Here's Kayla's character sheet, unless she wants to make further changes. I altered the Change Shape (lesser) ability a little to better match a more seal-like natural form; it now melds the selkie's equipment into her (presumably she wrapped herself and everything she was carrying up in the seal skin), and it now grants the +2 natural armor that all non-humanoid shapechange effects give (so she isn't quite so helpless in seal form). In return she now has to deal with the seal skin, which generally makes transforming a full-round action in either direction (including stowing the seal skin safely).
I also considered switching her to punch daggers instead of normal daggers, which seem like a more aquatic-y weapon. It's up to Kayla; the difference is mainly in their critical behavior (which rogues don't care about much anyway).
Liadain Muirgan
Female selkie rogue (knife master, glory rogue) 2 [Chaotic Good]
Hit points:
17/17 == 8 + 5 + 4 [con]
Melee attack
Mwk dagger:
Roll d20+6,d4+1
Mwk dagger + Mwk silver dagger:
Roll d20+4,d4+1,d20+4,d4-1
Seal Bite:
Roll d20+5,d4+1
Strength | 13 | (+1) |
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Dexterity | 18 | (+4) |
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Constitution | 14 | (+2) |
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Intelligence | 8 | (-1) |
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Wisdom | 10 | (0) |
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Charisma | 17 | (+3) |
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Base Attack Bonus | + 1 | | |
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Initiative modifier | + 4 | | + 4 [dexterity] |
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Fortitude save | + 2 | 0 [base] | + 2 [constitution] |
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Reflex save | + 7 | 3 [base] | + 4 [dexterity] |
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Will save | + 0 | 0 [base] | + 0 [wisdom] |
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Attack (handheld) | + 2 | 1 [base] | + 1 [strength] |
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Attack (missile) | + 5 | 1 [base] | + 4 [dexterity] |
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Combat Maneuver Bonus | + 2 | 1 [base] | + 1 [strength] |
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Combat Maneuver Defense | 16 | 10 + 1 [base] | + 1 [strength] + 4 [dexterity] +0 [Medium] |
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Base Speed (seal) [ 20 (4 sq.) ]
Swim Speed (seal) [ 40 (8 sq.) ]
Base Speed (human) [ 30 (6 sq.) ]
Swim Speed (human) [ 20 (4 sq.) ]
AC [16] = 10 [Base] + 4 [Dexterity] + 2 [Leather Armor]
Touch AC [14] Flat-Footed [12]
Seal Form AC [16] = 10 [Base] + 4 [Dexterity] + 2 [Natural Armor]
Touch AC [14] Flat-Footed [12]
RACIAL ABILITIES
Fey (aquatic)
Amphibious
Low-Light Vision
Swim: A selkie in her human form has a swim speed of 20 and +4 bonus on Swim checks. In her seal form she has a swim speed of 40 and +8 bonus on Swim checks. I mean, come on, seals are some of the best swimmers in the ocean. Selkies do not need to make Swim checks to swim normally, and may always take 10 on Swim checks even in stressful or dangerous situations.
Low-Light Vision: Selkies can see twice as far as humans in conditions of dim light.
Shape Change, Lesser (Su): Selkies can change into a single particular humanoid form, as the reverse of the
beast shape II (
https://www.aonprd.com/SpellDi...e=Beast%20Shape%20II) spell except that it does not change the selkie's statistics (but does meld the selkie's equipment into her upon resuming her natural form). This alternate form is static and cannot be changed each time. The selkie gains a +10 bonus on Disguise checks made to appear as a true member of this other race (in its altered form). This transformation relies on a selkie's unique seal skin; if she loses the seal skin, she cannot return to her natural form until she regains it. Assuming the humanoid form is a standard action that leaves the selkie holding her seal skin (which requires a move action to then stow it), as is resuming her natural form (if she's holding the seal skin). The selkie's humanoid form has the move speed typical to a member of its race (usually 30 feet).
Fey Fascination (Su): Once per day, a selkie can create a 20-foot-radius burst that causes humanoids within the aura's range to become fascinated with the user (as the bard's fascinate bardic performance). Affected humanoids may resist this effect by making a successful Will saving throw (DC 10 + 1/2 the user's level + the user's Charisma modifier = DC 14).
