sarpadian |
Is this guy rogue-y enough for you?
Bringor Spellwhisper
Male halfling rogue 1
N Small humanoid (halfling)
Init +3; Perception +6
DEFENSE
AC 15, touch 14, flat-footed 11 (+1 armor, +3 Dex, +1 size)
hp 9 (1d8+1);
Fort +2; Ref +6; Will +1; +2 racial vs. fear
OFFENSE
Speed 20 ft.
Melee rapier +0 (1d4-1/18-20)
Ranged light crossbow +4 (1d6/19-20) [+5 (1d6+1/19-20) within 30 ft.]
Special Attacks sneak attack +1d6
STATISTICS
Str 9, Dex 18, Con 13, Int 14, Wis 10, Cha 9
Base Atk +0; CMB -2; CMD 8
Feats Point-Blank Shot
Skills Acrobatics +10, Appraise +6, Bluff +3, Climb +1, Diplomacy +3, Disable Device +8, Escape Artist +8, Knowledge (local) +6, Perception +6 (+7 to detect traps), Sleight of Hand +8, Stealth +12; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Dwarven, Elven, Halfling
SQ trapfinding +1, weapon familiarity
Combat Gear crossbow bolts (20); Other Gear armored kilt, light crossbow, rapier, rogue’s kit [backpack, bedroll, belt pouch, caltrops, chalk (10), flint and steel, grappling hook, iron pot, mess kit (plate, bowl, cup, fork, knife, and spoon), mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), waterskin], 28 gp
SPECIAL ABILITIES
Sneak Attack +1d6
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. 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.
Trapfinding +1
A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Weapon Familiarity
Halflings are proficient in slings and treat all weapons with “halfling” in the name as martial weapons.
The Chronicler - GM |
Sarpadian...looks good. If you could finish it out with some background and description we can move right in. You can jump in and we'll play along like you've been with us from the beginning.
Sorry I didn't get back to you guys sooner, but the stats weren't posted until after midnight. I was already in bed.
The Chronicler - GM |