Skywin Freeling

Tally McMillen's page

77 posts. Organized Play character for Zuckerman's Famous.


Full Name

Tally Mcmillen

Race

Halfling

Classes/Levels

Unchained Vexxing Dodger 9/ Free Hand Fighter 6/Mouser 1 | HP 128/128 | AC 37, TAC 25, FFAC 30, 43 CMD | Fort +11, +18 Reflex, +9 Will (+5 vs enchantment effects) | +7 Init | Perception +16, See Invisibility | Panache 4 | |

Gender

Female

Size

Small

Age

42

Special Abilities

Climbs EVERYTHING

Alignment

CN

Deity

Shelyn

About Tally McMillen

Tally McMillen
Halfling Unchained Vexxing Dodger 9/ Free Hand Fighter 6/Mouser 1
Favored Class Bonus: 1 skill point per level (9).
LG Humaniod (Halfling Subtype)
Init +7; Senses: Perception +16, Darkvision 60
-----DEFENSE-----
AC 37, touch 25, flat-footed 30 (+3 Armor, +4 Shield, +7 Dex, +3 Natural, +3 Deflection, +4 Dodge, +1 insight, +1 size,
hp 112
Fort +10, Ref +18, Will +15
-----OFFENSE-----
Speed 20 ft.
Climb 20 ft.
Fly 60 ft.
(Caitlin's Bite) +1 Holy Cold Iron Dagger
+23|+18|+13 to hit, 1d3+1 P or S; x2 crit.
+13 BAB, +7 Dex bonus, +1 Singleton, +1 Weapon bonus, +1 Size
(Franklin's Fist) +1 Holy Mithril Cestus
+23|+18|+13 to hit, 1d3+8 P or B; x2 crit.
+13 BAB, +7 Dex bonus, +1 Singleton, +1 Weapon bonus, +1 Size
6d6 Sneak Attack
-----STATISTICS-----
Str 10, Dex 24, Con 14, Int 14, Wis 10, Cha 16
Base Atk +13; CMB +19 (+23 Dirty Trick); CMD 35 (39 Dirty Trick)

Feats: Combat Expertise, Accomplished Sneak Attacker, Signature Skill, Agile Maneuvers, Greater Dirty Trick, Iron Will, Toughness, Skill Focus (Climb), Athletic, Shield Focus, Combat Reflexes, Improved Dirty Trick(From Class)

Rogue Talents: Fast Stealth, Trap Spotter, Slow Reactions
Rogue Edge: Climbing

Skills: Acrobatics +25, Appraise +2, Bluff +10, Climb +42, Craft Beer +11, Diplomacy +12, Disable Divice +16, Disguise +8, Escape Artist +17, Fly +23, Intimidate +7, Knowledge Arcana +7, Knowledge Dungeoneering 7, Knowledge Planes +7, Knowledge Engineering +7,Knowledge Local +7, Knowledge Nobility +7, Knowledge History +7, Knowledge Geography+7, Linguistics +14, Perception +16, Ride +11, Sense Motive +3, Sleight of Hand +20, Spellcraft +3, Stealth +20, Survival +4, Swim +9, Use Magic Device +8
Languages: Common, Halfling, Nidalese, Tian, Minki, Giant, Celetial, Hallit, Polyglot, Terran, Abysal, Necril, Aklo
Trait: Threatening Defender. You know how to avoid a blow while still maintaining your offensive posture. When you use Combat Expertise, reduce the number you subtract from your melee attack rolls by 1.

Trait: Self-Sacrifice. As a move action, you can use your own body to grant soft cover to an adjacent ally regardless of the difference in your respective sizes.

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

Special Abilities:

