Rathan
First Post
Well...I thought I'd try it this way... 
I made this character I'm intrested in playing.... I thought maybe if I had a char made itwould be easier to find a DM to run a game for it......
Raylis Slystep
Male Halfling Rogue7/Fighter4
Align: N/E
BAB: +9/+4
Init: +8
HP: 91 / 91
AC: 22 [23] (+6 dex +1 Racial +5 Bracers [+1dodge])
Str: 16 +3 (-2 racial +1 stat point)
Dex: 22 +6 (+2 racial +4 magic item)
Con: 16 +3 (+1 stat point)
Int: 15 +2
Wis: 11 - -
Cha: 12 +1
Fort: +11 (+4 base +3 Con Mod +1 Racial +3 Magic Item)
Ref: +15 (+5 base +6 Dex Mod + 1 Racial +3 Magic Item)
Will: +6 (+2 base +0 Will Mod + 1 Racial +3 Magic Item)
Feats:
Improved Initiative
Dodge
Mobility
Point Blank Shot
Percise Shot
Weapon Focus (Longbow)
Improved Crit (Short Sword)
Skills: 0
Appraise (Int) +6
Balance (Dex) +8
Bluff (Cha)+ 5
Climb (Str) +7 (+2 racial)
Craft (Int) (Bowyer/Fletcher) +6
Decipher Script (Int) +6
Diplomacy (Cha) +2
Disable Device (Int) +6
Disguise (Cha) +3
Escape Artist (Dex) +8
Forgery (Int) +4
Gather Information (Cha) +2
Handle Animal (Cha) +3
Hide (Dex) +23 (+4 racial + 5 magic item)
Intimidate (Cha) +3
Jump (Str) +8 (+2 racial)
Knowledge (local) (Int) +4
Listen (Wis) +8 (+2 racial)
Move Silently (Dex) +16 (+2 Racial)
Open Lock (Dex) +17
Ride (Dex) (Riding Dog) +8
Search (Int) +8
Sense Motive (Wis) + 6
Sleight of Hand (Dex) +6
Swim (Str) +6
Spot (Wis) +6
Tumble (Dex) +12
Use Magic Device (Cha) +11
Use Rope (Dex) +7
Languages: Common, Halfling, Dragonic, Goblin
Special:
Sneak Attack: +4d6
Trap Sense +2: At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Uncanny Dodge: Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.
Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Weapon and Armor Proficiency: Proficient with all simple weapons as well as, Hand Crossbow, Rapier, Shortbow, Shortswords, and Light Armor
Halfling Abilities:
+2 Dexterity, -2 Strength.
Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
Halfling base land speed is 20 feet.
+2 racial bonus on Climb, Jump, and Move Silently checks.
+1 racial bonus on all saving throws.
+2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.
+1 racial bonus on attack rolls with thrown weapons and slings.
+2 racial bonus on Listen checks.
Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
Favored Class: Rogue. A multiclass halfling’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing.
Magic Items:
Bracers of Armor +5 [25,000]
Golves of Dex +4 [16,000]
Boots of Resistance +3 [9,000]
Cloak of Elvenkind [2,500]
+1 MW Shortsword of Frost [8,310] +13/+8 to hit 1d4+4+1d6 dmg 17-20 x2 crit (S)
WM +1 MC Longbow +3 [2,600] +17/+12 to hit 1d6+4 dmg 20x3 crit range: 110 (P)
Wand of CLW's (1d8+1) [750]
Wand of Detect Magic [375]
Items: *= In backpack, @= in saddle bags
Backpack
Winter Blanket *
Map/Scroll Case
Flint and Steel *
Grappling Hook @
50' Hemp Rope @
3 Amazing Locks *
Masterwork Manacles *
Belt Pouches (x5) [2 are in saddle bags] 543 GP left
Signet Rings (x2) [One is depicting a halfling half in shadows]
Trail Rations (5 Days) @
MW Thieves Tools
Riding Dog
Small Saddle
Small Saddlebags
Chainmail Barding
Bit and Bridle
5 Days Dog Chow @
Tinder Twigs [Matches] (x20)
Cigarettes (x100)
Sunrod (x10) @
History:
Raylis is from no named town out in the woods. His upbringing was good. His parents provided him with most everything he asked for within reason. As Raylis reached youngadulthood though he discovered the riches of the city life and met people who could teach him to attain this wealth. He ran with this crowd for the better part of four years and became one of it's best members. He could steal the undergarments off a ladie and not even have her notice, and did this quite often for amusment. Something was missing though. Raylis needs more of a challenge. So he has set forth on a search of a grand city to pilfer. What happens next is shrouded in mystery.....