Bite: A selkie in seal form has a bite attack, which deals d4 damage and has the finesse trait. This is considered a primary natural attack, unless the selkie is also wielding manufactured weapons (which she cannot do in seal form).
Languages: Selkies speak Undersea and Aquan. A selkie with a high intelligence score can choose from the following: any human tongue, Aboleth, Aklo, Draconic, Elven, and Sahuagin.
Skills
Points: Rogue: 8, Favored Class: 1, Int: -1 = 8 per level = 16
Skill Name | CS | Key | Ability | Ranks | Misc. Modifiers |
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Acrobatics | X | Dex (+4)* | 8 | 1 | |
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Appraise | X | Int (-1) | -1 | | |
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Bluff | X | Cha (+3) | 10 | 2 | +2 [Deceitful] |
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Climb | X | Str (+1)* | 1 | | |
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Diplomacy | X | Cha (+3) | 7 | 1 | |
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Disable Device | X | Dex (+4) | 11 | 2 | +2 [mwk tools] |
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Disguise | X | Cha (+3) | 9 | 1 | +2 [Deceitful] |
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Escape Artist | X | Dex (+4)* | 8 | 1 | |
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Fly | | Dex (+4)* | 4 | | |
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Heal | | Wis (0) | 0 | | |
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Intimidate | X | Cha (+3) | 3 | | |
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K (sunken) | X | Int (-1) | 3 | 1 | |
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Perception | X | Wis (0) | 5 | 2 | |
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Ride | | Dex (+4)* | 4 | | |
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Sense Motive | X | Wis (0) | 0 | | |
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Sleight of Hand | X | Dex (+4)* | 9 | 2 | |
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Stealth | X | Dex (+4)* | 8 | 1 | |
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Survival | | Wis (0) | 0 | | |
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Swim | X | Str (+1)* | 13 | 1 | +8 [swim speed] |
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UMD | X | Cha (+3) | 7 | 1 | |
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* = check penalty for armor/shield
ROGUE ABILITIES
Hidden Blade: A knife master adds 1/2 her level to Sleight of Hand checks to conceal a light blade.
Sneak Attack +1d4/+1d8: A knife master adds 1d8 to her damage with daggers and similar weapons if she is flanking her foe or her foe is flat-footed, or 1d4 with other weapons. This increases by 1 die (of the appropriate type) at 3rd and each subsequent odd level.
Evasion: If a rogue is exposed to an effect that allows a Reflex save for half damage, the rogue instead takes no damage on a successful save.
Glory Pool: A glory rogue has a glory pool equal to half her rogue level plus her Charisma modifier (4 points). As a swift action, she may spend one point to grant herself a +1 circumstance bonus to all attack rolls until the end of her turn. (This bonus increases at 6th, 10th, &c). She may spend one point to grant herself a +2 circumstance bonus to any skill check (increasing to +4 at 10th). As long as she has at least one point remaining, she is considered to have the Improved Feint feat, allowing her to Feint as a move action.
FEATS
1st level: Two-Weapon Fighting
2nd level: Deceitful
2nd level Rogue Talent: Finesse Rogue
TRAITS
Fencer: +1 trait bonus on attacks of opportunity with daggers, swords, and similar bladed weapons.
Stealthy Escape: You may roll Sleight of Hand instead of Escape Artist to escape manacles, rope, or similar restraints (but not grapple attacks). If you do, you gain a +2 trait bonus on Bluff checks to pretend that you are still bound.
INVENTORY
Cost Weight Item
50 4 Backpack (masterwork)
- 5 Bedroll
1 - Flint and steel
1 1 Belt Pouch
10 5 Silk rope (50 ft.)
1 4 Waterskin
2 1 Trail rations x5
1 2 Caltrops
1 4 Grappling Hook
- 1 Mess Kit
10 - Mirror
1 4 Pot
- - Soap
100 2 Thieves' tools (masterwork)
530 gp remaining
CARRYING CAPACITY | Normal (w/ mwk backpack) |
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Light Load | 58 lb. |
Medium Load | 116 lb. |
Heavy Load | 175 lb. |
Lift Over Head | 150 lb. |
Lift Off Ground | 300 lb. |
Push or Drag | 750 lb. |
LANGUAGES
Undersea, Aquan
This message was last edited by the player at 06:33, Tue 11 May 2021.