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Priadan Sharlea

Priadan Sharlea

Female Aasimar0 Bard (DaredevilUC) 2/Monk (Maneuver master) 4 (+2hp)/Fighter (Lore Warden) 3/Brawler(Exemplar) 1/Inquisitor of Sarenrae 2
Lawfull Good Medium Outsider (native)
Player mosillan (37103-7)
Xp 30
Faction Liberty's Edge
Prestige/Fame Jonkun verran/yllättävän paljon

Init +13 (+4 dex, +2 trait, +4 feat, +3 wis)
Senses Perception +7; Darkvision 60'

AC 19, touch 19, flat-footed 15; (+4 dex, +3 wisdom, +1 deflection, +1 monk)
hp 92 (8d8 + 4d10 + 12 x 1 con + 2 fc + 12 toughness)
Fort +12
Ref +15
Will +15; +1 morale on mind-affecting effects (fear etc.)6
Acid resistance 5; Cold resistance 5; Electricity resistance 5;

Speed 40ft, with armor 40ft
Melee MWk Whip, scorpion +14 (1d4+1 /x2)
CMB trip Mwk Whip, scorpion +20
CMB disarm Mwk Whip, scorpion +18
flurry of maneuvers trip Mwk Whip, +19/+19
flurry of maneuvers trip/disarm Mwk Whip, +19/+19
Melee Mithrall Rapier +13 (1d6 /17-20/x2)
Melee Mwk Cold-iron Nunchaku +13 (1d6 /x)
Melee Unarmed +12 (1d8 /x2)
Ranged Crossbow, light +12 (1d8 /19-20/x2)

Spells known
1st lvl(3/day) DC 13 - Cure light wounds, Feather fall, Expeditious Retreat
Cantrips(DC 12) - Read Magic, Message, Detect Magic, Mage hand, Spark

Str 11, Dex 19 (17+2), Con 12, Int 10, Wis 16, Cha 14
Base Atk +8/+3; CMB 9; +4 on trip5, +2 on disarm, CMD 26; +4 to resist trip5, +2 to resist disarm
Feats Weapon finesse, Weapon focus(whip), Improved Unarmed Strike, Stunning Strike, Improved trip, Improved disarm, Toughness, Whip Mastery, Improved Initiative, Combat Experties, Greater Trip, Quick Draw, Improved Whip Mastery

  • Acrobatics +20 (10)
  • Bluff +8 (1)
  • Climb +5 (1)
  • Diplomacy +6 (1)
  • Disguise +6 (1)
  • Escape artist +13 (5)
  • Fly +6 (0)
  • Intimidate +6 (1)
  • Linguistics +8 (5)
  • Perception +7 (1)
  • Perform(Dance) +6 (1)
  • Sense Motive +8 (2)
  • Sleight of Hand +8 (1)
  • Spellcraft +6 (3)
  • Stealth +8 (1)
  • Swim +8 (1)
  • UMD +13 (8)

Traits Freedom fighter1, Reactionary2
Languages Common, Celestial, Sylvan, Sphinx, Auran, Ignan, Terran
SQ Agile3, Bardic knowledge, Bardic Performance (6rnds/day)4, Canny Foe(trip)5, Versatile performance, Dauntless6, well-versed, Flurry of Maneuvers7, Stunning Fist: 1/day DC 14, unarmed strike, evasion, Ki pool, Slow Fall, Reliable Maneuver8, Brawler's cunning, martial flexibility, martial training, Call to Arms, Maneuver Master, Domain, judgment 1/day, monster lore, orisons, stern gaze, Cunning initiative, detect alignment, track

On person Studded leather armor, Rapier, Mwk Scorpion Whip, Explorer's outfit, Alchemist fire, Wrist Sheath springloaded(Thunderstone), Wrist Sheath springloaded()
In backpack Thunderstone, 2x Smokestick, 2x Alchemist fire, Grappling hook, rope 50ft (silk)
Encumbrance 41 lb. without backpack (38/76/115), 54 lb. with backpack (43/86/130)

0 Garuda-blooded; Their shimmering avian features make plumekith instantly recognizable. Though they can act rashly, plumekith never shirk their duty after making a commitment. +2 dex, +2 wis; acrobatics +2, fly +2; See invisibility 1/day.

1 You gain a +1 trait bonus on attack and damage rolls against slavers or any creature holding someone against their will.

2 You gain a +2 trait bonus on Initiative checks.

3 A daredevil adds half her class level (minimum 1) on Acrobatics, Bluff, Climb, and Escape Artist checks.UC

4 Performs: Countersong, Distraction, Fascinate & Derring-do, Inspire Courage

  • Derring-do (Su): A daredevil can use her performance to bring out grace in the clumsiest allies. The daredevil and any allies who see her receive a +1 morale bonus on Reflex saving throws and a +2 competence bonus on Dexterity-based skill checks. Allies who move at least 10 feet during their turn gain a +1 dodge bonus to their Armor Class until the start of their next turn. At 5th level, and every six bard levels thereafter, the saving throw and Armor Class bonuses increase by +1, to a maximum of +4 at 17th level, and the skill check bonuses increase by +2, to a maximum of +8 at 17th level. This is a mind-affecting ability that uses visual components.

5 Daredevil can choose one type of combat maneuver (Trip). She gains a +2 bonus on her combat maneuver checks to attempt the chosen maneuver and to her CMD to resist that maneuver. At 6th level, and every four levels thereafter, the daredevil gains a +2 bonus for an additional type of combat maneuver. She may not choose the same maneuver twice.UC

6 daredevil gains a +1 morale bonus on saving throws against mind-affecting effects, including all fear effects. This bonus increases by +1 for every four levels gained after 2nd level, to a maximum of +5 at 18th level.UC

7 As part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry.

8 Monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.

  • Increase his speed by 20 feet for 1 round.
  • Give himself a +4 dodge bonus to AC for 1 round.

9 As a swift action, a maneuver master may spend 1 point from his ki pool before attempting a combat maneuver. He can roll his combat maneuver check for that maneuver twice and use the better result.


  • lvl12: Inquisitor 2; 6hp; BAB:8; Cunning Initiative, Detect alingment, track

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