Full Name |
Scram (The Weakling) |
Race |
| HP: 50/50| AC: 17/17/14|Init: +3| Perc: +7| Fort: +12| Ref: +10| Will: +11| CMB: +4| CMD: 15| Fist +7;1d4| Range: +7;1d4| |
Classes/Levels |
|
Gender |
Female Halfling Paladin (Hospitaler) 2 / Oracle () 1 / Unchained Monk (Scaled Fist) 2 |
Size |
Small |
Special Abilities |
Deaf, Smite, Heal. Kick butt, Stealth, Divine Grace, Evasion, Lay on Hands. |
Alignment |
Lawful Good |
Languages |
Common, Halfling, Goblin |
Strength |
10 |
Dexterity |
16 |
Constitution |
14 |
Intelligence |
10 |
Wisdom |
14 |
Charisma |
16 |
About 'Scram' Ssslic the Weakling
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[Url]Submission[/url]
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Scram
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Character Crunch
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Female Halfling Paladin (Hospitaler) 2 / Oracle () 1 / Unchained Monk (Scaled Fist) 2
Lawful Good Small Humanoid
Init +3; Senses Darkvision 60ft Perception +7
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Defense
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AC 17, touch 17, flat-footed 14 (+0 armor, +0 Shield, +3 Dex, +3 Cha, +1 size +0 natural, +0 Deflection, +0 Dodge)
hp 50 (4d10+1d8+10) (Toughness +3)
Fort +12, Ref +10, Will +11
Resist None
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Offense
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Speed 20 ft.
Ranged Range +7 (1d4 20/x2)
Melee Unarmed Strike +7 (1d4 20/x2)
Special Attacks Smite Evil 1/day +3 to hit/+1 dmg/+3 AC, Aura 6/day Allies +2 will vs fear/Enemies -2 vs Fear 10 fooot radius, Lay on Hands 1d6 5/day
Spell-Like Abilities
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Statistics
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Str 10, Dex 16, Con 14, Int 10, Wis 14, Cha 16
Base Atk +4; CMB +4; CMD 15
Languages Common, Halfling, Goblin
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Feats
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Weapon Finesse (1)
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.
Throw Anything (Monk Bonus Feat 1)
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.
Toughness (3)
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Deflect Arrows (Monk Bonus Feat 2)
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.
Draconic Heritage (5)
Choose one type of dragon from the options presented below. You gain the draconic heritage ability from your chosen dragon type. The save DCs of any associated ability are equal to 10 + 1/2 your Hit Dice + your Charisma modifier.
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Traits
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Blessed Touch (Religion)
You may have been raised in a devout family, studied the divine in a formal church environment, or even learned how to combine traditional healing techniques with those of divine casters. In so doing, you have focused yourself into being the perfect vessel for your deity. Divine power flows through you like a mountain stream, making your healing touch more potent than that of others. You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell.
Dangerously Curious (Magic)
You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
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Class Features
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Weapon and Armor Proficiency:
Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Good (Ex):
The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp):
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil (Su):
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
This functions as the paladin ability, but the hospitaler can smite evil one additional time per day at 7th level, and every six levels thereafter (instead of 4th level and every three levels thereafter).
Divine Grace (Su):
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay On Hands (Su):
Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Weapon and Armor Proficiency:
Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality.
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.
Draconic Might :
Any of the scaled fist’s class abilities that make calculations based on her Wisdom (including bonus feats with DCs or uses per day, such as Stunning Fist, but not Wisdom-based skills or Will saving throws) are instead based on her Charisma.
AC Bonus (Ex):
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and 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.
Bonus Feat:
At 1st level, 2nd level, and every 4 levels thereafter, a monk can select a bonus feat. These feats must be taken from the following list: Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything. At 6th level, the following feats are added to the list: Gorgon’s Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility. At 10th level, the following feats are added to the list: Improved Critical, Medusa’s Wrath, Snatch Arrows, and Spring Attack. A monk need not have any of the prerequisites normally required for these feats to select them.
