Pixie Doll

The Fly's page

46 posts. Organized Play character for Doug Hahn.


Full Name

The Fly

Race

The Fly (CN Halfl. Oppo. 4/ Unch. Rogue 4 / Swash 1) | AC 26 (FF 19), Touch 20 | Fort +10, Ref +20, Will +9 | CMD 26 | Perc 20 | Init +6 | Speed 20 | HP 67/67

Classes/Levels

Panache: 3/3 | Conditions: x

About The Fly

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APPEARANCE

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DEFENSE

HP 67
AC 26 Armor +5 Dex +6 Size +1 Defl +1 Dodge +1 Misc +1, +1 natural
FF AC 18 Armor +5 Size +1 Defl +1 Misc +1, +1 natural
Touch AC 20 Dex +6 Size +1 Defl +1 Dodge +1 Misc +1
Speed 20
Iniy +6

[dice=Fort]1d20+10[/dice]
[dice=Ref]1d20+20[/dice]
[dice=Will]1d20+9[/dice]

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OFFENSE

[dice=keen rapier (15-20)]1d20+15[/dice]
[dice=P]1d4+7[/dice]
[dice=Sneak]2d6[/dice]

[dice=Cold Iron Dagger (19-20)]1d20+15[/dice]
[dice=P]1d3-1[/dice]
[dice=Sneak]2d6[/dice]
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SKILLS

[dice=Acrobatics]1d20+20[/dice] +1 morale bonus vs. creatures at least 1 size category larger, +5 to move through spaces of larger foes (underfoot dodger)
[dice=Climb]1d20+24[/dice] Sure Grasp, +1 morale bonus vs. creatures at least 1 size category larger, Underfoot Dodger: +5 to move through spaces of larger foes
[dice=Diplomacy]1d20+7[/dice]
[dice=Disable Device]1d20+8[/dice]
[dice=Disguise]1d20+7[/dice]
[dice=Escape Artist]1d20+10[/dice] +1 morale bonus vs. creatures at least 1 size category larger
[dice=Fly]1d20+8[/dice]
[dice=Intimidate]1d20+15[/dice]
[dice=Knowledge Local]1d20+4[/dice]
[dice=Perception]1d20+17[/dice]
[dice=Perform (Act)]1d20+7[/dice]
[dice=Ride]1d20+6[/dice]
[dice=Sleight of Hand]1d20+11[/dice]
[dice=Stealth]1d20+22[/dice]
[dice=UMD]1d20+15[/dice]

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SITUATIONAL MODIFIERS
Acrobatics
Underfoot Agility: +1 morale bonus vs. creatures at least 1 size category larger, Underfoot Dodger: +5 to move through spaces of larger foes, Speed greater/less than 30 ft.: -4 to jump
Climb
Underfoot Agility: +1 morale bonus vs. creatures at least 1 size category larger
Escape Artist
Underfoot Agility: +1 morale bonus vs. creatures at least 1 size category larger
Sleight of Hand
Thieves' ring: +2 bonus to conceal the ring in a search

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GEAR

1 keen rapier
+1 mithral chain shirt
Alchemist's fire x3
Artisan's outfit
Bell
Belt of incredible dexterity +2
Candle
Chalk
Cloak of resistance +2
Cold iron dagger
Courtier's outfit <In: Dropped to ground (3 @ 160.1 lDbas)g>ger
Dagger
Disguise kit (10 uses) <In: Dropped to ground (3 @ 1E6a0rp.1lulgbs)>
Eyes of the eagle
Firecracker
Fishhook
Glass cutter
Glove of storing (empty)
Hand crossbow
Holy water x2
Ink, black
Ioun stone (dusty rose prism) <In: Wayfinder (1 @ 0 lIbosu)n>stone (magenta prism, cracked, Acrobatics)
Ioun stone (pale green prism, cracked, saves)
Ioun torch
Mirror-shine shoes
Oil of daylight Parchment Potion of fly Rapier
Ring of climbing
Ring of protection +1
Sap
Scroll of lesser (x5) restoration
Signal whistle
Tangle bolt
Thieves' ring
Wand of comprehend languages
Wand of cure light wounds
Wand of heightened awareness
Wand of jump
Wand of longstrider
Wand of mage armor
Wand of monkey fish
Wand of protection from law
Wand of true strike
Wand of vanish
Wayfinder (1 @ 0 lbs)
Weapon cord
Weapon cord
Weapon cord
Weapon cord
Wrist sheath, spring loaded (wand vanish)
Wrist sheath, spring loaded (jump)

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TRAITS

Intrepid Volunteer (Climb) Like many free halflings, you volunteered readily for military service or an adventuring career and met other halflings who showed you how to make up for your small size. Choose one Strength-based skill or one combat maneuver. You can use your Dexterity modifier in place of your Strength modifier to calculate your total modifier for that skill check or combat maneuver check.

Scrambling Servant You were hired or captured by giants and found yourself frequently scrambling up and down giant-sized furniture or slave pit walls. As a result, you are an agile climber. You retain your Dexterity bonus to Armor Class while climbing and gain a +1 trait bonus on Climb checks.

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FEATS

Agile Maneuvers You've learned to use your quickness in place of brute force when performing combat maneuvers. Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus.