Limb-Climber (Ex): When adjacent to or in the space of a corporeal creature at least one size category larger than herself, a vexing dodger can climb that creature’s body with a successful Climb check against a DC equal to the target creature’s CMD. Although the vexing dodger is holding on to the creature, this action isn’t a grapple; it doesn’t provoke attacks of opportunity from the creature, and neither the vexing dodger nor the creature she climbs gains the grappled condition. While the vexing dodger is on the climbed creature, the creature takes a penalty on attack rolls against the vexing dodger equal to the number of sneak attack dice the dodger possesses. This ability replaces trapfinding.
Improved Dirty Trick (Ex): At 2nd level, a vexing dodger gains Improved Dirty TrickAPG as a bonus feat, even if she doesn’t meet the prerequisites. This ability replaces the rogue talent gained at 2nd level.
Underfoot Agility (Ex): At 3rd level, a vexing dodger gains a +1 morale bonus on Acrobatics, Climb, and Escape Artist attempts against creatures at least one size category larger than herself. This bonus increases by 1 for every 3 levels beyond 3rd. This ability replaces trap sense.
Underfoot Trickster (Ex): At 4th level, a vexing dodger can move through the space of a creature two size categories larger than herself without needing to attempt an Acrobatics check. She would still need to succeed at Acrobatics checks to avoid attacks of opportunity provoked by leaving a threatened space; this ability covers only the ability to move. Additionally, whenever the vexing dodger hits a larger foe with a melee sneak attack, she can choose to forgo the sneak attack bonus damage and instead attempt make a dirty trick combat maneuver as a swift action. This ability replaces uncanny dodge.
Distracting Climber (Ex): At 8th level, when a vexing dodger attempts a dirty trick maneuver against a creature she’s climbing, she gets a bonus on the combat maneuver check equal to the number of sneak attack dice she has. If she chooses to sicken the target with her dirty trick and succeeds at her combat maneuver check, the target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the vexing dodger’s level + her Intelligence modifier) or be nauseated for 1 round. This ability replaces improved uncanny dodge.
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.
Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
Uncanny Dodge (Ex): At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
Rogue’s Edge (Ex): At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers (see page 82) for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.
Improved Uncanny Dodge (Ex): At 8th level, a rogue can no longer be flanked.
Deceptive Strike (Ex): At 2nd level, a free hand fighter gains a +1 bonus to CMB and CMD on disarm checks and on Bluff checks to feint or create a diversion to hide. This bonus increases by +1 for every four levels after 2nd. This ability replaces bravery.
Elusive (Ex): At 3rd level, a free hand fighter gains a +1 dodge bonus to AC. This bonus increases by +1 for every four levels after 2nd. This bonus does not apply when wearing medium or heavy armor or carrying a medium or heavier load. This ability replaces armor training 1, 2, 3, and 4.
Singleton (Ex): At 5th level, a free hand fighter gains a +1 bonus on attack and damage rolls when wielding a melee weapon in one hand and leaving his other hand free. This bonus increases by +1 per six levels after 5th. This ability replaces weapon training 1 and 4.
Underfoot Assault (Ex): At 1st level, if a foe whose size is larger than the mouser’s is adjacent to her and misses her with a melee attack, the mouser can as an immediate action spend 1 panache point to move 5 feet into an area of the attacker’s space. This movement does not count against the mouser’s movement the next round, and it doesn’t provoke attacks of opportunity. While the mouser is within a foe’s space, she is considered to occupy her square within that foe’s space.

-----Gear-----
Head: Filter Mask
Headband: Headband of Intellect +2
Eyes: Goggles of Night
Neck: Amulet of Natural Armor +3
Shoulder: Cloak of Flying
Body: Unfettered Shirt
Chest: Morlok Hide Armor
Belt: Belt of Dex +4
Hands: Gloves of Climbing and Swimming
Wrist: Seducer's Bane
Rings: Ring of Protection +3, Ring of Delayed Doom
Feet: Slippers of Spider Climb
Slotless: Clear Spindle (Normal) Ioun Stone, Dusty Rose Prism (Normal) Ioun Stone, Incandescent Blue Sphere (Normal) Ioun Stone

Combat Gear: +1 Holy Cold Iron Cestus, +1Holy Mithril Dagger, Morlock Hide Armor, Mithril Buckler, Spring Loaded Wrist Sheath, Durable adamantine arrows x10, smelling salts, padzahar x2, twitch tonic x2, impact foam, Gecko Gloves, Travelers Anytool, Filter Mask, Medlance (currently empty) Headband of Intellect +2, Goggles of Night, Amulet of Natural Armor +3, Cloak of Flying, Unfettered Shirt, Morlok Armor +3, Belt of Dex +4, Gloves of Climbing and Swimming, Seducer's Bane, Ring of Protection +3, Ring of Delayed Doom, Slippers of Spider Climb, Clear Spindle (Normal) Ioun Stone, Dusty Rose Prism (Normal) Ioun Stone, Incandescent Blue Sphere (Normal) Ioun Stone, Spectre Moss, Potion of Barkskin CL12 (USED)

Other Gear:, ink, silver holy symbol of Shelyn, Pocket Watch, Bag of Holding III, gecko gloves

Inside Bag
Noble Outfit and jewelry worth 1000gp, bedroll, bell net, blanket, block and tackle, bucket, cauldron, chalkboard and chalk, coffee pot, collapsible bathtub, collapsible plank, compass, cooking kit, cot, crowbar, fishing kit, folding chair, grappling hook and knotted rope, jug, mess kit, perfume, saw, shaving kit, shovel, signal whistle, soap, stove can, teapot, pavilion, gear maintenance kit, fancy parasol, chill cream x2, cooking kit, trail rations (14 trail rations),ink and quill, glass cutter, glue paper, periscope, sooth syrup, alchemist's kindness, drill, impact foam, Spelunking kit, masterwork waffleiron
Beer, LOTS of beer, cheese, coffee, meat, tea,travel cake mix, yogurt, bread, honey

