Badger, halfling rogue2
If there was a defining moment in the life of the halfling known only as Badger, it was when he met a group of adventurers who had saved the orphanage from an infestation of kobolds. Amidst the proud, sturdy but boastful warriors and mages, there was one who stayed quiet and out of the spotlight - the halfing hero Peregrin Shadowfox Applebucket. A halfling was part of this amazing group!
The young Badger decided then and there he would be an adventurer himself. Of course, being a poor orphan in a cold big city this was no easy task. However, the small man trained tirelessly between the jobs he did for the local crime organization Iron Order, working on his stealth, his lockpicking skills, his sleight of hand. He was a halfling with a Goal.
So when some mysterious organisation called out for would-be adventurers, the ink did not even have time to dry...
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STR 8 (-1) (-2 racial)
DEX 20 (+5) (+2 racial)
CON 12 (+1)
INT 14 (+2)
WIS 11 (+0)
CHA 12 (+1) (+2 racial)
Fort 2 (+0 base, +1 con, +1 halfling luck)
Ref 9 (+3 base, +5 dex, +1 halfling luck)
Will 1 (+0 base, +0 wis, +1 halfling luck)
AC 19 (+3 armor, +5 dex, +1 size)
Initiative +5
Hit Dice 2d8+2
HP 16
BAB +1
Attack (masterwork rapier): melee +1 (1d4-1 piercing, 18-20/x2)
Attack (masterwork shortbow): ranged +7 (1d4-1 piercing, x3, range 60 feet) (+8 within 30 feet, point blank shot)
Attack (dagger): melee +1 (1d3-1 piercing/slashing, 19-20/x2), ranged +8 (range 10 feet; point blank shot)
Attack (sap): melee +1 (1d4-1 bludgeoning, nonlethal)
CMB: -1 (BAB +1, strength -1, size -1)
CMD: 14 (BAB +1, strength -1, dex +5, size -1)
Favored class:
Rogue (gains 1 skill point per level in Rogue)
Languages: common, halfling, elven, goblin
Halfling racial features:
- Abilities: dexterity +2, charisma +2, strength -2
- Small size: +1 size bonus to AC, +1 size bonus on attack rolls, -1 penalty on CMB and CMD, +4 size bonus on Stealth
- Slow speed: 20 feet base speed
- Fearless: +2 racial bonus on saving throws against fear
- Halfling Luck: +1 racial bonus on saving throws
- Keen Senses: +2 racial bonus on Perception
- Sure-Footed: +2 racial bonus on Acrobatics and Climb
- Weapon Familiarity: proficient with slings, treat weapons with the word "halfling" in its name as martial weapons
- Languages: automatic languages common and halfling; bonus language options are dwarven, elven, gnome, goblin
Rogue class features:
- Weapon and armor proficiency: all simple weapons, hand crossbow, rapier, sap, shortbow, short sword. Light armor, no shields.
- Sneak Attack 1d6: Extra damage when target is denied dexterity bonus; ranged within 30 feet.
- Trapfinding: Adds 1/2 level to Perception checks made to locate traps and to Disable Device checks. Can use Disable Device to disarm magic traps.
- Evasion: When making successful Reflex save against attack that normally deals half damage on save, take no damage instead.
- Rogue Talents: Gain talents at every even level.
Feats:
- Point Blank Shot (+1 attack and damage on ranged targets within 30 feet)
Skills:
(8+int) plus 1 per level in favored class = 22 skill points
- Acrobatics +12 (2 ranks, +3 class skill, +2 racial)
- Bluff +6 (2 ranks, +3 class skill)
- Climb +6 (2 ranks, +3 class skill, +2 racial)
- Disable Device +10 (2 ranks, +3 class skill)
- Escape Artist +10 (2 ranks, +3 class skill)
- Knowledge (dungeoneering) +7 (2 ranks, +3 class skill)
- Knowledge (local) +7 (2 ranks, +3 class skill)
- Perception +7 (2 ranks, +3 class skill, +2 racial)
- Sleight Of Hand +11 (2 ranks, +3 class skill, +1 trait)
- Stealth +14 (2 ranks, +3 class skill, +4 size)
- Use Magic Device +6 (2 ranks, +3 class skill)
Traits:
- Wild Shadow (urban): Can attempt Stealth checks in chosen terrain (urban) in normal light without having cover or being invisible.
- Child Of The Streets: Gain +1 trait bonus on Sleight Of Hand, and Sleight Of Hand is always a class skill.
Rogue Talents:
- Bleeding Attack: Target takes 1 additional damage on each round for each die of sneak attack, until DC 15 Heal check is made or any effect that heals hit points.
Equipment:
starting gold: 1000 gp
- masterwork studded leather
- masterwork shortbow
- arrows x100
- masterwork rapier
- dagger x2
- sap
- masterwork thieves' tools
- backpack
- bedroll
- waterskin
- potion of cure light wounds
- rations x10
- 6 gp, 9 sp
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