KANSBAR RATHBONE
CG Male halfling (lightfoot), Rogue 3
Deity: Brandobaris; Kuil
XP: 3,000
Age: 37
Languages: Halfling, Suar, and Taal.
Armor Class: 17 (+1 size, +2 Dex, +4 armor), Touch 12, Flat-Footed 15
Initiative: +2
Hit Points: 13 (3d6)
Speed: 20 ft. (4 squares)
ABILITIES
STR 14 (+2)
DEX 15 (+2)
CON 10 (+0)
INT 13 (+1)
WIS 10 (+0)
CHA 16 (+3)
[sblock="Dice Rolls"]Dice Rolls: 4d6 (drop lowest), 9 times, pick best six, arrange > 1,2,2,6=8; 2,2,3,5=10; 3,3,5,5=13; 4,5,5,6=16; 2,3,4,6=13; 2,3,3,4=10; 1,1,2,6=9; 4,5,5,6=16; 1,2,2,5=9[/sblock]
SAVES
Fortitude +2
Reflex +6
Will +2 (+4 vs. fear)
ATTACKS
Base Attack +2; Grapple +0
+5 melee (1d4+2/19–20/x2, masterwork short sword) or
+4 melee or ranged (1d3+2, 19–20/x2, dagger) or
+4 ranged (1d4+2/x3, 70 ft., composite shortbow [+2 Str bonus])
SKILLS
Appraise: +1 (Int) = +1
Balance: 2 ranks +2 (Dex) = +4
Bluff: 2 ranks +3 (Cha) = +5
Climb: 2 ranks +2 (race) +2 (Str) = +6
Decipher Script: 4 ranks +1 (Int) = +5
Diplomacy: +3 (Cha) = +3
Disable Device: 4 ranks +1 +3 (feat) = +8
Disguise: +3 (Cha) = +3
Escape Artist: 2 ranks +2 (Dex) = 4
Forgery: +1 (Int) = +1
Gather Information: 2 ranks +3 (Cha) = +5
Hide: 4 ranks +2 (Dex) +4 (size) = +10
Intimidate: +3 (Dex) = +3
Jump: 2 ranks +2 (race) +2 (Str) = +6
Knowledge (local): 0 ranks +1 (Int) = +1
Listen: 4 ranks +2 (race) +0 (Wis) = +6
Move Silently: 4 ranks +2 (race) +2 (Dex) = +8
Open Lock: 4 ranks +2 (Dex) = +6
Search: 4 ranks +1 (Int) = +5
Sense Motive: 2 ranks +0 (Wis) = +2
Sleight of Hand: 4 ranks +2 (Dex) = +6
Spot: 4 ranks +0 (Wis) = +4
Swim: 2 ranks +2 (Str) = +4
Tumble: 2 ranks +2 (Dex) = +4
Use Rope: +2 (Dex) = +2
FEATS
Urban Tracking [bonus feat]
Dodge [1st]
Skill Focus (Disable Device) [3rd]
RACIAL TRAITS
Small-sized, +1 racial bonus on all saves and +2 morale bonus vs. fear; +1 racial attack bonus with all ranged weapons; +2 racial bonus to the following skills: Climb, Jump, Listen, Move Silently; can use Knowledge (local) untrained; Urban Tracking as a bonus feat.
CLASS FEATURES
Evasion
Sneak Attack +2d6
Trapfinding
Trap Sense +1
EQUIPMENT (2,700 gp total)
+1 studded leather (1,175 gp)
Masterwork small-sized short sword (310 gp)
Potion of cure moderate wounds (300 gp)
Quaal' feather token [bird] (300 gp)
Elixir of vision (250 gp)
Composite shortbow [+2 Str bonus] (225 gp)
Thieves' tools (30 gp)
Dagger [x2] (4 gp)
Sunrod [x2] (4 gp)
Quiver w/20 arrows (1 gp)
Traveler's outfit (1 gp)
Bonus Item(s) [1,000 gp total]: Elixir of hiding, elixir of sneaking, elixir of swimming, and silversheen.
Adventuring Gear: Backpack, bedroll, caltrops, chalk (x10), fishhook, flint and steel, grappling hook, average lock, 5 pieces of parchment, vial of ink, 2 inkpens, belt pouch (30, 7 sp, 3 cp), silk rope (50 feet), signal whistle, trail rations (6 days), spade, torch (x5), waterskin, whetstone (100 gp including belt pouch contents).
DESCRIPTION
Kansbar is fairly typical for a lightfoot halfling, which suits him just fine. He tends to blend into the background with ease, although his quick wit tends to get him noticed. He is of average height and weight and his hair is a dirty brown and his eyes are a light brown. He ties his hair back in a ponytail as most lightfoots do who live in the Chara Cities, and he refuses to grow facial hair, as it would make him stand out. His studded leather is well kept, but he often smears it with a scentless oil that makes it look worn to casual inspection. His short sword never leaves his side and he sleeps with it sheathed under his head even if he doesn't have a pillow. Kansbar always keeps his thieves' tools and silversheen hidden whether it is on him or stashed nearby. He's less attached to his other gear, but he keeps everything handy when possible.
