| Full
Name |
Bingo Underbough |
|
| Race |
Halfling |
|
| Classes/Levels |
Rogue 3 HP : 27/27 |
|
| Gender |
Male |
|
| Size |
Small |
|
| Age |
25 |
|
| Special Abilities |
Fearless, Trapfinding +1, Brigand, Sneak Attack +2d6, Self-sufficient, Trap Sense +1, Evasion |
|
| Alignment |
Lawful Neutral |
|
| Deity |
Erastil |
|
| Location |
Stolen Lands |
|
| Languages |
Common, Dwarven, Elven, Halfling |
|
| Strength |
11 |
|
| Dexterity |
18 |
|
| Constitution |
14 |
|
| Intelligence |
14 |
|
| Wisdom |
12 |
|
| Charisma |
16 |
|
About Bingo Underbough
Bingo Underbough is a youngish halfling with long blond hair tied back in a ponytail. He jogs along on his pony, Fern, humming along with the elf's tune. His skin is weathered and, even though he seems carefree enough, his eyes never stop scanning the underbrush along their path.
BINGO UNDERBOUGH CR 2
Male Halfling Rogue 3
LN Small Humanoid (Halfling)
Init +4; Senses Perception +10 (+11 to locate traps)
--------------------
OFFENSE
AC 17, touch 13, flat-footed 14 (+3 Dex, +1 size, +3 armor)
HP 27 (8+2, 5+2, 5+2)
Fort +3(+5 vs Fear), Ref +7(+8 vs Traps, +9 vs Fear), Will +2(+4 vs Fear)
--------------------
DEFENSE
Speed 15 ft.
Melee MW Cold Iron Sickle +4 (1d4/19-20/x2)
MW Dagger +4 (1d3/19-20/x2)
Dagger +3 (1d3/19-20/x2)
Unarmed Strike +2 (1d2/20/x2)
Ranged Shortbow, Comp. (Str +0) +7 (1d4/20/x3)
Sling +7 (1d3/20/x2)
Special Attacks Sneak Attack +2d6
--------------------
STATISTICS
Str 11(13), Dex 18(16), Con 14, Int 14, Wis 12, Cha 16(14)
Base Atk +2; CMB +1; CMD 14(FF 11)
Feats: Rogue Weapon Proficiencies, Self-sufficient, Alertness
Traits: Brigand, Devotee of the Green: Knowledge (Nature)
Skills: Acrobatics +13, Appraise +7, Bluff +8, Climb -1, Craft (Traps) +6, Diplomacy +8, Disable Device +7, Disguise +3, Escape Artist +1, Fly +3, Handle Animal +4, Heal +3, Intimdidate +7, Knowledge (Geography) +5, Knowledge (Local) +7, Knowledge (Nature) +8, Perception +9(+11 to locate traps), Profession: Trapper +5, Ride +2, Sense Motive +8, Stealth +10, Survival +6, Swim -3, Use Magic Device +7 Modifiers: Brigand
Languages: Common, Dwarven, Elven, Halfling
SQ: Fearless, Trapfinding +1, Trap Sense +1
Talents: Charmer
Combat Gear: Arrows (18), Bullets, Sling (10), Bullets, Smoke (10), Bullets, Sharpstone (10), Bullets, Spongestone (10), Bullets, Little Starstone (10), MW Dagger, MW Cold Iron Sickle, Dagger, Composite Shortbow (Str +0), Sling, Studded Leather; Other Gear: Backpack (8 @ 2 lbs), Boots of Elvenkind, Candle, Cape of Resistance +1, Fishhook, Flint and steel, Small Steel Mirror, Potion of Cure Light Wounds, Pouch, belt (7 @ 2.9 lbs), Trail Rations (per day) (5), Sack (empty), Sack (empty), Thieves' tools, Twine (50'), Waterskin, Whetstone, 259 gp, 9 sp
--------------------
SPECIAL ABILITIES
Brigand: +1 Bluff, Diplomacy, Intimidate, and Sense Motive when dealing with brigands, thieves, bandits, etc.
Fearless: +2 morale bonus vs Fear saves.
Sneak Attack: +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1: +1 to find or disable traps.
Charmer: Once per day, roll two d20 for Diplomacy and take better result.
Trap Sense +1: +1 bonus to saves and AC vs traps.
Evasion: Make a Reflex save for half damage, take no damage instead.
--------------------
FERN CR 1
Male Horse, Pony
NN Medium Animal
Init +1; Senses Low-Light Vision, Scent; Perception +5
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
--------------------
Spd 40 ft.
Melee Hooves x2 (Horse, Pony) +2 x2 (1d3+1/20/x2) and
Unarmed Strike +2 (1d3+1/20/x2)
--------------------
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. Trip)
Feats Endurance, Run
Tricks Come [Trick], Heel [Trick], Riding [Trick], Stay [Trick]
Skills Perception +5
Languages
SQ Riding [Trick]
Other Gear Bit and bridle, Fishing net, 25 sq. ft., Grappling hook, Saddle (Riding), Saddlebags (4 @ 11 lbs), Tent, Torch (3)
--------------------
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run You run faster than normal.
Scent (Ex) Detect opponents within 15+ feet by sense of smell
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BACKGROUND
Jamis and Chamira were two halfling slaves who escaped from Galt when their master's family met the Gray Gardeners. They found their way to Daggermark, in the River Kingdoms, where they took employment with the Assassin's Guild and were moderately successful. Over the years, they had several children, one son, the eldest, Kaleel, and three daughters, Bellis, Marra and Sephanie. As a result, Chamira took fewer jobs for the Assassins, while the children, as they became older, served as lookouts and distractions when needed.
In the year 4705 AR, Jamis was given an assignment in Razmiran. He refused to take Kaleel or the girls with him, forbidding them from following after. He never returned.
Several months after Jamis' disappearance, Kaleel returned to his family's house to find the front door ajar. Drawing his two daggers, he cautiously entered. That caution saved his life. Sensing danger, the young halfling ducked under the mace swinging for his head and sheathed his daggers in the gut of his attacker, a gold-masked follower of Razmiran. The priest dropped his weapon, bending low enough for Kaleel to slit his throat and end his pain. Ignoring the dying assassin, Kaleel sped through the house, seeking his family.
He found his mother and sisters in the basement storage room. What he saw there haunts his dreams to this day. They'd been tortured most cruelly, with blade and flame. Kaleel's faith died that day, along with his family. He dragged the dead priest down to the basement and built a funeral pyre for his mother and three sisters, placing their killer at their feet.
He assembled supplies and, as night fell, said good-bye to his family and promised their spirits he would do everything in his power to see that those responsible for their deaths would pay. Thrusting a torch into the pyre, he left the house and, shortly thereafter, left Daggermark for ever.
He now calls himself Bingo Underbough and travels the River Kingdoms, looking and waiting for the chance to pay his family's debt.