Monkey

Rashaam Shakar's page

38 posts. Organized Play character for James Martin (RPG Superstar 2010 Top 16, 2011 Top 32).


Race

HP 57/57; AC 18, T 14, FF 14; F+8, R+11, W+6; CMD 19; Init +4; Perc +10

About Rashaam Shakar

Rashaam Shakar, the Jade Monkey
Male human (vudrani) rogue 5 (unchained)/ druid 2 (leshy warden)
NG Medium humanoid (human)
Init +4; Senses Perception +10 (+12 vs traps)
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 57 (5d8+10+5FC+2d8+4)
Fort +8, Ref +11, Will +6
Defensive Abilities evasion, trap sense +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 sap +9 (1d6+5 nonlethal) or
. . CI +1 merciful shortsword +9 (1d6+5/19-20) or
. . wooden fist +8 (1d6+2; 4 rounds/day)
Ranged hand crossbow +8 (1d4/19-20)
Special Attacks sneak attack +3d6
--------------------
Statistics
--------------------
Str 12, Dex 19, Con 12, Int 14, Wis 12, Cha 12
Base Atk +4; CMB +5 (+10 steal); CMD 19 (21 vs. steal)
Feats Weapon Finesse*, Improved Steal*, Sap Adept[UC], Sure Grasp[UC], Quick Draw, Sap Master[UC], combat reflexes
Traits armor expert, gold finger
Skills Acrobatics +12, Appraise +10, Bluff +9, Climb +10, Craft Alchemy +11, Disable Device +18, Disguise +9, Escape Artist +12, Knowledge Nature +12, Perception +10, Sleight of Hand +13, Stealth +13, Survival +10
Languages Common, Halfling, Vudrani, Druidic
SQ rogue talent (combat swipe), trapfinding +1, evasion, uncanny dodge, rogue talent (trap spotter), rogue's edge (climb), leshy familiar, green empathy (+2), leshy caller, woodland stride
Purchases cold iron masterwork short sword (320 gp), mwk sap (305 gp), ioun torch (75 gp), boots of the cat (1,000 gp), gloves of reconnaissance (2,000 gp), rogues kit (120 gp w/mwk tools), hand crossbow (100 gp), 4 vials holy water (100 gp), 20 bolts (2 gp), jade monkey mask (50 gp), 10 +1 merciful crossbow bolts (1,661 gp), cloak of resistance +1 (1,000 gp), 1 CLW wand (50 charges; 750 gp), Add +1 to mwk sap (2,000 gp), add +1 to mwk CI short sword (4,000 gp), headband of intelligence +2 (4,000 gp), add merciful to +1 CI short sword (6,000 gp), Ekujae Jungle Armor (3,900 gp), 5012 gp

Spells per Day (4/3)
0 - create water, detect magic, purify food and drink, stabilize
1 - entangle*, commune with birds, endure elements, cure light wounds
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Combat Swipe You don't provoke attacks of opportunity when stealing.
Debilitating Injury Impose -2 penalty to AC, -2 penalty to attack rolls or half speed.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Finesse Training Gain Weapon Finesse as a bonus feat, also add Dexterity modifier instead of strength to damage with shortswords
Sap Adept Gain bonus damage on nonlethal attacks equal to the number of sneak attack damage dice you rolled.
Sap Master When you roll sneak attack on a non-lethal attack, you double the sneak attack dice.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Sure Grasp When climbing, roll twice and take the highest result
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trap Spotter Whenever a rogue with this talent comes within 10 feet of a trap, she can attempt an immediate Perception check to notice the trap.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge Cannot be caught flat-footed and does not lose Dexterity bonus versus invisible oponents.

Leaf Leshy Familiar (Mr. Bean)
N Small plant (leshy, shapechanger)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +1

DEFENSE
AC 14, touch 12, flat-footed 13 (+1 armor, +1 Dex, +1 natural, +1 size)
hp 28 (7d8+1)
Fort +5, Ref +5, Will +5; improved evasion
Immune electricity, sonic, plant traits

OFFENSE
Speed 20 ft., climb 10 ft., fly 10 ft. (clumsy); glide
Melee shortspear +6 (1d4-2/19-20)
Ranged seedpods +6 touch (1 plus deafen)
Spell-Like Abilities (CL 2nd; concentration +3)
Constant—pass without trace

STATISTICS
Str 6, Dex 13, Con 12, Int 6, Wis 12, Cha 13
Base Atk +4; CMB +1; CMD 11
Feats Weapon Finesse
Skills Fly -1, Stealth +5 (+9 in forests and jungles), Survival +1 (+5 in forests and jungles); Racial Modifiers +4 Stealth and Survival in forests and jungles
Languages Druidic, Sylvan; plantspeech (trees)
SQ change shape (Small tree; tree shape), verdant burst

SPECIAL ABILITIES
Glide (Ex) A leaf leshy cannot use its fly speed to hover. When flying, a leaf leshy must end its movement at least 5 feet lower in elevation than it started.
Seedpods (Ex) Leaf leshys sprout explosive acorns, pine cones, or other seedpods, and can hurl these as ranged attacks. A seedpod has a range increment of 10 feet and detonates on contact to deal 1 point of bludgeoning damage (this damage is not modified by Strength). Anyone struck by a seedpod must succeed at a DC 11 Fortitude save or be deafened for 1 round. The save DC is Constitution-based.