BACKGROUND
Kansbar grew up on the dangeorus streets of the City-state of Favir. The Littoral City is known more for its beautiful shorelines than for the hospitality of the city-state itself. In fact, the powerful druidic enclave that rules Favir lets the city-state rot, so it can invest all its time and coin to protect the sandy beaches, rock gardens, natural sea caves, and underwater reefs. Th rich and powerful live outside the city-state in walled estates. The city doesn't have a wall, and the city-state's streets are controlled by three powerful thieves' guilds who pay lip service to the druids who control every aspect outside the city-state. Getting near the shoreline is next to impossible while getting into the city is fairly easy. Getting out is a lot harder.
Kansbar is one of the few halflings to escape the city-state with his skin attached. He youth had been as a slave for the Black Worms thieves guild. His father had been a prominent member of the Pigstickers thieves guild. When his father was killed, Kansbar was taken captive. He spent four years licking the boots of the guildmaster of the Black Worms, literally. His way with words and quick feet kept him from the worst trouble. One evening when his master's guard was down, he disappeared into the night. He'd picked up enough skill from watching the Black Worms that he managed to flee back to the Pigstickers. By then, his father's loyalty was a memory and he was given a choice — leave the city or be a slave to the Pigstickers. He chose the former even though few made it past the Seawarden patrols.
Somehow, he managed to get through. He doesn't talk about it.
Knowing that enslavement is all he'd get if he fled south, Kansbar headed north to Hellekan, The City of the Sun. It was the lesser of all the evils that were open to him. He was forced to swear loyalty to the House of Lords and the Temple of Apollo before he was allowed into the city-state. He entered into Hellekan as a newly converted citizen in 741 N.C. He spent the next six months working odd jobs and practicing his skills clandestinely. Hellekan did have a thieves' guild, of sorts, but it was devoted to the North God, Kuil, more than it was to profit. He quickly found that it was better to be a member of the Protectors of the Coffers than to be a rogue thief in the city-state. He joined, but he wasn't forced to give up his devotion to Brandobaris.
It was a year later that Kansbar met Stedd for the for the first time. As a Protector, it was Kansbar's job to look out for the people of the city-state against robbers and other dangers, so when he came across 6-year-old Stedd running through the streets at night, he knew his duty to the little tyke. It took him an hour to catch the boy. He took him tho the guildhouse and presented Stedd to the Matron of the House. She didn't know who the boy was at first, and Stedd spent the night playing and sleeping in the guildhouse. He broke a lot of mugs and plates. Kansbar admired the boy's feisty spirit. Soon word came that one of the foundlings from the Temple of Apollo was missing, Kansbar's life quickly changed.
It was Kansbar's duty to take him back to the temple. The priests were thrilled to have Stedd back and asked Kansbar to be the boy's personal Protector. They felt that he needed more than his mother's attention (such as it was). Kansbar agreed on condition that Stedd not know that he was his Protector. It was important to the halfling that Stedd see him as the boy's friend before anything else. The priests agreed, reluctantly. Kansbar spent less time at the guildhouse and more time in a small house near the temple — gifted to him by the Temple of Apollo. When Stedd ran away, which happened a lot, it was Kansbar's job to track him down. More often than not it was Kansbar who knew where Stedd was before the boy's mother and the priests even knew he was gone.
Then on that fateful day when Stedd was 8 years old, Kansbar lost him. They wily boy had ran off with a plan. He a bully to face, and he didn't want Kansbar there to intimidate his rival. Kansbar got there just in time to see Stedd knock out the older boy. Several priests of Kord stood in the gathered crowd and they cheered the boy on as he whipped the bully's arrogant ass. Knowing who he was, they asked him to try to get Stedd moved from the Temple of Apollo to the Kordite Temple. Kansbar knew it would be a match, and when the priests of Apollo decided that Stedd was too much of a problem for them, it was Kansbar who first suggested the Kordite Temple. (He also suggested the Protectors guildhouse, as a less desirable option in hopes of pushing the priests towards the Kordites.)
Stedd moved to the Kordite Temple, and Kansbar went with him. He was released from his duties as a Protector, but he refused to leave the boy's side. When Stedd turned 10, Kansbar told the boy he'd been assigned to him, but when it had come time for them to part ways, he was allowed to leave the guild. Stedd just laughed. He'd always known. The two have been the best of friends ever since. Kansbar has watched Stedd grow into a man, deal with the machinations of the priests of Apollo and Stedd's mother, learn about and fight for his sister's rights, and even fought alongside him on a few adventures. So, when Stedd decided to travel to Deepwater to meet his father, Kansbar went with him.
And he's glad he did. The city is wondrous place, but it can be nearly as dangerous and Favir. Without Kansbar watching his back, Stedd would have died by an assassin's blade within the first month. Kansbar has also had to protect Stedd from himself. The young man loves a good fight and often gets into trouble. Kansbar is glad that Stedd's sister, Cefrey, is level-headed. Stedd listens to her more now than to Kansbar. Kansbar knows it's not his place to protect the young lord anymore, but he refuses to leave his friend unguarded in Stedd's weakest moments. Kansbar is trying to bring the Protectors to Deepwater, which, so far, has been next to impossible. The Schaduwen, or Shadow Thieves, are considered a major external threat and the Lords of Deepwater refuse to let another guild of thieves — even a respected Kuilite guild — to gain a foothold in Deepwater.
For now, Kansbar works with the local temple of Kuil to help those who wish to seek the protection of the church. He also has made many contacts amongst the Rode Sjerpen, or Red Sashes.