Lem

Xorrin Faireye's page

22 posts. Alias of imimrtl.


Classes/Levels

AC 22, touch 16, flat-footed 17 hp 28 ((1d10)+(3d8)+6) Fort +5, Ref +11, Will +1, +2 vs. fear Defensive Abilities evasion,

Gender

Small Male Halfling brawler 1 / rogue 3 Archetypes Scout, Snakebite Striker, Thug, NG Init +5, Senses Perception +8

About Xorrin Faireye

Xorrin Faireye
Male Halfling brawler 1 / rogue 3 Archetypes Scout, Snakebite Striker, Thug,
NG Small humanoid (halfling)
Init +5, Senses Perception +8
=================================================
DEFENSE
=================================================
AC 22, touch 16, flat-footed 17 (+4 armor, +5 Dex, +2 shield, +1 size )
hp 28 ((1d10)+(3d8)+6)
Fort +5, Ref +11, Will +1, +2 vs. fear
Defensive Abilities evasion,
=================================================
OFFENSE
=================================================
Speed 30 ft.
Special Attacks Brutal Beating, Frightening, Sneak Attack 3d6,
Unarmed attack: +11; 1d4+6 (20/x2)
=================================================
STATISTICS
=================================================
[b]Str
8, Dex 20, Con 12, Int 14, Wis 8, Cha 14,
Base Atk +3; CMB +1; CMD 16
Feats Enforcer, Improved Unarmed Strike, Sap Adept, Weapon Finesse, Weapon Focus (Unarmed Strike)
Skills Acrobatics +12, Appraise +6, Bluff +6, Diplomacy +6, Disable Device +11, Disguise +6, Escape Artist +9, Handle Animal +6, Intimidate +9, Knowledge (Dungeoneering) +6, Knowledge (Local) +6, Linguistics(Orc, Sylvan) +7, Perception +8, Perform (Dance) +7, Sense Motive +3, Sleight of Hand +9, Stealth +16, Swim +3, Use Magic Device +8,
Traits Fate's Favored, Propitiation (any dwarven deity),
Languages Common, Dwarven, Elven, Halfling, Orc, Sylvan
SQ adaptable luck, brawler's cunning, class skills, fearless, finesse training, fleet of foot, improved unarmed strike, keen senses, martial training, weapon and armor proficiency, weapon choice (unarmed strike), weapon familiarity, weapon finesse, weapon focus,
Combat Gear
Other Gear amulet of mighty fists +1, outfit (pickpocket's/small), studded leather +1 (small), cloak of resistance +1, darkwood buckler +1 (small), traveler's any-tool, 897.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Adaptable Luck Some halflings have greater control over their innate luck. This ability gives them more options for how they can apply their good fortune from day to day, but also narrows its scope. 3 times per day, a halfling can gain a +2 luck bonus on an ability check, attack roll, saving throw, or skill check. If halflings choose to use the ability before they make the roll or check, they gain the full +2 bonus; if they choose to do so afterward, they only gain a +1 bonus.

Brawler's Cunning (Ex) If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Brutal Beating (Ex) At 3rd level, whenever a thug deals sneak attack damage, she can choose to forgo 1d6 points of sneak attack damage to make the target sickened for a number of rounds equal to 1/2 her rogue level. This ability does not stack with itself - only the most recent duration applies. This ability replaces trap sense.

Class Skills The snakebite striker gains Bluff and Stealth as class skills, but does not gain Intimidate as a class skill.

Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.

Fate's Favored The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

Fearless (Ex) Halflings receive a +2 racial bonus on saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck.

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.

Fleet of Foot Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet.

Frightening (Ex) Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round. This ability replaces trapfinding.

Keen Senses (Ex) Halflings receive a +2 bonus on Perception skill checks.

Martial Training (Ex) A brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Propitiation (any dwarven deity) Your knowledge of the dwarven pantheon tells you precisely which gods have jurisdiction over which aspects of your life, and you can call upon the appropriate deity for help even if that deity is not your patron. At the start of each day, pick one of the following skills: Appraise, Bluff, Craft (pick one craft skill), Diplomacy, Intimidate, or Knowledge (local). You gain a +2 trait bonus on that skill until the start of the next day.

Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 3d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

Weapon and Armor Proficiency A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor, and shields (except tower shields).

Weapon Choice (Unarmed Strike) (Ex) Dexterity to Damage with Unarmed Strike

Weapon Familiarity (Ex) Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.