Halfling Racial Abilities, Rogue abilities
See body of text
About Paellat Silvertounge Redux
About Paellat 'Pae' Silvertongue
Paellat Silvertongue was born in his father's stall in the markets of Sothis. Paellat was raised in the Malhitu Bazaar, his father and mother were merchants, so he learned to gauge the value of items. He would sneak into the Antiquities Auctions. He became fascinated by the mystical objects which were pulled from the tombs of the Ancient Osirion.
Paellat was a rambunctious child, constantly on the move, even as a child, he fantasized about tomb-robbing, all his games revolved around it. As one of the few non-humans in the city, he was often mistaken for a child, and was constantly talking his way out of trouble. As a youth, he would sneak into the libraries and peruse the books, able to hide in small places, one of the advantages of being a halfling in a human city. When he was twelve he was caught, but again talked his way out of trouble, as he was able to link a story he'd heard, to the book he was reading. The scholar who caught him took him under his wing. Taught him to read Ancient Osirion, taught him about the ancient religions, and the cursed undead. He spent years under the tutelage of the Dwarven sage Merrigs Ironbook. He learned to restore books, becoming a book binder, restoring ancient texts as an illuminator. He grew bored of sitting in the library all the time, and ached for the exploration he had dreamed of as a child. Pae said his goodbyes, gathered his supplies, and the earnings he'd acquired from his toils in the library, bought some gear, and departed the library. He heard that the Pathfinder Society was looking for some brave adventurers in Katapesh, so he headed there, he applied, but did not have the weapons experience he needed, he watched those around him, the Katapeshi Whip masters with their scorpion whips,
Since his involvement in the Legacy of Fire Pae has decided that the Pathfinder society would be too stifling for him having too many rules and regulations regarding the disposal of treasure.He has decided that the life of a freelance adventurer suits him much better
PAELLAT SILVERTONGUE (Osirion)
Male halfling Rogue 11
CN Small humanoid
Init +8 ; Senses Perception +4, Keen Senses
AC/T/F 22/17/17 (+5 armor, +5 dex, +1 size,+1 Ring) (add +3 vs traps)
HP 83 (11d8+11) (+11 from resiliency)
FRW +7/+13/+6 (+5W v.Fear) (+12 Ref vs traps)(+2 to all from cloak)
Defensive Abilities Fearless, (+1 to all from Stone of good luck)
Spd 20 ft./x4
Melee Rapier[+2] +16/+11 1d4+2 (18-20/x2)
Melee Scorpion Whip [+1] +15/+10 1d3+2 (20/x2)
Melee/Ranged Dagger [+1] +15/+10 1d3+1
Ranged Light Crossbow [+1] +15/+10 1d6+1 (19-20/x2)
Special Attacks Sneak Attack +6d6
CMB +11 [+4 Dex,-1 Size,+8 BAB]
CMD 20[10 +8BAB,+4DEX,-1 Size]
Armor Proficiency (Light) (PFB 82)
Agile Maneuvers (PFB 81)
EWP Scorpion Whip
Weapon Finesse(from talent)
Skill Focus Disable Device
Skill Mastery [Acrobatics,Perception and Disable Device](from lvl 10 Advanced Talent)
Skill Focus Perception
Campaign: Seeking adventure
Region: Merchant Family
Skills 11/level(8 class,2INT +1FC)
Armor check penalty: 0
+ 20 Acrobatics [11R, +3CL, +4 DEX, +2RACE]
+ 15 Appraise [10R, +3CL, +2 INT]
+ 15 Climb [6R, +3CL, +4 DEX, +2RACE]
+ 31 Disable Device [11R, +3CL, +4 DEX, +2 tools,+6 Skill Focus,+5 from level]
+ 10 Knowledge (dungeon)[5R, +3CL, +2 INT]
+ 4 Knowledge (history) [2R, +2 INT]
+ 13 Knowledge (local) [8R, +3CL,+2 INT]
+ 15 Linguistics [11R, +3CL, +2 INT]
+ 23 Perception [11R, +3CL, +0 WIS, +2Keen +1 circumstance,+6 Skill focus] [+5 for traps]
+ 5 Perform (oratory) [1R, +3CL, +1 CHA]
+ 4 Profession (bookbinder)[1R,+3CL, +0 WIS]
+12 Sense Motive [11R, +3CL,+0 WIS]
+ 21 Stealth [11R, +3CL, +4DEX, +4SIZE]
+ 14 UMD [11R, +3CL +1 CHA]
+ 11 Escape Artist[4R, +3CL, +4 DEX]
+ 13 Bluff [8R, +3CL, +1 Cha]
Languages Common,Dwarven, Elven, Halfling, Thassilonian, Varisian, Gnoll, Ancient Osirion,Auran,Ignan,Terran,Aquan,Celestial,Draconic, Abyssal.
