Shorafa Pamodae

Roberta Crask's page

33 posts. Alias of DBH.


Full Name

Roberta Crask Roberta

Race

Tiefling (Oni-blooded)

Classes/Levels

Brawler 7/Rogue 1. HP71, AC21, T15, FF18, F9, R15, W5. Init +2, Perception + 11 Roberta

Gender

Female

Size

med

Age

28

Special Abilities

Roberta

Alignment

N

Languages

Abyssal, Common, Draconic, Infernal

Strength 18
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 12
Charisma 12

About Roberta Crask

ROBERTA CRASK

Female Tiefling (Oni-Spawn) brawler 7 / rogue 1. NE medium outsider (native)

Init +2; Senses Darkvision (60 ft.), Perception +10,

Languages Abyssal, Common, Draconic, Infernal

AC 21, touch 15, flat-footed 18, hp 91 (8HD)

Fort +9, Ref +11, Will +5, +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol

Defensive Abilities AC Bonus, Resistances Cold 5, Electricity 5, Fire 5,

Speed 40 ft. (8 squares)

Melee unarmed strike +12/+7 (2d6+5)

Ranged +1 pistol (double-barreled) +10/+5 (1d8+1/x4)

Melee brawler's flurry +10/+10/+5 ()
.
Base Atk +7; CMB +11 (+13 grapple) (+12 trip); CMD 26 (28 vs grapple) (27 vs trip)

Atk Options Blind-Fight, Sneak Attack 2d6,

Special Actions Brawler's Flurry, Brawler's Strike, Close Weapon Mastery, Knockout,

Innate Spell-Like Abilities: alter self ( DC , 1/day)

Abilities Str 18, Dex 14, Con 14, Int 14, Wis 12, Cha 12

Special Qualities Bonus Feats, Brawler's Cunning, Darkvision, Fiendish Language, Fiendish Resistance, Fiendish Sorcery, Finesse Training, Martial Flexibility, Martial Training, Skilled, Spell-Like Ability, Trapfinding, Weapon and Armor Proficiency,
Feats Accomplished Sneak Attacker, Blind-Fight, Combat Reflexes, Exotic Weapon Proficiency (Firearms), Improved Natural Attack (Unarmed Strike), Improved Unarmed Strike, Tiger Style, Weapon Finesse

Skills:
Acrobatics +13, Acrobatics (When Jumping) +22,
Appraise +8,
Bluff +6,
Climb +8,
Diplomacy +5, Diplomacy (Influence law-abiding citizens) +1,
Disable Device +11,
Disguise +3,
Escape Artist +2,
Fly +2,
Heal +1,
Intimidate +9,
Knowledge (Dungeoneering) +6,
Knowledge (Local) +11,
Knowledge (Planes) +9,
Perception +10, Perception (Trapfinding) +11,
Profession (Baker) +8,
Profession (Brewer) +8,
Profession (Cook) +12,
Sense Motive +7,
Sleight of Hand +6,
Stealth +9,
Survival +8,
Swim +8,
Use Magic Device +5

Possessions roberta's amulet; unarmed strike; ring of protection +2; +2 mithral shirt; cloak of resistance +2; boots of striding and springing; brawler's flurry; Handy Haversack [ Bullet (Adamantine) (x10); Bullet (Firearm/Silver) (x10); Bullet (Firearm/30); ]; +1 Pistol (Double-Barreled) ;

AC Bonus (Ex) When wearing light or no armor, a brawler adds 1 AC as a dodge bonus to her Armor Class. If a brawler is helpless or immobilized, she loses this bonus.

Bonus Feats At 2nd level and every 3 levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus combat feat. Upon reaching 5th level and every 3 levels thereafter, a brawler can choose to learn a new bonus combat feat in place of a bonus combat feat she has already learned. In effect, the brawler loses the bonus combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A brawler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus combat feat for the level.

Brawler's Cunning (Ex) If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.
Brawler's Flurry (Ex) Starting at 2nd level, a brawler can make a brawler's flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the "monk" special feature. She does not need to use two different weapons to use this ability. A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler's flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler's flurry. A brawler with natural weapons can't use such weapons as part of brawler's flurry, nor can she make natural weapon attacks in addition to her brawler's flurry attacks. At 8th level, the brawler gains use of the Improved Two- Weapon Fighting feat when using brawler's flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler's flurry. You can make a flurry of blows as a full-attack action. When doing so, you may make one additional attack, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes, weapons from the close fighter weapon group or monk weapons. You may substitute any of these attacks for a disarm, sunder or trip combat maneuver. You cannot use Brawler's Flurry with natural weapons.

Brawler's Strike (Ex) A brawler's unarmed strikes are treated as magic weapons for the purpose of overcoming damage reduction.

Close Weapon Mastery (Ex) When wielding a close weapon, she uses the unarmed strike damage of a brawler 4 levels lower instead of the base damage for that weapon. This must be declared before the attack roll is made. When wielding a close weapon, you may treat its base damage as 1d6 (you may apply any effects that increase your unarmed damage dice).

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Fiendish Language (Ex) Tieflings speak either Abyssal or Infernal.

Fiendish Resistance (Ex) Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

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. 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.

Infamous You were publicly linked, truthfully or not, to a crime of significant infamy. You draw attention wherever you go and risk imprisonment or worse in the jurisdiction where the crime was committed. You and your apparent allies take a -4 penalty on Diplomacy checks to interact with law-abiding citizens (except enemies of the authority that accused you).

Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.

Knockout (Ex) 1/day, you can unleash a devastating attack that can instantly knock a target unconscious. You must announce this intent before making your attack roll. If you hit and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 17) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability.

Maneuver Training (Ex) A brawler can select combat maneuvers to receive additional training. You gain +2 to CMB and CMD to Grapple combat maneuvers. You gain +1 to CMB and CMD to Trip combat maneuvers.

Martial Flexibility (Ex) The brawler can gain the benefit of two combat feats he doesn't possess. He can select one feat as a swift action or two feats as a move action. This effect lasts for 1 minute. The brawler must otherwise meet all the feat's prerequisites. He can use this ability a number of times per day equal to 6. The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation, any uses of that combat feat while using this ability count toward that feat's daily limit. At later levels, when he gains multiple feats through this ability, the brawler can use those feats to meet the prerequisites of other feats he gains with this ability. Doing so means he cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability.

Martial Training (Ex) A brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Poverty-Stricken Your childhood was tough, and your parents had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you.

Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.
Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.
Resistance to Fire (Ex) You may ignore 5 points of Fire damage each time you take fire damage.

Scholar of the Great Beyond (Knowledge (Planes)) Your greatest interests as a child did not lie with current events or the mundane- you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease. You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (your choice) is always a class skill for you.

Skilled (Ex) Oni-Spawn tieflings have a +2 racial bonus on Disguise and Intimidate checks.

Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 2d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

Spell-Like Ability (Sp) Oni-Spawn tieflings can use alter self 1/day as a spell-like ability.

Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.

Weapon and Armor Proficiency A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor, and shields (except tower shields).