Scarlet, the Pirate Queen - Creature 7
Perception +14 (M)
LanguagesCommon, Halfling, 1 more
SkillsAcrobatics +13 (T), Athletics +16 (M), Deception +14 (E), Intimidation +12 (T), Ocean Lore +10 (T), Survival +10 (T)
Str +1, Dex +4, Con +2, Int +1, Wis +1, Cha +3
Items rapier, 3 daggers, shortbow, 20 arrows
AC 24; Fort +13 (E); Ref +15 (E); Will +12 (E)
Speed 30 ft.
Melee A rapier +17 (deadly d8, disarm, finesse) Damage1d6+4 P Critical Hit Effect The target is flat-footed until your next turn.
Melee A dagger +15 (agile, finesse, thrown 10 ft., versatile S) Damage1d4+3 P
Ranged A shortbow +15 (deadly d10, range increment 60 ft., reload 0) Damage1d6+2 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.
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.
Raise a Shield A +1 circumstance bonus to AC until start of your next turn.
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.
Halfling Luck F [fortune][Halfling] Frequency once per day Trigger You fail a skill check or saving throw. 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.
Gutsy Halfling Successful saves vs. emotion effects 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 Specialization +2/+3/+4 to damage with expert/master/legendary weapons.
Fleet Increase your speed by 5 ft.
Abilities Str 12, Dex 19, Con 14, Int 12, Wis 12, Cha 16
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