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About Sharra 'esSharra 'es Unchained Monk (scaled fist) 1 Unchained Rogue (Dark Lurker) 2 (FCB: +1 HP)
==DEFENSE==
Special Defense Monk AC Bonus (+0 Monk; Add Cha bonus to AC and CMB); +2 vs charm and compulsion effects. ==OFFENSE==
Special Attacks Stunning Fist (DC: 13) 1x, Flurry of Blows [extra attack on full attack at highest attack bonus]; Sneak Attack 1d6 ==STATISTICS==
Skills:
23 points total
Class Skills: Acrobatics, Climb, Craft, Escape Artist, Intimidate, Knowledge (History), Knowledge (religion), Perception, Perform, Profession, Ride, Sense Motive, Stealth, Swim, Appraise, Bluff, Diplomacy, Disable Device, Disguise, Knowledge (dungeoneering), Knowledge (local), Linguistics, Sleight of Hand, Use Magic Device Acrobatics +12 (4 dex +3 rank +3 cs +2 race)
Languages:
Traits:
Irrepressible: Use charisma instead of Wisdom on will saves vs charm and compulsion effects. Racial Abilities:
+2 Dexterity, +2 Intelligence
Size: Kobolds are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks. Scales:Armor: Kobolds naturally scaly skin grants them a +1 natural armor bonus. Crafty: Kobolds gain knowledge (Engineering and history), a Craft or profession skill as class skills. They also gain a plus two to these skills. Prehensile Tail: Your tail is especially flexible and strong, so you’ve learned to use it for both movement and simple tricks. You gain a +2 racial bonus on Acrobatics and Climb checks, and you can use your tail to draw a hidden weapon as a move action instead of as a standard action. Class Abilities:
[u]Monk Abilities[/u] 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. AC Bonus (Ex)When unarmored and unencumbered, the monk adds his Charisma 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.
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. Bonus Feat: (Dodge)
Flurry of Blows (Ex)
Stunning Fist (Ex)
Unarmed Strike (Ex)
[u]Rogue Abilites[/u]
Sneak Attack
Trapfinding
Finesse Training (Ex)
Blades from the Shadows (Ex): At 2nd level, a dark lurker gains the ability to make attacks of opportunity against foes with cover, though not foes with improved cover or total cover. At 6th level, the dark lurker can deal precision damage to targets with total concealment (though any miss chance applies normally, and may prevent an attack from hitting in the first place). Blind-Fight (Ex) At 2nd level, a dark lurker gains Blind-Fight as a bonus feat. This ability replaces the rogue talent gained at 2nd level. Feat Descriptions:
Stunning Fist: 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 Cha 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 (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. Improved Unarmed strike: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice. Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. Weapon Finesse: 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. Weapon Focus (Unarmed Strike): You gain a +1 bonus on all attack rolls you make using the selected weapon.
coins: 449gp 5sp 5cp Magic Equipment:
Equipment:
Carrying capacity:
Background:
As she grew, Sharra 'es showed affinity for sneaking through the tunnels of the underland. When she needed to, she could bully others around with threats. She was eventually given the job of guarding the nursery by either scaring intruders off or striking fast from the shadows. Sharra 'es has guarded her share of egg clutches in her day. Due to her stellar reputation she is chosen to go on a mission to found a new colony. Unbeknownst to her, her "reward" was actually a ploy to get her away from her clan as the elected leader thought she was gaining too much popular support and might win the next election by popular demand. fractional totals:
BAB: 2 2/4| Fort: 1 2/6 (+2) | Reflex: 1 1/2 (+2) | Will: 1 |