Rogue

BLAZANAR BRAMBLEFOOT

 

Male halfling, Halfling Paragon 2/Rogue 5

N Small humanoid (halfling)

Init +8

DEFENSE

AC 19, 15 touch, 15 flat-footed (+4 Studded)

HP 44/44 (2d6 plus 5d8)

SV Fort +4 (1), Ref +14 (7), Will +3 (1) (+1 Cloak, +2 Luck)

OFFENSE

Spd 20 ft. (6m)

Melee: shortspear* +9 (1d4, x2)

Ranged: shortspear* +9 (1d4+2, x2, 6m)

Ranged: slingstaff* +9 (1d6+2, x3, 24m)

Ranged: light crossbow* +9 (1d6, 19+, 24m)

STATISTICS

Str 10, Dex 18, Con 10, Int 15, Wis 8, Cha 15

Base Attack: +4, grapple +5

Skills: Appraise +4 (2), Balance +11 (4+3), Bluff +5 (3), Climb +6 (3+3), Craft (alchemy) +5 (3), Disable Device +8 (6), Escape Artist +8 (4), Gather Information +4 (+2), Hide +19 (6+4+5), Jump +8 (5+3), Knowledge (dungeoneering) +6 (4), Knowledge (local) +4 (2), Listen +4 (3+2), Move Silently +18 (6+3+5), Search +6 (4), Sense Motive +3 (2.0+2), Sleight of Hand +10 (6), Spot +3 (4), Survival +4 (5), Tumble +11 (4), Use Magic Device +4 (2)

Feats: Blind-Fight, Dodge, Improved Initiative, Nobody’s Fool, Weapon Finesse

Talents (Halfling Paragon): Athletic Prowess, Save Bonus, Thrown Weapon Mastery

Talents (Rogue): Evasion, Rogue Talent [Combat Trick, Minor Magic: Light (3/day)], Sneak attack +3d6, Trap Finding, Trap Sense +1, Uncanny Dodge

Racial Traits (Halfling): Small, Slow Speed, Fearless, Halfling Luck, Keen Senses, Sure-Footed, Weapon Familiarity

Combat Gear: +1 studded leather of shadow, halfling slingstaff*, shortspear*, light crossbow*

Other Gear: cloak of resistance +1, elixir of hiding, oil of magic weapon (1), potion of cure serious wounds (6), potion of neutralize poison (1), potion of remove disease (1), climber’s kit, disguise kit, thief tools

DETAILS

Languages: Halfling, Human (chondathan), Gnome

Region: Western Heartlands, Halfling

Patron Deity: Brandobaris

Player: TIAGO (aka Dorn)

Athletic Prowess (Ex): At 1st level, a halfling paragon's racial bonus on Climb, Jump, and Move Silently checks improves to +3.

Save Bonus (Ex): A 1st-level halfling paragon's racial bonus on all saving throws increases by 1.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Keen Senses: Halflings receive a +2 racial bonus on Listen checks.

Sure-Footed: Halflings receive a +2 racial bonus on Balance, Climb, Jump, and Move Silently checks.

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.

Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks.

Slow Speed: Halflings have a base speed of 20 feet.

+2 Dexterity, +2 Charisma, -2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.

Evasion: 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.

Rogue Talent: As a rogue gains experience, she learns a number of talents that aid her and confound her foes:

Combat Trick — Blind-Fight: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however. You do not need to make Balance skill checks to move at full speed while blinded.

Minor Magic (Sp): A rogue with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast three times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 10 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 10 to select this talent.

Light: Object shines like a torch.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter (your attack is 3d6). Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Trap Finding: A rogue adds 1/2 her level to Search checks made to locate traps and to Disable Device checks. A rogue can use Disable Device to disarm magic traps.

Trap Sense: 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 (and so forth). Trap sense bonuses gained from multiple classes stack.

Uncanny Dodge: A rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

Blind-Fight: In melee, every time you miss because of concealment, you can reroll your miss chance percentile one time to see if you actually hit.

An invisible attacker gets no advantages related to hiting you in melee. That is, you don't loose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however. You do not need to make Balance checks to move at full speed while blinded.

Dodge: During your action, you designate an opponent and receive a +1 dodge bonus to AC against attacks from that opponent. You can select a new opponent on any action.

Improved Initiative: You get a +4 bonus on initiative checks.

Nobody's Fool: You get a +2 bonus on all Sense Motive and Gather Information checks.

Weapon Finesse: With a light weapon made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Combat Gear

+1 studded leather of shadow, halfling slingstaff*, shortspear*, light crossbow* (20 bolts)


Other Gear

cloak of resistance +1, elixir of hiding, oil of magic weapon (1), potion of cure serious wounds (6), potion of neutralize poison (1), potion of remove disease (1), climber’s kit, disguise kit, thief tools

Thrown Weapon Mastery (Ex): At 2nd level, a halfling paragon gains a +2 bonus on damage rolls when using a thrown weapon or a sling.