Lem

Wabbit the Paladin of Chaldira's page

970 posts. Alias of WabbitHuntr.


Race

HP 71/71 | AC 25 | T 25 | FF 10 | CMD 21| F +13| R +15| W +11 | SPD 30 ft | Init +7 | Perc +9

Classes/Levels

Panache 3/3, Stunning Fist 1/1, Tattoo 2/3, Rage 6/6, Smite 2/2, LOH 5/5

About Wabbit the Paladin of Chaldira

Statistics:
Male Halfling Unchained Monk (Scaled Fist) 1,Swashbuckler (Mouser) 1, Bloodrager (Urban/Id Rager)1,Paladin (Virtuoso Bravo) 4, Unchained Rogue (Vexing Dodger) 1

LG Halfling Paladin of Chaldira the Halfling God of Battle Luck and Mischief

HP 71
Init +5
Senses Perception +9

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STATISTICS
------------------------------
Str 8
Dex 20
Con 14
Int 10
Wis 10
Cha 16

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DEFENSE
------------------------------
AC 21, touch 21, flat-footed 10 (+3 cha, +5dex, +1 size, +1dodge,+1Nimble)
W/Mage Armor 25, touch 21, flat-footed 14
W/ Mage Armor and Rage 27, 23, 14

Fighting Defensively AC 25, touch 25, flat-footed 10 (+1 Crane Style, +1 acrobatics, +2 fighting defensively)
Fighting Defensively w/MAGE ARMOR29, touch25, FF 14

FD w/MAGE ARMOR and RAGE 31, touch 27, FF 14

Fort +13, (base 5 4/6, Con 2, halfling luck 1, divine grace 3, +2cloak)
Ref +15, (base 5 2/6, Dex 4, halfling luck 1, divine grace 3, +2cloak)
Will +11, (base 5 2/6,halfling luck 1, divine grace 3, +2cloak),
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OFFENSE
------------------------------
Speed 30 ft.

Base Atk +7.5;
CMB 4 (bab 6, -1 size, -1str)
CMB finessable 12 (bab 7,-1size, +5dex)
CMD 20 (10, +7bab , +5 dex,-1str, -1 size)
CMD fighting defensively 24

Melee, Fighting Defensively-2, Flurry +7 bab, +5 dex, +1 small, -2 FD, +1 waveblade
Unarmed strike +8/+8 (1d4 -1, 20/x2, B)
WaveBlade +12/+12/+7 (1d4+6, 18-20x2, PS) +1 Agile Waveblade, Precise Strike +5,

Melee, Fighting Defensively-2,Flurry, Pirahna Strike -2
WaveBlade +10/+10/+5 (1d4+6+4+5, 18-20x2, PS) +1Agile Waveblade, , Pirahna, Precise +5

Panache 3/3
Stunning Fist 1/day DC15

Ranged
Dagger +8 (1d3, 19-20/x2), 10ft

Traits
PFS Legal Intrepid Volunteer
Source Inner Sea Races pg. 194
Category Race
Requirement(s) Halfling
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 CLIMBor 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.

Optimistic Gambler= Effects that grant you morale bonuses persist 1d4 rounds longer than they normally would as a result.

Skills:

Skills 30 (4+4+2+2+2+4+6+2)(+4FCB)

-----------
Acrobatics (Dex)____+19{+5rank,+5Dex,+2 surefooted +3Class,+5 boots elvenkind}
BLuff(Int)____+10{+4rank,+3Cha+3class}
Climb*(Str)____+21{+8rank,+5Dex, +2surefooted +3Class +3Skill Focus}
Diplomacy(Int)____+10{+1rank,+3Cha+3class+skill focus +3}
Disguise(Cha)____+7{+1rank,+3Cha+3class}
Escape Artist (Dex)____+9{1+rank,+5Dex, +3Class}
Intimidate(Cha)____+7{+1rank,+3Cha+3class}
Linguistics (Int)____{+rank,+1Int, +3Class}
Perception(Wis)____+9{+4rank,+0Wis, +3Class+2halfling}
Ride (Dex)____+9{+1rank,+5Dex, +3Class}
Sense Motive(Wis)____+6{+1rank,+0Wis, +3Class}
Stealth* (Dex)____+13{+1rank,+5Dex, +3Class, +4Halfling}
Survival(Wis)____+4{+1rank,+0Wis, +3Class}
Swim*(Str)____+3{+1rank,-1Str+3class}

Background Skills 16 ranks
Perform Dance(Cha)____+10{+4rank,+3Cha+3class}
Craft(Int)____+10{+7rank,+0Int, +3Class}
Sleight of Hand(Dex)____+12{+5rank,+4Dex, +3Class}

Languages:
Common, Halfling

Special Abilities:

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SPECIAL ABILITIES
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Standard Racial
Ability Score Racial Traits: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.

Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.

Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.

Defense Racial Traits
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.

Offense Racial Traits
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Senses Racial Traits
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

Monk (Scaled Fist) 1

AC Bonus (Ex): When unarmored and unencumbered, the monk adds his CHA bonus (if any) to his AC and CMD.

Stunning Fist (Ex): 1/day DC 15

Unarmed Strike (Ex): At 1st level, a monk gains Improved Unarmed Strike as a bonus feat.

Flurry of Blows

Swashbuckler Mouser 1

Panache 3pts Regain Panache with killing blow or crit with finessed weapon

Swashbuckler Finesse (Ex): 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.

Derring-Do (Ex) (Advanced Class Guide pg. 56): 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).

Dodging Panache (Ex) (Advanced Class Guide pg. 57): At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modif ier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.

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.

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.

Urban Id Rager 1
Controlled Bloodrage 6rds/day +4dex as free action

Fast Movement (Ex): A bloodrager’s land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager’s speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager’s land speed.

Skill Focus: Diplomacy

Dutiful Strike (Su): When a creature makes an attack against the phantom’s master, the phantom gains a +2 bonus on attack rolls against that target, and deals damage against that target as if the phantom were one size category larger. For the purposes of this ability, an attack includes any harmful spell targeting the spiritualist master of whose area or effect includes the spiritualist master. Dutiful strike lasts for 1 minute, until another creature attacks the phantom’s spiritualist master (at which point this effect transfers to the new attacker), or until the attacking creature is reduced to fewer than 0 hit points, whichever occurs first.

Paladin Virtouso Bravo 4
Aura of Good

Detect Evil

Aura of Good:

Code of Conduct:

Smite Evil: 2/day Cha to hit, lvl to dam…..NO Cha to ac

Divine Grace: cha bonus to saves

Lay on Hands: 5x/day 2d6

Aura of Courage: Immune to fear....+4 to allies within 10ft

Divine Health:

Nimble: +1 dodge

Channel: 2d6....requires 2 uses of LoH

Panache and Deeds (Ex): At 4th level, a virtuous bravo gains the swashbuckler’s panache class feature along with the following swashbuckler deeds: dodging panache, menacing swordplay, opportune parry and riposte, precise strike, and swashbuckler initiative. The virtuous bravo’s paladin levels stack with any swashbuckler levels when using these deeds.

Aura of Courage: Immune to Fear , allies +4 10ft rad

Unchained Rogue Vexing Dodger 1

Sneak Attack +1d6

Finesse Training

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. This Climb check may be initiated as part of the Dodgers normal movement..for example if the dodger has a speed of thirty and is only 20ft away from the target the remaining 10ft of movement could be used to Climb. Additionally, if the Dodger is adjacent to the target he can Climb using his 5ft move for the round. 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. The Vexing Dodger gains the Climb Skill Unlock. This ability replaces trapfinding.

Climb Skill Unlock
Source Pathfinder Unchained pg. 82
With sufficient ranks in Climb, you earn the following.

5 Ranks: You are no longer denied your Dexterity bonus when climbing.

10 Ranks: You gain a natural climb speed (but not the +8 racial bonus on Climb checks) of 10 feet, but only on surfaces with a Climb DC of 20 or lower.

15 Ranks: You gain a natural climb speed (but not the +8 racial bonus on Climb checks) equal to your base speed on surfaces with a Climb DC of 20 or lower, and of 10 feet on all other surfaces.

20 Ranks: You gain a natural climb speed equal to your base speed on all surfaces. If you have both hands free, you gain a +8 racial bonus on Climb checks.

