Halfling

Charles Caskgrip's page

649 posts. Alias of joerice.


Full Name

Charles Caskgrip

Race

Halfling Rogue (Burglar) 5 Vigilante (Serial Killer) 1 | HP 58 AC 21 ( 18 touch, 15 flat footed) CMD 15 | Fort +5, Ref +11, Will + 5 (+2 vs fear) | Init: +5, Perc: +17 (+20 traps)

Classes/Levels

Skills:
Acrobatics 16 | Climb 10| Disable Device 17/28 | Escape Artist 13 | Knowledge Local 9 | Perception 17/28 | Sense Motive 11 | Stealth 18 | Appraise 9 | Sleight of Hand 13

Gender

M

Size

S

Alignment

CN

Languages

Halfling, common

Strength 10
Dexterity 21
Constitution 14
Intelligence 10
Wisdom 14
Charisma 10

About Charles Caskgrip

Charles Caskgrip AKA Maximum Deathblood
Male Halfling Rogue (Burglar) 5/Vigilante (Serial Killer) 1
CN/CE Small Humanoid (halfling) 
Init +5; Perception +17/+19
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Defense 
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AC 21 ( 18 touch, 15 flat footed)
hp 58
Fort +4, Ref +12, Will + 6 (+2 vs fear) 
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Offense 
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Speed 20 ft. 
Melee: +2 Glamered Dagger/Any Light Caskgrip's Vengeance and Mwk dagger +9 (1d3+5+2), +8 (1d3+5)
Melee: +2 Dagger +11 (1d3+5+2)
Melee: Masterwork Dagger +10 (1d3+5)19-20 s,p
Melee: Daggers +9 (1d3+5)19-20 s,p
Melee: Sickle +9 (1d4) trip s
Melee: Light Mace +9 (1d4) b
Ranged: Dagger +9 (1d3) p
Ranged: Hand crossbow +9 (1d3)19-20, p
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Statistics 
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Str 10, Dex 21, Con 14, Int 10, Wis 14, Cha 10
Base Atk +3; CMB +3; CMD 15 
Feats: Skill Focus Perception, Two Weapon Fighting, Dodge
Traits: Local Ties, Seeker

Skills:

Acrobatics 16 (5+6+3+2)
Climb 10 (0+5+3+2)
Disable Device 17/18 (5+6+3+3)+2
Escape Artist 13 (5+5+3)
Knowledge Local 9 (0+6+3)
Perception 17/20 (2+6+3+2+3+1)+3
Sense Motive 11 (2+6+3)
Stealth 18 (5+6+3+4)

Background Skills
Appraise 9 (0+6+3)
Sleight of Hand 13 (5+6+3)

Languages: Common, Halfling 

Racial Traits:

DEFENSE RACIAL TRAITS

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.

FEAT AND SKILL RACIAL TRAITS

Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.

OFFENSE RACIAL TRAITS

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

SENSES RACIAL TRAITS

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

Class Abilities:

Weapon and Armor Proficiency

Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

Sneak Attack 3d6

Finesse Training (Ex)

At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Trapfinding
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.
Evasion (Ex)

At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a 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 Talents:
Fast Stealth:This ability allows a rogue to move at full speed using the Stealth skill without penalty

Follow Clues: A rogue with this talent can use Perception to follow tracks as per the Survival skill.

Debilitating Injury (Ex)
At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Careful Disarm (Ex)
At 4th level, whenever a burglar attempts to disarm a trap using Disable Device, she does not spring the trap unless she fails by 10 or more. If she does set off a trap she was attempting to disarm, she adds double her trap sense bonus to avoid the trap.

This ability replaces uncanny dodge.

Rogue's Edge: Acrobatics
You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren’t denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.

Dual Identity (Ex)
A vigilante hides his true identity, allowing him to move about social circles and nobility without carrying the stigma of his ruthless actions. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: his true name, used in polite company, and his vigilante name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante’s true identity revealed to the world at large.

The vigilante can start each day in either of his identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the vigilante’s secret.

Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the process often also involves applying make-up, altering his hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user’s appearance do not reduce the time required to change identities. Most social talents require the vigilante to be in his social identity, but a vigilante who uses vigilante talents in his social identity risks exposing his secret.

Despite being a single person, a vigilante’s dual nature allows him to have two alignments, one for each of his identities. When in an identity, he is treated as having that identity’s alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, he is only eligible if both of his alignments meet the requirements.

A vigilante’s two alignments cannot be more than one step from each other on a single alignment axis. For example, a vigilante with a lawful neutral social identity could have a vigilante identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If a vigilante is the target of an effect that would change his alignment, it changes both of his alignments to the new alignment.

Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.

Seamless Guise (Ex)
A vigilante knows how to behave in a way that appears perfectly proper and normal for his current identity. Should anyone suspect him of being anything other than what he appears to be while either in his social or vigilante identity, he can attempt a Disguise check with a +20 circumstance bonus to appear as his current identity, and not as his other identity.

Social Talent
Owl’s Sight (Ex) The vigilante gains low-light vision. If he already has low-light vision, he gains a +4 competence bonus on Perception checks in dim light. The vigilante also gains a +2 competence bonus on Sleight of Hand and Stealth checks at night

Vigilante Specialization +1d8/1d4
A serial killer must choose the stalker specialization. Her hidden strike is considered equivalent to a sneak attack with the same number of dice for the purpose of meeting prerequisites or using abilities that depend on sneak attack.

This alters vigilante specialization.

Equipment:
Rogue's Kit
Studded leather armor
4xdaggers
2xspring-loaded wrist sheaths
Dagger, alchemical silver
Dagger, cold iron
Sickle
Light Mace
Ear Trumpet
Pick-pocket's outfit
Pick-pocket's scarf
Masterwork Dagger
47 gp
Ring of Protection +1
Belt of Dex +2
+2 Glamered Dagger (Caskgrip's Vengeance)