I made this character I'm intrested in playing.... I thought maybe if I had a char made itwould be easier to find a DM to run a game for it......
Raylis Slystep
Male Halfling Rogue7/Fighter4
Align: N/E
BAB: +9/+4
Init: +8
HP: 91 / 91
AC: 22 [23] (+6 dex +1 Racial +5 Bracers [+1dodge])
Str: 16 +3 (-2 racial +1 stat point)
Dex: 22 +6 (+2 racial +4 magic item)
Con: 16 +3 (+1 stat point)
Int: 15 +2
Wis: 11 - -
Cha: 12 +1
Fort: +11 (+4 base +3 Con Mod +1 Racial +3 Magic Item)
Ref: +15 (+5 base +6 Dex Mod + 1 Racial +3 Magic Item)
Will: +6 (+2 base +0 Will Mod + 1 Racial +3 Magic Item)
Feats:
Improved Initiative
Dodge
Mobility
Point Blank Shot
Percise Shot
Weapon Focus (Longbow)
Improved Crit (Short Sword)
Skills: 0
Appraise (Int) +6
Balance (Dex) +8
Bluff (Cha)+ 5
Climb (Str) +7 (+2 racial)
Craft (Int) (Bowyer/Fletcher) +6
Decipher Script (Int) +6
Diplomacy (Cha) +2
Disable Device (Int) +6
Disguise (Cha) +3
Escape Artist (Dex) +8
Forgery (Int) +4
Gather Information (Cha) +2
Handle Animal (Cha) +3
Hide (Dex) +23 (+4 racial + 5 magic item)
Intimidate (Cha) +3
Jump (Str) +8 (+2 racial)
Knowledge (local) (Int) +4
Listen (Wis) +8 (+2 racial)
Move Silently (Dex) +16 (+2 Racial)
Open Lock (Dex) +17
Ride (Dex) (Riding Dog) +8
Search (Int) +8
Sense Motive (Wis) + 6
Sleight of Hand (Dex) +6
Swim (Str) +6
Spot (Wis) +6
Tumble (Dex) +12
Use Magic Device (Cha) +11
Use Rope (Dex) +7
Languages: Common, Halfling, Dragonic, Goblin
Special:
Sneak Attack: +4d6
Trap Sense +2: At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Uncanny Dodge: Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.
Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Weapon and Armor Proficiency: Proficient with all simple weapons as well as, Hand Crossbow, Rapier, Shortbow, Shortswords, and Light Armor
Halfling Abilities:
+2 Dexterity, -2 Strength.
Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
Halfling base land speed is 20 feet.
+2 racial bonus on Climb, Jump, and Move Silently checks.
+1 racial bonus on all saving throws.
+2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.
+1 racial bonus on attack rolls with thrown weapons and slings.
+2 racial bonus on Listen checks.
Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
Favored Class: Rogue. A multiclass halfling’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing.
Magic Items:
Bracers of Armor +5 [25,000]
Golves of Dex +4 [16,000]
Boots of Resistance +3 [9,000]
Cloak of Elvenkind [2,500]
+1 MW Shortsword of Frost [8,310] +13/+8 to hit 1d4+4+1d6 dmg 17-20 x2 crit (S)
WM +1 MC Longbow +3 [2,600] +17/+12 to hit 1d6+4 dmg 20x3 crit range: 110 (P)
Wand of CLW's (1d8+1) [750]
Wand of Detect Magic [375]
Items: *= In backpack, @= in saddle bags
Backpack
Winter Blanket *
Map/Scroll Case
Flint and Steel *
Grappling Hook @
50' Hemp Rope @
3 Amazing Locks *
Masterwork Manacles *
Belt Pouches (x5) [2 are in saddle bags] 543 GP left
Signet Rings (x2) [One is depicting a halfling half in shadows]
Trail Rations (5 Days) @
MW Thieves Tools
Riding Dog
Small Saddle
Small Saddlebags
Chainmail Barding
Bit and Bridle
5 Days Dog Chow @
Tinder Twigs [Matches] (x20)
Cigarettes (x100)
Sunrod (x10) @
History:
Raylis is from no named town out in the woods. His upbringing was good. His parents provided him with most everything he asked for within reason. As Raylis reached youngadulthood though he discovered the riches of the city life and met people who could teach him to attain this wealth. He ran with this crowd for the better part of four years and became one of it's best members. He could steal the undergarments off a ladie and not even have her notice, and did this quite often for amusment. Something was missing though. Raylis needs more of a challenge. So he has set forth on a search of a grand city to pilfer. What happens next is shrouded in mystery.....
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