Feats :

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1rst Dodge
Monk bonus feats: Stunning Fist, Improved Unarmed Strike, Combat Reflexes

3rd Piranha Strike

5th Crane Style

7th Skill Focus Climb


Gear/Possessions:

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GEAR/POSSESSIONS

Serpentine Tattoo 2k... 3/day imp dirty trick no aoo (uses Dex OKed by Fox)
Waveblade +1 Agile
Pearl of Power 1rst 1k to be given to Arcane caster for Mage Armor
travelers anytool 250gp
Sleeves of many garments 200gp
ioun torch 75gp
Kit, pathfinders 12gp
Boots elvenkind +5 acro
Cloak resistance +2
Ring of Stairs and Stars (feather fall, Magic Missile 1/day, butterflies ;)
Swordmasters Flair Blue Scarf 1panache=5ft reach

potions:
Mage Armor x2 x1
Jump
Commune w/Birds
Silversheen x1

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Carrying Capacity
Light lb. Medium lb. Heavy lb.
Current Load Carried 0 lb.

Money 348gp

Background:

Wabbit trained from a young age with Old Master Riverdancer as his sole pupil. His Sensei died protecting the village from Giants.

lvl1 Unchained Monk Scaled Fist (cha based) focuses on using the monk weapon Wave BLade 1d4 p/s 18-20x2
traits: Intrepid Volunteer, Opportunistic Gambler

Devastated by the loss of his master Wabbit focused on learning a fighting style to neutralize the advantage Larger creature have in combat

lvl2 Swashbuckler Mouser

As Wabbit grew more experienced as a frontline warrior protecting the more vulnerable from the predation of bandits and other threats he began having flashes of Divine Rage which enhanced his quickness

lvl3 Urban IdRager (Dedication)

After much contemplation on the nature of the power that sometimes flowed through him Wabbit found that his faith in the teachings of Chaldira deepened to such an extent that he has become a Paladin of Chaldira.

Wabbit comes from the same town as Cleo. And recently he has been doing caravan guard duty which brings him into town on occasion which makes him familiar with the Sheriff who he has helped out a time or two.

dice:

Thrown Dagger
+7bab +5dex +1size
[dice=attack #1] 1d20 + 13[/dice]
[dice=damage] 1d3-1[/dice]

[dice=parry] 1d20 + 10[/dice] 1/3 panache remain

if parry successful, immediate action riposte
[dice=attack #1] 1d20 + 10[/dice]
[dice=damage] 1d4+6+4+5[/dice]

Melee, Fighting Defensively-2, Flurry +7 bab, +5 dex, +1 small, -2 FD, +1 waveblade
WaveBlade +12/+12/+7 (1d4+6, 18-20x2, PS) +1 Agile Waveblade, Precise Strike +5,
[dice=attack #1] 1d20 + 12[/dice]
[dice=damage] 1d4+6+5[/dice]
[dice=sneak damage]1d6[/dice]

[dice=attack #2] 1d20 + 12[/dice]
[dice=damage] 1d4+6+5[/dice]
[dice=sneak damage]1d6[/dice]

[dice=attack #3] 1d20 + 12[/dice]
[dice=damage] 1d4+6+5[/dice]
[dice=sneak damage]1d6[/dice]

Melee, Fighting Defensively-2,Flurry, Pirahna Strike -2 +4dam
WaveBlade +10/+10/+5 (1d4+6+4+5, 18-20x2, PS) +1Agile Waveblade, , Pirahna, Precise +5

[dice=attack #1] 1d20 + 10[/dice]
[dice=damage] 1d4+6+4+5[/dice]
[dice=sneak damage]1d6[/dice]

[dice=attack #2] 1d20 + 10[/dice]
[dice=damage] 1d4+6+4+5[/dice]
[dice=sneak damage]1d6[/dice]

[dice=attack #3] 1d20 + 5[/dice]
[dice=damage] 1d4+6+4+5[/dice]
[dice=sneak damage]1d6[/dice]

[dice=parry] 1d20 + 10[/dice] 1/3 panache remain

if parry successful, immediate action riposte
[dice=attack #1] 1d20 + 10[/dice]
[dice=damage] 1d4+6+4+5[/dice]

Flurry/Rage +7bab +7dex +1size , -2 piranha striking +4dam, +1waveblade Agile,-2FD
[dice=attack #1] 1d20 + 12[/dice]
[dice=damage] 1d4+8+4+5[/dice]
[dice=sneak damage]1d6[/dice]

[dice=attack #1] 1d20 + 12[/dice]
[dice=damage] 1d4+8+4+5[/dice]
[dice=sneak damage]1d6[/dice]