----Boons---
-Trap Intuition: By expending the boon I can Reroll a failed Reflex Save with a bonus equal to half my level rounded down. I can use the boon after I roll but before I know I failed.
-Dependable Drummady's: Amazingly Fancy shoes. When I get magic shoes, I can enchant the those shoes instead.
-Smine's Best: Venture Captain Smine made my cestus
-Bringing the Truth to Light: By checking off a box at the beginning of my turn I can treat the DR of devils as if it was 5 lower. 1 box remaining.
-Borderland Keep: I administer Fangwood Keep
-Gift of the Ghaele: Can use the boon to cast Aid, Detect Thoughts, Lesser Restoration, See Invisibility, Continual Flame, Dispel Magic, Lesser Globe of Invulnerability, or Restoration. USED!
-Duskwarden's Favor: I can expend this boon to gain the Ranger Favored Terrain ability (+2) for the remainder of the scenario. USED!
-Inured to Smoke: by expending the boon I can reduce my miss chance by %15 for 1 minute
-Frozen Fortitude: Can expend the boon as a Swift Action to gain Cold Resistance equal to 5+my character level
-Martyr's Shard 2: Can expend the boon as a free action to add +1 enhancement bonus that stacks with the weapon's existing enhancement bonuses and allows it to overcome damage reduction and regeneration as per a good aligned weapon for 1 minute.
-Sting of Serpent Magic: Can expend the boon as an Immediate Action when I am the target of a spell or a spell-like ability. If I succeed and the effect has a reduced effect on a successful save, I can ignore the effect entirely as per Evasion or the Stalwart Inquisitor class feature.
-Martyr's Shard 3: Can expend the boon as a free action to add a +1 (non-stacking) enhancement bonus to a weapon and ignore the first 5 points of damage reduction of an undead creature.
-Time in Dreng's Vault: Gain a permanent +2 circumstance bonus to any one Knowledge skill
-Experience with Dark Dreams: Before attempting a saving throw against any spell or spell like ability with the mind affecting or evil descriptors or attempting a saving thrown against any mind affecting ability of an outsider with the evil subtype, I can spend the boon to gain a +4 bonus on the save.
-Alchemical Quicksilver: Created a splash potion of Breath of Life (CL 20)
-Clockwork Spy: Gain a Clockwork Spy
-Survivor of the Wastes: Expend the boon to gain a +4 insight bonus to my AC and +2 insight bonus on Reflex saves for 1 minute

----Money----
48,406 gp

Adventures so far!:

-Regional Support Boon Package 2019 Boon #2
-Regional Support Boon Package 2019 Boon #1
-Regional Support Boon Package 2019 Boon #4
-The Cyphermage Dilemma #4-15 (slow)
-Birthright Betrayed #9-08 (slow)
-The Emerald Spire The Cellars (slow)
-Gallows of Maddness, A foul Breed (slow)
-You Have What You Hold #5-06 (slow)
-Gallows of Madness, What Lurks in the Woods (slow)
-Trial by Machine #6-11 (slow)
-Library of the Lion # 5-11 (slow)
-The Gallows of Maddness, The Festering Blot (slow)
-Fangwood Keep (slow)
-The Night March of Kalkamedes #4-19 (slow)
-Beyond the Halflight Path #9-09 (slow)
-Signs in Senghor #9-10 (slow)
-Valley of the Veiled Flame (slow)
-Hrethnar's Throne #8-15 (slow)
-Our Lady of Silver #0-27? (slow)
-Ageless Ambitions #7-28 (slow)
-AP #87 (slow)
-The Solstice Scar, B (slow)
-Halls of Dwarven Lore #4-22(slow)
-Heresy of Man Part 3 #2-09(slow)
-Way of the Kirin #4-21 (slow)
-The Price of Friendship # 4-24
-The Emerald Spire, Circle of Vissk-Thar
-The Emerald Spire, The Spire Axis
-Where Mammoths Dare Not Tread #5-10
-The Golden Serpent #3-34 (slow)
-The Solstice Scar, C (slow)
-What Prestige is Worth #10-08 (slow)
-Lyrics or Extinction #0-28 (slow)
-Hall of Drunken Heros #0-40 (slow)
-Shadows Fall on Absalom #2-04 (slow)
-Chasm of Screams #2-14 (slow)
-The Sarkorian Prophecy (slow)
-The Emerald Spire, The Emerald Root
-The Emerald Spire, Order and Chaos
-Wardens of the Reborn Forge 1, 2, 3
-Siege of Gallowspire