Adventurer

Rosie Tangletop's page

249 posts. Organized Play character for RabbitAlmiraj.


Full Name

Rosie Tangletop

Race

| HP: 19/19, Temp hp: 0/0 | AC 15 (T15, FF 11) | CMB: +2 CMD: 16 | F:+5 R:+5 W:+6* | Init +2 | Perc +2, SM +2, Cook +9, Handle Animal +4, Bluff +1, Social -1 | Acrobatics +7, Climb +7, Stealth +7, Swim +6

Classes/Levels

| Speed 20 ft. | Eternal Hope 1/1, Stunning Fist 1/1 | Prepared Agent: 1/1 | Active Conditions: None

Gender

Female Monk 3

Strength 14
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 14
Charisma 9

About Rosie Tangletop

LEVEL UP TO 5

Statistics:

PFS # 293425-3
Faction: Grand Lodge
Experience 12
Fame 20, Prestige Points 22

Rosie Tangletop
Female Gnome Monk 3
LN Small Humanoid (gnome)
Init +2; Senses Low-light vision, Perception +2

------------------------------
DEFENSE
------------------------------
AC 15, touch 15, flat-footed 11 (+0 armour, +2 Dex, +0 shield, +1 size, +2 Wis)
hp 19 (2d8+6)
Fort +5, Ref +5, Will +5 (+6 if an animal is w/in 30 ft.)
…+2 vs. despair, fear, illusions
…+1 vs. enchantment spells and spell-like abilities
...Evasion

------------------------------
OFFENSE
------------------------------
Speed 20 ft.
Melee unarmed strike +5 (1d4+2)
…flurry of blows +5/+5 (1d4+2)
Ranged …improvised thrown +5 (1d?+2)
…acid +5 (1d6) (1 splash)
Special Attacks small (+1 attack), throw anything (+1 attack w/ thrown)

------------------------------
STATISTICS
------------------------------
Str 14, Dex 14, Con 14, Int 12, Wis 14, Cha 9
Base Atk +1; CMB +2; CMD 16
Traits Animal friend, loyalty
Feats Deflect Arrows, Improved Unarmed Strike, Stunning Fist, Throw Anything, Weapon Focus (unarmed strike)
Skills Acrobatics +7, Bluff +1, Climb +7, Diplomacy -1 (0R, +2 in Riddleport to gather information), Handle Animal +4, Intimidate -1 (0R, +2 in Riddleport), Profession (cook) +9, Stealth +7
(6 points; 4 class, 1 INT, 0 race, 1 favoured class)
Abilities AC bonus, eternal hope, evasion, flurry of blows (+0/+0), illusion resistance, obsessive (profession cook), stunning fist (DC 13, 1/day), vivacious, unarmed strike (1d4), weapon familiarity (gnome weapons are martial)
Languages Common, Elven, Gnome, Sylvan

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------

AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Animal Friend (trait): You’ve long been a friend to animals, and feel safer when animals are nearby. You gain a +1 trait bonus on Will saving throws as long as an animal (Tiny or larger, must be at least indifferent toward you) is within 30 feet, and Handle Animal is always a class skill for you.

Deflect Arrows You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn’t count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can’t be deflected.

Eternal Hope: Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result. This racial trait replaces defensive training and hatred.

Evasion (Ex): A monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Flurry of Blows (Ex): A monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon (kama, nunchaku, quarterstaff, sai, shuriken, and siangham) as if using the Two-Weapon Fighting feat (even if the monk does not meet the prerequisites for the feat). For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus. A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
…At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
…At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).

Stunning Fist (Ex): A monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect. At 4th level, he can choose to make the target fatigued. At 8th level, he can make the target sickened for 1 minute. At 12th level, he can make the target staggered for 1d6+1 rounds. At 16th level, he can permanently blind or deafen the target. At 20th level, he can paralyze the target for 1d6+1 rounds. The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.
…You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained, and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk. (DC 13, 1/day)

Throw Anything (feat): You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.

Unarmed Strike: A monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes. Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Small or Large Monk Unarmed Damage on the table given below. (1d4)

Vivacious: Some gnomes retain a trace of the vitality of the First World. These gnomes recover 50% more hit points (minimum 1) whenever they recover hit points from rest. Whenever they are healed of hit point damage by a spell, they heal an additional amount equal to 1/2 the spell’s caster level (minimum 0). The extra healing does not apply to spells that grant fast healing or similar effects. This racial trait replaces gnome magic and keen senses.

Weapon and Armor Proficiency: Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities. Gnomes treat any weapon with ‘gnome’ in it’s title as a martial weapon.

Boons:

Debt of Cyphers: You rescued ex-Pathfinder and Cyphergate scholar Hirako Gurukaza from the hands of pirate kidnappers. In thanks, he has spread your name among the Order of the Cyphers. When in Riddleport, you gain a +2 bonus on Knowledge (arcana) and Linguistics checks when you consult Gurukaza before making the check. In addition, the Order's connection to some of Riddleport's more powerful criminal elements also provides you a future benefit in the form of a +2 bonus on Diplomacy checks made in the city to gather information.

Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it of your Chronicle sheet.

House Thrune’s Favour: Your complete discretion in infiltrating the Chelish embassy has awarded you a rare token stamped with the insignia of House Thrune, signifying your favour in the eyes of House Throne. This grants you a +3 competence bonus on Diplomacy checks to influence high-standing members of House Thrune, the Cherish government, or a Hellknight Order in good standing. This bonus remains in effect as long as the token remains on your person, and the token imparts its bonus only to you.

Prepared Agent: You are more prepared for missions than most Pathfinders. When you attempt a knowledge check as part of an adventure’s mission briefing, treat all knowledge skills as trained. Once per adventure, you can add a bonus equal to half the number of goals you have completed (+1) to one knowledge check or Diplomacy check to gather information.

Prized Find You were instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If you would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, you may cross this boon off your chronicle sheet to remind your superiors of your past breakthroughs and earn the 1 prestige point as if you had successfully fulfilled the condition. You may only use this boon if you would also gain at least 1 XP for completing the adventure.

Riddleport Respect: Word of your defeat of pirate captain Alejia Netrav has spread throughout Riddleport, and you've earned the respect of the criminals and thugs that call the city home. When you flex your muscle, folks in the City of Cyphers pay attention. You receive a +2 bonus on Intimidate checks made in Riddleport as a result.

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Combat Gear acid (3 2), potion of cure light wounds (7)
Possessions pet rabbit, familiar satchel, backpack, bedroll, belt pouch, cooking kit, flint and steel, grooming kit, ink, inkpen, journal (recipe book), mess kit, torch (2), waterskin, wayfinder, cold weather outfit
Carrying Capacity
Light 0-43.5 lb. Medium 43.6-87 lb. Heavy 88-131.25 lb.
Current Load Carried 34.7 lbs.
Money 23,361 GP 0 SP 8 CP

Temporary Gear:

Background:

Rosie Tangletop is the little sister of Master Chef Toban Tangletop. They both love to cook! She loves rabbits and has a pet rabbit she bought from a kitsune rabbit breeder named Bunny Paras. She named her pet rabbit Lily.

Appearance and Personality:

She looks little and weak, but is actually very strong. She has brown hair done up in pig tails, big brown eyes and a big happy smile. She wears a little pink cotton dress, stretchy little shorts, and comfy shoes.