Bonus Feats: A scaled fist adds Dragon StyleUC and Intimidating Prowess to her list of bonus feats at 1st level. At 6th level, she adds Dazzling Display and Dragon FerocityUC. At 10th level, she adds Disheartening DisplayACG, Dragon RoarUC and Shatter Defenses.
This ability modifies bonus feats.
Flurry of Blows (Ex):
At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).
At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.
Stunning Fist (Ex):
At 1st level, the 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, the monk 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 fatigued by Stunning Fist cannot become exhausted if hit by Stunning Fist again), but additional hits do increase the duration.
Unarmed Strike (Ex):
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks can be with fists, elbows, knees, and feet. This means that a monk can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk can apply his full Strength bonus on damage rolls for all his unarmed strikes. A monk’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.
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.
Evasion (Ex):
At 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a 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.
Weapon and Armor Proficiency:
Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.
Spells:
An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier.
Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table 2–5. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
Unlike other divine spellcasters, an oracle’s selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table 2–6. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table 2–6 are fixed.
In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed.
Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery.
Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.
Mystery:
Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.
At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table 2–6. They cannot be exchanged for different spells at higher levels.
Oracle’s Curse (Ex):
Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must a single curse. All curses can be found here.
Orisons:
Oracles learn a number of orisons, or 0-level spells, as noted on Table 2–6 under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Revelation:
At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action.
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Adventuring Skills
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Acrobatics +9 (+3 Rank, +3 trained, +4 Ability, -0 Armor)
Bluff +3 (+0 Rank, +0 trained, +3 Ability)
Climb +0 (+0 Rank, +0 trained, +0 Ability, -0 Armor)
Diplomacy +3 (+0 Rank, +0 trained, +3 Ability)
Disable Device +0 (+0 Rank, +0 trained, +0 Ability, -0 Armor)
Disguise +3 (+0 Rank, +0 trained, +3 Ability)
Escape Artist +7 (+1 Rank, +3 trained, +3 Ability, -0 Armor)
Fly +3 (+0 Rank, +0 trained, +3 Ability, -0 Armor)
Heal +2 (+0 Rank, +0 trained, +2 Ability)
Intimidate +3 (+0 Rank, +0 trained, +3 Ability)
Knowledge (Religion) +4 (+1 Rank, +3 trained, +0 Ability)
Knowledge (History) +0 (+0 Rank, +0 trained, +0 Ability)
Knowledge (Arcana) +4 (+1 Rank, +3 trained, +0 Ability)
Knowledge (Planes) +0 (+0 Rank, +0 trained, +0 Ability)
Perception +7 (+2 Rank, +0 trained, +2 Ability)
Ride +3 (+0 Rank, +0 trained, +3 Ability, -0 Armor)
Sense Motive +6 (+2 Rank, +3 trained, +2 Ability)
Spellcraft +5 (+2 Rank, +3 trained, +0 Ability)
Stealth +14 (+2 Rank, +3 trained, +3 Ability, -0 Armor, +4 Size, +2 Racial)
Survival +3 (+1 Rank, +0 trained, +2 Ability)
Swim +0 (+0 Rank, +0 trained, +0 Ability, -0 Armor)
Use Magic Device +9 (+2 Rank, +3 trained, +3 Ability, +1 Trait)
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Background Skills
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Appraise +0 (+0 Rank, +0 trained, +0 Ability)
Artistry +0 (+0 Rank, +0 trained, +0 Ability)
Craft () +0 (+0 Rank, +0 trained, +0 Ability)
Handle Animal +3 (+0 Rank, +0 trained, +3 Ability)
Knowledge (Engineering) +8 (+5 Rank, +3 trained, +0 Ability) Background
Knowledge (Geography) +8 (+5 Rank, +3 trained, +0 Ability) Background
Knowledge (Nobility) +4 (+1 Rank, +3 trained, +0 Ability)
Linguistics +0 (+0 Rank, +0 trained, +2 Ability)
Lore +0 (+0 Rank, +0 trained, +0 Ability)
Perform () +3 (+1 Rank, +0 trained, +3 Ability)
Profession +0 (+0 Rank, +0 trained, +0 Ability)
Sleight of Hand +0 (+0 Rank, +0 trained, +3 Ability, -0 Armor)
*Class Skills in Bold*
*Background Skill points spent as Background in Skill section.*
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Magic
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Bonus Spells (1st: 1, 2nd: 1, 3rd:)
Caster Level:
Spells (4) Level 0 DC 13 4/4
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Spells (2) Level 1 DC 14 4/4
Cure Light WoundsY: Cures 1d8 damage + 1/level (max +5).