Light Armor Proficiency

Bucklet Proficiency

Defensive Combat Training You excel at defending yourself from all manner of combat maneuvers. Benefit: You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense.

Dodge

Martial Weapon Proficiency

Quick Draw You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.

Rogue Weapon Proficiencies

Sure Grasp Your quick reflexes and skill at climbing keep you from falling to your doom. Prerequisites: Climb 1 rank. Benefit: Roll twice while climbing or when making a Reflex save to avoid falling, and take the higher result.

Weapon Finesse

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SPECIAL ABILITIES

Creepy Doll Glassy eyes and porcelain skin make some halflings look more like dolls than living creatures. If they cease moving and pretend to be a doll while they aren’t being observed, they can use the Stealth skill without cover or concealment. A successful Stealth check still allows other creatures to notice the halfling; they just believe the halfling is a doll, similar to the freeze universal monster ability (without being able to take 20). In addition, they take no size penalty on Intimidate checks against larger humanoids. The racial trait replaces keen senses and sure-footed.

Debilitating Injury Bewildered -2/-4 (Ex) Debilitating Injury: Disoriented -2/-4 (Ex) Debilitating Injury: Hampered (Ex)

Derring-Do (+6 extra dice) At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).(Ex)

Deed: Social Panache (+3 extra dice) (Noble fencer) (Ex) At 1st level, a noble fencer can spend 1 panache point when he attempts a Bluff, Diplomacy, Intimidate, or Sense Motive check to roll 1d6 and add the result to the check. He can do this after he rolls the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Charisma modifier (minimum 1). Just before a verbal duel, a noble fencer can spend up to 4 panache points. For each point he spends, he selects a tactic for which he has chosen Bluff, Diplomacy, Intimidate, or Sense Motive as an associated skill and gains an edge he can only use with that tactic.

Deed: Underfoot Assault (Ex) (Mouser) 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. While the mouser is within her foe’s space, the foe takes a –4 penalty on all attack rolls and combat maneuver checks not made against the mouser, and all of the mouser’s allies that are adjacent to both the foe and the mouser are considered to be flanking the foe. The mouser is considered to be flanking the foe whose space she is within if she is adjacent to an ally who is also adjacent to the foe. The mouser can move within her foe’s space and leave the foe’s space unhindered and without provoking attacks of opportunity, but if the foe attempts to move to a position where the mouser is no longer in its space, the movement provokes an attack of opportunity from the mouser. This deed replaces opportune parry and riposte.

Evasion (Ex) A halfling opportunist has an amazing talent for getting the most out of those who assist her. Increase the bonus she gets from aid another by +1. This increases by another +1 at 3rd level and again at 5th level. This increase does not apply to when she uses aid another to help others, only when others aid her.

Excellent Aid +2 (Ex)
Exploitative Maneuver (Ex) A halfling opportunist can use an enemy’s actions in combat for her own gain, as if the opponent were using aid another to assist the opportunist, giving her a bonus on her next skill check, attack roll, or to AC against the next attack (Pathfinder RPG Core Rulebook 86 and 197). The enemy must be able to reach the opportunist, and the opportunist must activate this ability as an immediate action and succeed at a combat maneuver check against the enemy’s CMD; at the GM’s discretion, the opportunist can substitute another ability score modifier for her Strength modifier when making her combat maneuver check (such as using Dexterity for an agility-related action or Charisma for a social-related action). If the halfling succeeds at this combat maneuver check, she adds the aid another bonus to her action on her next turn and subtracts that bonus from the enemy’s roll for that action. Note that if the combat maneuver check is successful, the outcome of the enemy’s roll is irrelevant to this ability—a halfling opportunist can use a giant’s swinging club to jump farther whether the giant hits or misses with its attack roll. The GM decides whether the enemy’s action can benefit the opportunist in the desired manner. Circumstances occurring between the enemy’s turn and the halfling’s turn may prevent her from following through with the desired action); if this occurs, she loses the bonus from aid another but can take her turn normally.

Fit In (Ex) At 3rd level, a halfling opportunist masters the art of sending out nonverbal cues that suggest agreement and affiliation. This enables her to act as if she belongs in any situation, whether an aristocratic garden party or an evil cult’s inner sanctum. She can make a Disguise check in lieu of a Diplomacy check to influence the initial attitudes of NPCs. She does not need to change her appearance to make this check—this ability relies on instinctively knowing how to act to make it appear she belongs. If multiple creatures with differing views of appropriate behavior are present, she cannot simultaneously affect them and must choose a target creature or group to influence—she can’t pretend to be a guest at a fancy party to impress the nobles and pretend to be a maid to mingle with the servants at the same time.

Improved Trap Spotter (20') (Ex) At 2nd level, the range of the opportunist’s trap spotter ability increases to 20 feet.

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.

Panache (Ex) More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler’s ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.

Sneak Attack (Unchained) +2d6

Swashbuckler Finesse At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

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 Dodger City-dwelling halflings do not treat crowd squares as difficult terrain and they gain a +5 bonus on Acrobatics checks to move through the spaces of larger foes. This racial trait replaces fearless and weapon familiarity.

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.