[dice=attack #2] 1d20 + 7[/dice]
[dice=damage] 1d4+8+4+5[/dice]
[dice=sneak damage]1d6[/dice]

Flurry/Rage/Dutiful Strike +7bab +7dex +1size , -2 piranha striking +4dam, +1 Agile waveblade,-2FD, +2DS
[dice=attack #1] 1d20 + 14[/dice]
[dice=damage] 1d6+8+4+5[/dice]
[dice=sneak damage]1d6[/dice]

[dice=attack #1] 1d20 + 14[/dice]
[dice=damage] 1d6+8+4+5[/dice]
[dice=sneak damage]1d6[/dice]

[dice=attack #2] 1d20 + 9[/dice]
[dice=damage] 1d6+8+4+5[/dice]
[dice=sneak damage]1d6[/dice]

Lvl 5 changelog:

Lvl 2 Paladin Holy Tactician
hp=+5+2con
+1 BAB, Will, Fort
Divine Grace
Lay on Hands 4x/day 1d6

+2 skills=perform, ride
+1fcb perception
Feat=Pirahna Strike

Lvl 6 changelog:

Lvl 3 Paladin Holy Tactician
hp= +5+2con=7

base saves
fort +4 5/6
ref +4 3/6
will +4 3/6

bab+6

Mercy= Fatigued

+2 skills=diplo, acro
+1FCB =perception

Pala Bonus Feat= Outflank, allies w/in 30ft benefits from this feat

lvl 7 changelog:

Hp 4+2=6

Base saves
Fort +5 1/6
Ref +5
Will +4 5/6

1rst lvl UnRogue Vexing Dodger

Sneak +1d6

LimbClimber (Ex)

Skills 8 ranks
+6 climb
+1 acro
+1 diplo

Made corrections to character sheet:
Forgot about background skills
and
Fast Movement from ID Rager was missing…Wabbits speed is 30ft

wish list:

Agile and keen on blade
swordmasters flair blue scarf
gloves of marking
Add boots of the cat to his acro boots

===========NOTES for FOX====================

Limb-Climber[/b:
(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. This Climb check may be initiated as part of the Dodgers normal movement..for example if the dodger has a speed of thirty and is only 20ft away from the target the remaining 10ft of movement could be used to Climb. Additionally, if the Dodger is adjacent to the target he can Climb using his 5ft move for the round. 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. The Vexing Dodger gains the Climb Skill Unlock. This ability replaces trapfinding.

Climb Skill Unlock
Source Pathfinder Unchained pg. 82
With sufficient ranks in Climb, you earn the following.

5 Ranks: You are no longer denied your Dexterity bonus when climbing.

10 Ranks: You gain a natural climb speed (but not the +8 racial bonus on Climb checks) of 10 feet, but only on surfaces with a Climb DC of 20 or lower.

15 Ranks: You gain a natural climb speed (but not the +8 racial bonus on Climb checks) equal to your base speed on surfaces with a Climb DC of 20 or lower, and of 10 feet on all other surfaces.

20 Ranks: You gain a natural climb speed equal to your base speed on all surfaces. If you have both hands free, you gain a +8 racial bonus on Climb checks.

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.

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.

Dirty Trick:

Source: PZO1115.

You can attempt to hinder a foe in melee as a standard action. This maneuver covers any sort of situational attack that imposes a penalty on a foe for a short period of time. Examples include kicking sand into an opponent’s face to blind him for 1 round, pulling down an enemy’s pants to halve his speed, or hitting a foe in a sensitive spot to make him sickened for a round. The GM is the arbiter of what can be accomplished with this maneuver, but it cannot be used to impose a permanent penalty, and the results can be undone if the target spends a move action. If you do not have the Improved Dirty Trick feat or a similar ability, attempting a dirty trick provokes an attack of opportunity from the target of your maneuver.

If your attack is successful, the target takes a penalty. The penalty is limited to one of the following conditions:

blinded, dazzled, deafened, entangled, shaken, or sickened.

This condition lasts for 1 round. For every 5 by which your attack exceeds your opponent’s CMD, the penalty lasts 1 additional round. This penalty can usually be removed if the target spends a move action. If you possess the Greater Dirty Trick feat, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds your opponent’s CMD. In addition, removing the condition requires the target to spend a standard action.

Blind:
Blinded
The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength– and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.