Isabella

Palila's page

70 posts. Alias of Treppa.


Full Name

Palila

Race

My name is Bong. Dan Bong.

Strength 13
Dexterity 17
Constitution 14
Intelligence 16
Wisdom 10
Charisma 10

About Palila

Class 1: Brawler, wild child archetype

Animal companion: Ostrich horse using stats of Moa animal companion

Class 2:
Unchained rogue

Third cut with Herolab:

Palila
Female human brawler (wild child) 2/rogue (unchained) 2/gestalt 2
CG Medium humanoid (human)
Init +3; Senses Perception +5
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Defense
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AC 16, touch 14, flat-footed 12 (+2 armor, +3 Dex, +1 dodge)
hp 23 (2d10+7)
Fort +5, Ref +6, Will +0
Defensive Abilities evasion
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Offense
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Speed 30 ft.
Melee dan bong +5 (1d3+1/19-20) or
. . dan bong flurry of blows +3/+3 (1d3+1/19-20) or
. . emei piercer +5 (1d3+1/19-20) or
. . emei piercer flurry of blows +3/+3 (1d3+1/19-20) or
. . madu (leather) +3 (1d4+1) or
. . madu (leather) flurry of blows +1/+1 (1d4+1) or
. . quarterstaff +3 (1d6+1) or
. . quarterstaff flurry of blows +1/+1 (1d6+1) or
. . tekko-kagi +5 (1d3+1/×3) or
. . tekko-kagi flurry of blows +3/+3 (1d3+1/×3) or
. . tonfa +5 (1d6+1) or
. . tonfa flurry of blows +3/+3 (1d6+1) or
. . unarmed strike +5 (1d6+1) or
. . unarmed strike flurry of blows +3/+3 (1d6+1)
Ranged shortbow +5 (1d6/×3)
Special Attacks brawler's flurry, martial flexibility 4/day, sneak attack (unchained) +1d6
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Statistics
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Str 13, Dex 17, Con 14, Int 16, Wis 10, Cha 10
Base Atk +2; CMB +3; CMD 17
Feats Dodge, Improved Unarmed Strike, Toughness, Weapon Finesse
Traits beast bond, Order of the White Lotus
Skills Acrobatics +8, Climb +6, Disable Device +9, Handle Animal +6, Heal +5, Knowledge(Local) +7, Knowledge(Spirits) +7, Perception +5, Ride +4, Sense Motive +5, Stealth +8, Survival +2 (+4 while tracking possum chicken, +4 to avoid becoming lost when using compass), Swim +6
Languages Four allowed
SQ brawler's cunning, martial training, rogue talent (camouflage), trapfinding +1
Other Gear leather armor, arrows (40), dan bong[UC], emei piercer[UC], madu (leather)[UC], quarterstaff, shortbow, tekko-kagi[UC], tonfa[UC], animal call[ACG], belt pouch, chalk, compass[APG], masterwork backpack[APG], piton, silk rope (50 ft.), thieves' tools, waterskin, white lotus tile7 gp, 1 sp, 9 cp
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Special Abilities
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Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Brawler's Flurry +0/+0 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Camouflage (Ex) Craft camouflage from foliage for +4 stealth until ruined by acid, fire, or cold attack.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Snapping Turtle Style +1 Gain +1 shield bonus to AC when at least one hand is free
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

DAN BONG
Price 1 sp
Type exotic
These short, blunt sticks are held in the hands to enhance unarmed martial techniques and secured by a cord looped over the thumb. They provide the wielder with the ability to lock an opponent and target pressure points, granting you a +2 bonus on combat maneuver checks to grapple.
EMEI PIERCER
Price 3 gp
Type exotic
This weapon is used to augment unarmed martial techniques. It consists of an 8- to 10-inch-long, dual-pointed steel spike set on swivels and mounted on a ring, so that it can be spun around at high speeds when slipped over the wielder's ring finger. The ring prevents the wielder from being disarmed and turns unarmed strikes into piercing attacks.
MADU
Price 40 GP/50 gp
Type exotic
The madu is a round, light leather shield with two animal horns—usually from an antelope—extending from opposite sides. If you are proficient with the madu, you may use it to fight defensively with a –2 penalty instead of the normal –4, and your attack penalty for using Combat Expertise improves by +1 (minimum –1 penalty). You cannot hold anything else in the hand that bears a madu. If you are not proficient with the it, treat it as a light spiked shield. A madu can't be disarmed. It can be crafted entirely out of metal, but both versions offer the same basic protection and attack benefits, though they respond differently to some spells and effects. A druid can use a leather madu, but not a steel madu.
TONFA
Price 1 gp
Type martial
These L-shaped fighting batons are good for striking and blocking. The wielder holds the handle and either spins the stick or strikes with the stick covering the forearm.
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TEKKO-KAGI
Price 2 gp
Type exotic
Also known as an iron claw, this device consists of a fanlike structure of three or more 10-inch blades secured to a sturdy handle strapped to the forearm of the off hand. It can be used as an offensive weapon or defensively like a buckler, or used to disarm an opponent without provoking an attack of opportunity. It provides its owner with a +2 circumstance bonus on attempts to disarm or sunder swords or other slender-bladed weapons.

Siba
Ostrich horse (Moa stats)
N Medium animal
Init +3; Senses low-light vision; Perception +4
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Defense
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AC 16, touch 13, flat-footed 13 (+3 Dex, +1 natural, +2 armor)
hp 24 (3d8+6)
Fort +4, Ref +6, Will +1
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Offense
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Speed 30 ft. (20 ft. in medium or heavy armor, not light)
Melee 2 talons +3 (1d3+1)
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Statistics
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Str 13, Dex 16, Con 12, Int 2, Wis 11, Cha 9
Base Atk +2; CMB +3; CMD 16
Feats Light Armor Proficiency, Toughness
Tricks Attack, Come, Defend, Down, Guard, Heel, Stay
Skills Acrobatics +4 (+0 to jump), Perception +4, Stealth +4
SQ attack, come, defend, down, guard, heel, stay
Other Gear leather armor, animal harness[APG], bear trap[APG], bedroll, bit and bridle, crowbar, fishing net, flint and steel, grappling hook, riding saddle, saddlebags, torch (10), trail rations (5), winter blanket, 1 gp
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Special Abilities
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Attack [Trick] The animal will attack on command.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Down [Trick] The animal will break off combat on command.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Stay [Trick] The animal will stay where it is.