Animal +7, Heal +5, Knowledge (nature) +7, Perception +6, Ride +8, Sense Motive +5, Stealth +11, Survival +6 (+8 to avoid becoming lost), Swim +4
Languages Common, Grippli, Sylvan
SQ animal companion (tyrannosaurus named Animal Companion), animal focus (2 minutes/day), defensive training, jumper, nature training, poison use, track +1, wild empathy +2
Combat Gear potion of reduce person, wand of acid maw (50 charges), wand of cure light wounds (CL 3rd, 8 charges), wand of snare (CL 5th, 1 charges), drow poison; Other Gear mwk lamellar (leather) armor[UC], darkwood buckler, bardiche[APG], blowgun, blowgun darts (10), kukri, rapier, wayfinder[ISWG], backpack, bedroll, belt pouch, flint and steel, mess kit[UE], spell component pouch, trail rations (5), waterskin, wooden holy symbol of Desna, 1,754 gp, 8 sp
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Special Abilities
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Animal Companion (animal companion (tyrannosaurus named Animal Companion)) (Ex) If no current companion, summon nature's ally spells last 1 min/level but only 1 at a time.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Animal Focus (2 minutes/day) (Su) As a swift action, gain bonuses from emulated animal(s). If no companion, +1 slots.
Butterfly's Sting You can forgo a critical hit in order to pass it on to an ally.

Prerequisites: Combat Expertise, worshiper of Desna.

Benefit: When you confirm a critical hit against a creature, you can choose to forgo the effect of the cr
Climbing (20 feet) You have a Climb speed.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +2 dodge bonus to AC against Large or larger animals and magical beasts.
Jumper You always are considered to have a running start when jumping.
Nature Training (Ex) Hunter levels count as druid/ranger levels for feats, traits, and options to improve animal companions.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.