About Fizbert Toppletotter
Fizbert hails from Kel Dwyn where he is primarily associated with the Rogue's guild, having practically grown up in the outfit. He works mostly as a fixer for the guild finding and eliminating problems. He often contracts out his services to the other guilds in Kel Dwyn as well as other interested parties outside of the city, though the guild takes their share of these 'freelance' operations.
Fizbert is a standard tousled haired, rosy cheeked halfling. Very short and a little stout. He has and easy smile and is quick to laugh. This makes it all the more surprising when he is suddenly wielding daggers with deadly efficiency. While not evil, Fizbert can be best described as morally indifferent and all he really care about is the colour of your coin.
Str 10 (+0)
(Halfling = 25 point buy)
Str 12 (2 pts) -2(racial) = 10
Dex 18 (17 pts) +2(racial) > 20
Con 12 (2 pts)
Int 12 (2 pts)
Wis 12 (2 pts)
Cha 10 (0 pt) +2(racial) = 12
AC: 20 (+5 dex, +3 MWK Studded Leather, +1 dodge, +1 Size)
T: 17 // FF: 14
Fort: +3 // Ref: +9 // Will: +3
CMB: +0// CMD: 16
Speed: 20ft (4sq) // Ini: +7
Melee: Dagger +7(1d3+1/19-20x2) or Full action: Dagger +5(1d3+1/19-20x2) x2
Range: Dagger (10ft) +7(1d4+2/19-20x2) or Full action: Dagger +5(1d4+2/19-20x2) x2
Sneak Attack Bonus: 1d8(Daggers) 1d4(everything else)
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.
Sneak Stab (Ex):
A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit, kukri, punching daggers, starknife, or swordbreaker dagger (Advanced Player's Guide 178), she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s. This ability is identical in all other ways to sneak attack, and supplements that ability.
A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade. This ability replaces trapfinding.
Traits, Feats, and Skills
Traits: Reactionary(+2 Init), River Rat(+1 dagger damage, +1 Swim(class))
Feats: Dodge(+1 AC), Two Weapon Fighting (-2/-2 when attacking with 2 weapons), Weapon finess(Rogue talent)
Trained Skills:Acrobatics +13, Bluff +7, Disable Device +11, Escape Artist +11, Knowledge(Local) +7, Perception +9, Sleight of Hand +11, Stealth +15, Use Magic Device +7, Linguistics +7
Skill Points/level: 10 = 8 + 1 (int) +1(favoured)
class skill // Armor Check Penalty = 0 (Leather)
Acrobatics: +13 = +3(ranks) +3(trained) +5(dex) +2 racial -0(acp)
Appraise: +1 = +0(ranks) +1(int)
Bluff: +7 = +3(ranks) +3(trained) +1(cha)
Climb: +2 = +0(ranks) +2(Racial) -0(acp)
Diplomacy: +0 = +0(ranks) +0(cha)
Disable Device +11 = +3(ranks) +3(trained) +5(dex) -0(acp)
Disguise: +0 = +0(ranks) +0(cha)
Escape Artist: +11 = +3(ranks) +3(trained) +5(dex) -0(acp)
Heal: +0 = +0(ranks) +0(trained) +0(wis)
Intimidate: +0 = +0(ranks) +0(cha)
Knowledge(Local) +7 = +3(ranks) +3(trained) +1(int)
Linguistics +7 = +3(ranks) +3(trained) +1(int)
Perception: +9 = +3(ranks) +3(trained) +1(wis) +2 racial
Ride: +5 = +0(ranks) +5(dex) -0(acp)
Sense Motive: +1 = +0(ranks) +1(wis)
Sleight of Hand: +11 = +3(ranks) +3(trained) +5(dex) -0(acp)
Stealth: +15 = +3(ranks) +3(trained) +5(dex) +4 size -0(acp)
Survival: +1 = +0(ranks) +0(trained) +1(wis)
Swim: +1 = +9(str) -0(acp) +1(trait)
Use Magic Device +7 = +3(ranks) +3(trained) +1(Cha)
Possessions: Leather Armour, Explorer's outfit, Dagger x6, Grappling Hook, 50ft Hemp Rope, Iron Spike x2, Bag of Marbles x 2, BackPack, Bedroll, Blanket, Oil x5, Candle x10, Flint and Steel
MWk Studded Leather(175gp)
Dagger x6 (12gp)
Spring loaded wrist sheaths x2(10gp)
Grappling Hook (1gp)
50ft Rope (hemp) (1gp)
Iron Spike x2 (.1gp)
Bag of Marbles x2 (.2gp)
Common lantern (.1gp)
Oil x5 (.5gp)
Candle x10 (.1gp)
Flint and Steel (1gp)
Total Spent: gp
Ability Score Racial Traits: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.[/spoiler]