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|'''Scare to Death''' '''A''' [death][emotion][fear][general][incapacitation][skill] '''Effect''' Attempt Intimidation vs. Will DC of a living creature within 30 ft. of you that can at least sense you and that you can at least sense. Targets that cannot understand your words impose a -4 circumstance penalty. The target is immune for 1 minute. '''Critical Success''' The target Fort saves vs. your Intimidation DC or dies. If it succeeds, it becomes frightened 2 and is fleeing for 1 round. '''Success''' The target becomes frightened 2. '''Failure''' The target becomes frightened 1.<<BR>>|
Scarlet, the Pirate Queen - Creature 16
Perception +24 (M)
LanguagesCommon, Halfling, 2 more
SkillsAcrobatics +23 (T), Athletics +26 (M), Deception +24 (E), Diplomacy +24 (E), Intimidation +28 (L), Ocean Lore +20 (T), Survival +20 (T)
Str +2, Dex +5, Con +3, Int +2, Wis +2, Cha +4
Items rapier, 3 daggers, shortbow, 20 arrows
AC 35; Fort +25 (M); Ref +27 (E); Will +23 (E)
Speed 30 ft.
Melee A rapier +29 (deadly d8, disarm, finesse) Damage1d6+10 P Critical Hit Effect The target is flat-footed until your next turn.
Melee A dagger +27 (agile, finesse, thrown 10 ft., versatile S) Damage1d4+8 P
Ranged A shortbow +27 (deadly d10, range increment 60 ft., reload 0) Damage1d6+6 P
Snagging Strike A [fighter] Requirements You have one hand free, and your target is within reach of that hand. Effect Make a Strike. On hit, the target is flat-footed until the start of your next turn or when it leaves your reach.
Dueling Parry A [fighter] Requirements You are wielding only a single one-handed melee weapon and have your other hands free. Effect +2 circumstance bonus to AC until the start of your next turn.
Disarming Twist A [fighter][press] Requirements You are wielding only a single one-handed melee weapon and have your other hands free. Effect Make a melee Strike; it gains the success and critical success effects of Disarm and makes the target flat-footed until the end of your current turn on failure.
Guiding Finish A [fighter][press] Requirements You are wielding only a single one-handed melee weapon and have your other hands free. Effect Make a Strike with the weapon. If you hit, you can move the target up to 10 ft. within your reach and through you. Failure Move the target only 5 ft.
Knockdown AA [fighter][flourish] Make a melee Strike. If it deals damage, make a Trip attempt against the target. This counts as two attacks.
Feint A [mental] Requirements You are within melee reach of an opponent. Check Deception vs. Perception DC Critical Success Flat-footed against your melee attacks until the end of your next turn. Success Flat-footed to your next melee attack this turn. Critical failure Flat-footed against the target's melee attacks until the end of your next turn.
Scare to Death A [death][emotion][fear][general][incapacitation][skill] Effect Attempt Intimidation vs. Will DC of a living creature within 30 ft. of you that can at least sense you and that you can at least sense. Targets that cannot understand your words impose a -4 circumstance penalty. The target is immune for 1 minute. Critical Success The target Fort saves vs. your Intimidation DC or dies. If it succeeds, it becomes frightened 2 and is fleeing for 1 round. Success The target becomes frightened 2. Failure The target becomes frightened 1.
Raise a Shield A +1 circumstance bonus to AC until start of your next turn.
Dueling Dance A [fighter][stance] Requirements You are wielding only a single one-handed melee weapon and have your other hands free. Effect You constantly have the benefits of Dueling Parry.
Disarming Stance A [fighter][stance] Requirements You are wielding only a single one-handed melee weapon and have your other hands free. Effect +1 circumstance bonus to Disarm check, +2 circumstance bonus to Reflex saves vs. Disarm attempts; can attempt to Disarm creatures two sizes larger.
Shield Block R Trigger While you have your shield raised, you would take damage from a physical attack. Effect Prevent 3 damage, shield also suffers the damage.
Attack of Opportunity R Trigger A creature within your reach uses a manipulate or move action, makes a ranged attack, or leaves a square during a move action it's using. Effect Make a melee strike against the triggering creature. Critical hits disrupt manipulate actions.
Dueling Riposte R Trigger A creature within your reach critically fails a Strike against you while you are benefiting from Dueling Parry. Effect Make a melee Strike or Disarm attempt against the triggering creature.
Halfling Luck F [fortune][Halfling] Frequency once per day Trigger You fail a skill check or saving throw. Trigger You fail a Perception check or attack roll. Effect Reroll the triggering check.
Sure Feet Not flat-footed when trying to Balance or Climb and successes become crits.
Underwater Marauder Not flat-footed in water; no penalty to slashing or bludgeoning weapons in water.
Combat Climber Not flat-footed when trying to Climb and can Climb with one hand occupied.
Quick Climb Climb 5 more feet on a success and 10 more feet on a critical success.
Powerful Leap Leap 5 ft. higher and farther.
Battlefield Surveyor +2 to Perception checks for initiative.
Guiding Riposte When you Strike with Dueling Riposte and hit, you can move the target up to 10 ft. to a space in your reach.
Battle Cry When you roll initiative, you can Demoralize an observed foe as a free action.
Charming Liar When you Lie and crit, improve the target's attitude by one step. Works only once per conversation.
Terrified Retreat When you Demoralize and crit, make a lower-level target flee for 1 round.
Lasting Coercion The maximum time that a Coerced target complies increases to a week.
Glad-Hand You may attempt to Make an Impression on someone you've just met at -5. If you fail or worse, you may try again after 1 minute.
Improved Flexibility During daily preparations, gain one fighter feat of 8th level or lower and one fighter feat of 14th level or lower.
Gutsy Halfling Successful saves vs. emotion effects become crits.
Juggernaut Successful Fort saves become crits.
Evasion Successful Reflex saves become crits.
Bravery Successful saves against fear effects become crits. Reduce the value of frightened conditions by 1.
Keen Eyes +2 circumstance bonus when Seeking to find hidden or undetected creatures within 30 ft. Reduce the DC to target a concealed opponent to 3 and the DC to target a hidden opponent to 9.
Terrain Expertise (Aquatic) +1 circumstance bonus to Survival checks in aquatic terrain.
Sword Master Your proficiency rank with swords is master. You have access to the critical specialization effect for swords.
Weapon Legend Your proficiency rank with simple and martial weapons is master. Your proficiency rank with advanced weapons is expert. Your proficiency rank with simple and martial swords is legendary. Your proficiency rank with advanced swords is master.
Greater Weapon Specialization +4/+6/+8 to damage with expert/master/legendary weapons.
Armor Expertise You gain the armor specialization effects for medium and heavy armor.
Fighter Expertise Your proficiency rank with fighter class DC is expert.
Fleet Increase your speed by 5 ft.
Guiding Luck You can use Halfling Luck twice per day, once against each trigger.
Cultural Adaptability Gain the Adopted Ancestry feat and gain one 1st-level ancestry feat from the adopted ancestry.
Adopted Ancestry You may choose human ancestry feats.
General Training Gain a 1st-level general feat.
Feather Step You can Step into difficult terrain.
Abilities Str 14, Dex 21, Con 16, Int 14, Wis 14, Cha 19
Possessions items plus sheath, bandolier, backpack (10 candles, 10 pieces of chalk, hooded lantern, 2 pints oil, waterskin, pup tent, bedroll, soap, ordinary clothing, fine clothing), belt pouch (compass, mirror, signal whistle, flint and steel, 4 sp and 10 cp), climbing kit