Kobold Scalecaster

Sharra 'es's page

119 posts. Alias of natloz.


Full Name

Sharra 'es

Race

| HP: 23/29| AC: 19 (18 Tch, 15 Fl) | CMB: 0, CMD: 17 | F: +5, R: +7, W: +1 | Init: +4| Perc: +6 (darkvision 60ft)

Classes/Levels

| Speed 30ft | Stunning Fist 1/1 | Ki points: N/A | Active conditions:

Gender

Female LN Kobold U-Monk (Scaled Fist) 1 U-Rogue (Dark Lurker) 2

Strength 8
Dexterity 18
Constitution 14
Intelligence 12
Wisdom 10
Charisma 15

About Sharra 'es

Sharra 'es Unchained Monk (scaled fist) 1 Unchained Rogue (Dark Lurker) 2 (FCB: +1 HP)
Init +4; Senses Perception +5; Darkvision

==DEFENSE==
AC 19, touch 18, flat-footed 15 (+4 dex, +2 Cha, +1 size, +1 race, +1 dodge)
hp 29 (1d10+2,+1, 2d8+2) (Rolls: 10, 8, 4)
Fort +5, Ref +7, Will +1

Special Defense Monk AC Bonus (+0 Monk; Add Cha bonus to AC and CMB); +2 vs charm and compulsion effects.

==OFFENSE==
Spd 30 ft
Melee Unarmed Strike +8 (1d4-1) 20/x2
Flurry +8/+8 (1d4-1) 20/x2
Ranged Sling +7 (1d3-1) 20/x2

Special Attacks Stunning Fist (DC: 13) 1x, Flurry of Blows [extra attack on full attack at highest attack bonus]; Sneak Attack 1d6

==STATISTICS==
Str 8, Dex 18 (16+2), Con 14, Int 12 (10+2), Wis 10 (10), Cha 15
BAB +2, CMB 0, CMD 17
Feats Stunning Fist, Improved Unarmed Strike, Dodge, weapon Finesse, weapon focus (unarmed strike)

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)
Climb +1 (-1 str +2 race)
Craft snare +2 (+2 race +1 int)
Disable Device +10 (4 dex +3 rank +3 cs)
Escape Artist +10 (4 dex +3 rank, +3 cs)
Intimidate +8 (+2 Cha +3 rank +3 cs)
Know Engineering +3 (1 Int +2 race)
Know history +7 (1 Int +1 rank +3 cs +2 race)
Perception +6 (0 Wis +3 rank +3 cs)
Perception vs traps +7 (+1 trapfinding)
Sleight of Hand +10 (4 dex +3 rank +3 cs)
Stealth +14 (+4 dex +3 rank +3 cs +4 size)
UMD +6 (2 cha +1 rank + 3 cs)

Languages:
Common, Undercommon, Draconic

Traits:
Dirty Fighter: +1 damage vs flanked foes

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.
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.

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)
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, Dragon Style, Intimidating Prowess. 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.

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.
The damage dealt by a monk's unarmed strike is determined by the unarmed damage column on Table 1–2: Monk. The damage listed is for Medium monks.

[u]Rogue Abilites[/u]
Weapon and Armor Proficiency
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

Sneak Attack
If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Trapfinding
A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

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.

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:
Muleback Cords

Equipment:
MW Backpack
Belt pouch
Blanket
50ft hemp rope (2)
Soap
Torches (10)
Waterskin
Crowbar
Grappling Hook
Mirror
Pitons (10)
MW Thieves' Tools
Sack (5)
50 ft string (5)
Travelers Any Tool

Carrying capacity:
Light: 64 or less
Medium: 65 - 130
Heavy: 131-195
Lift: 390
Drag/push: 975

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