MW Studded leather
Scorpion Whip: This weapon looks much like a standard whip but with a series of razor-sharp blades and fangs inset along its tip, giving it the ability to do lethal damage, even to creatures with armor bonuses. In all other ways it works like a normal whip. A creature proficient with whips can use a scorpion whip. Whip-masters of Katapesh usually apply poison the weapon’s spines.
The whip is treated as a melee weapon with 15-foot reach, though you don’t threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon.
You can make trip attacks with a whip. If you are tripped during your own trip attempt, you can drop the whip to avoid being tripped. When using a whip, you get a +2 bonus on combat maneuver checks to disarm an enemy. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a whip sized for you, even though it isn’t a light weapon.
Other Gear 182 gp 4sp
Total Load: 13.5#
Gear wt: 7.5#
Thieves' tools (MW)1#
50' silk rope 5#
belt pouch 1/2#
4 water flasks 16# (on camel)
2 weeks rations.
Slippers of Spider Climbing
2 Potions of Protection from Evil
Brooch of Shielding (101 points)
Ring of Protection +1
2 Wands of Cure Light Wounds (CL1, 10/9 charges)
Hat of Disguise
9 Potions of Calm Emotions
Potion of Remove Disease
Potion of Neutralize Poison
Potion of Tongues
Ring of fire resistance, minor
+1 Light Crossbow (small)
+1 Dagger (small)
+2 Studded Leather (small)
+1 Rapier (small)
5 Potions of Cure Moderate Wounds
Masterwork Dagger (small)
Tan Bag of Tricks
Stone of Good Luck
Cloak of Resistance +2
2 Potions of Expeditious Retreat
Gold: 1230 GP
Armor check penalty: 0
• ROGUE WEAPONS AND ARMOR - All simple weapons, hand crossbow, rapier, sap, shortbow, and short sword. All light armor, but no shield.
• SNEAK ATTACK - Deal +3d6 sneak attack damage in addition to weapon damage any time the enemy is denied a dexterity bonus to AC or is flanked by the rogue. Ranged attacks must be within 30 feet to do sneak attack damage.
• TRAPFINDING - The rogue can use the Perception skill to find traps whose DC is over 20. +1/2 Rogue level to perception/disable (min +1)
EVASION (Ex): At 2nd level and higher, 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
Trap Sense (Ex): At 3rd level, 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, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.
Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before his senses would normally allow her to do so. He cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A rogue with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against him.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge
Improved Uncanny Dodge (Ex):
A rogue of 8th level or higher can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge (see above)from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
ROGUE TALENTS: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.
Finesse Rogue: A rogue that selects this talent gains Weapon Finesse as a bonus feat.
Ledge Walker (Ex): This ability allows a rogue to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a rogue with this talent is not flat-footed when using Acrobatics to move along narrow surfaces.
Surprise Attack.Targets are flatfooted in the Surprise Round even if they act before the Rogue
Resiliency (Ex): Once per day, a rogue with this ability can gain a number of temporary hit points equal to the rogue’s level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute.
If the rogue’s hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.
The rogue's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
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 Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Sure-footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Languages: Halflings begin play speaking Common and Halfling. Half lings with high Intelligence scores can choose any of the following: Abyssal, Dwarven, Elven, Gnome, and Goblin.
Favored Class: Rogue