Protection from Evil: +2 to AC and saves, plus additional protection against selected alignment.
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Special Abilities
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Deaf (Oracle Curse):
You cannot hear and suffer all of the usual penalties for being deafened. You cast all of your spells as if they were modified by the Silent Spell feat. This does not increase their level or casting time. At 5th level, you receive a +3 competence bonus on Perception checks that do not rely upon hearing, and the initiative penalty for being deaf is reduced to –2. At 10th level, you gain scent and you do not suffer any penalty on initiative checks due to being deaf. At 15th level, you gain tremorsense out to a range of 30 feet.
Dragon Senses (Ex):
Your senses take on a keen draconic edge. You gain either darkvision with a range of 60 feet or low-light vision. At 5th level, you can select darkvision with a range of 60 feet or low-light vision if you do not yet have both, or you can add 60 feet to the range of your darkvision. At 11th level, you gain blindsense with a range of 30 feet. If you already have blindsense, you instead increase its range by 30 feet. At 15th level, you gain either the scent ability or a +4 bonus on Perception checks.
Draconic Heritage: Imperial
Imperial dragons see themselves as masters of their respective domains, and those with heritages influenced by their legacies often have this same aggressively territorial nature. Individuals with this heritage tend to be charismatic, commanding, and proud people who have an unusual intensity.
Draconic Heritage:
As a swift action, you emit an aura of command with a 10-foot radius for 1 round. Allies within your aura gain a +2 bonus on Will saves against fear. Enemies in your aura take a –2 penalty on Will saves against fear. You can use this ability a number of times per day equal to 3 + your Charisma bonus.
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Equipment
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Equipment list
Melee Weapons
Ranged Weapons Pebbles *30
Armor
Other Gear
Explorer's Outfit (Free)
Magic Item
Handy Haversack
Wand Of Cure Light Wounds (45/50)
Wealth 10 PP 9 GP 10 SP 7CP
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Racial Traits
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Halfling
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small statures make them weaker than other races.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Human Shadow: Halflings seem to pop up wherever humans are found, in part because they actively support and move with human explorers, settlers, and travelers without drawing attention to themselves. These halflings can use Stealth to hide behind creatures at least one size category larger than themselves, without any other source of concealment or cover. As long as the halflings are within 30 feet of a human, they gain a +2 racial bonus on Sleight of Hand checks and Stealth checks. This racial trait replaces keen senses and sure-footed.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following languages: Dwarven, Elven, Gnome, and Goblin.
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Background Story
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Ever had a younger sibling who you wnated out of the way?
Or the one that always tattled or got underfoot?
The weak yet noisy one.
Curious though tend to not be able to get out of trouble.
Meet Scram.
She's being called Scram for so long that she and the other's around her forgot her actual name. Being tagged with the moniker The weakling didn't do her any favors.
Except she thought of herself as a Dragon.
She was tough.
She was Majestic.
She wasn't going to let life break her.
She was.........deaf.
Minor problem. She was gonna soar over the rest with her rough street fighting style, she somehow willed herself to wield magic and called it her own draconic magic. She would follow the Law and attempt to put it as her way of championing it.
Her tiny statue though made her almost unnoticable to others.
Before you know it, there she was.
Or her high pitched loud voice.
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Physical Appearance
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Scram is short even amongst other halflings. She could be considered a true runt.
Rather Scrawny due to a poor diet.
Wears a liazard mask aged and srubbed so hard to resemble a Dragon's mask.
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General Personality
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Posting Rate
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Generally at GMT +8 timing but i check fairly often.