PFS # 12445-3
XP: 9; PP: 11/17 (spent two on a wand of CLW, spent two on a wand of Lead Blades, spent two on a wand of Longstrider)
Female Halfling Rogue 2/Ranger 2
2' 7" tall; 23 lbs.
Init. + 4; Perception +10/11 to find traps.
AC 20 (Dex +4 , Armor +4, size +1, NA +1), touch 15, flat footed 16
HP: 31 (2d8 plus 2 Con + 2 FC) (2d10+ 2 Con)
Fort: +6, Ref: +12, Will +5
+2 to saves versus Fear
+10 Sm. Masterwork Kukri, 1d3+1 (18-20/x2) or
+10 Sm. Masterwork Cold Iron Kukri, 1d3+1 (18-20/x2) or
+9 Silver Kukri 1d3 (18-20/x2)
Two Weapon Fighting:
+8 Sm. Masterwork Kukri, 1d3+1 (18-20/x2) and
+8 Sm. Masterwork Cold Iron Kukri, 1d3 (18-20/x2)
Ranged: +9 Masterwork Composite (STR 12) Sm. Longbow, 1d6+1/x3, 110'
w/ 10 arrows
STR 12, DEX 18, CON 12, INT 12, WIS 12, CHA 14
BAB: +3; CMB +3; CMD 17
1. Weapon Finesse--With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
3. Iron Will
RanB2. Two Weapon Fighting.
RogueTalent2. (took Weapon Focus Kukri with Rogue talent at 2nd rogue level).
(8 per level + 1 Int. bonus=9 for rogue)+ (6 per level+1 Int=7 for ranger)=32 total
Acrobatics +13 (4 ranks + 4 Dex + 3 Class + 2 Racial)
Bluff +6 (1 rank + 2 Cha + 3 Class)
Climb +7 (1 rank + 1 Str + 3 Class + 2 Racial)
Diplomacy +8 (2 ranks + 2 Cha + 3 Class + 1 Trait)
Disable Device +14 (4 ranks + 4 Dex + 3 Class + 1 Trapfinding +2 Circumstance)
Escape Artist +9 (2 ranks + 4 Dex + 3 Class)
Know. Geography +5 (1 rank + 1 Int + 3 Class)
Know. Local +7 (2 ranks + 1 Int + 3 Class + 1 Trait)
Perception +10/+11* (4 ranks + 1 Wis + 3 Class + 2 Racial +1Trapfinding*)
*bonus only to locate traps
Sense Motive +6 (2 ranks + 1 Wis + 3 Class)
Stealth +14 (3 ranks + 4 Dex + 3 Class + 4 Racial)
Survival +7/+8* (3 ranks + 1 Wis + 3 Class)
*bonus only to Track
Use Magic Device +8 (3 ranks + 2 Cha + 3 Class)
*Chivalrous (Taldor): You were raised on tales of heroic knights and benevolent wizards from Taldor’s Golden Age, and try to emulate their great deeds. Benefit: You gain a +1 trait bonus on Diplomacy and Knowledge (history) checks.
*Well-Informed: You make it a point to know everyone and to be connected to everything around you. You frequent the best taverns, attend all of the right events, and graciously help anyone who needs it. Because of this, you gain a +1 trait bonus on Diplomacy checks to gather information and Knowledge (local) checks. One of these skills (your choice) is always a class skill for you.
Common, Gnome, Halfling
Halfling Racial Traits:
+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, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
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.
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.
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. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.
Rogue Class Abilities:
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
Sneak Attack: 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.
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: 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.
Rogue Talent: Combat Trick (Weapon Focus) Kukri.
Ranger Class Abilities:
*Favored Enemy (Humans): +2 to Attack, Damage, Bluff, Knowledge, Perception, Sense Motive, and Survival checks against humans.
*Track: add 1/2 level to Survival checks to follow tracks.
*Wild Empathy: Cha bonus and level added to 1d20 to Diplomacy animals.*Combat Style Feat--2 Weapon Fighting
Light load: 43 lbs.
Wealth: 8 sp, 819 gp
Cloak of Resistance +1, 1000 gp
Amulet of Natural Armor +1, 2000 gp (We Be Goblins 2)
Wand of Lead Blades (x49), 2 PP
Wand of Longstrider (x48), 2 PP
Wand of CLW (x42), 2 PP
Potion of Lesser Restoration, 300 gp
Potion of Invisibility, 300 gp.
Potion of Fly, 750 gp
Potion of Protection from Arrows, 300 gp.
Mithral Chain Shirt, 10 lbs, 1100 gp
Mstwrk Sm. Composite (STR 12) Longbow, 500 gp
Mstwrk Sm. Cold Iron Kukri, 316 gp
Mstwrk Sm. Kukri, 308 gp
Silver Kukri, 28 gp
20 arrows, 1 gp
20 cold iron arrows, 2 gp
20 arrows treated with silver blanch, 12 gp
Sm. Explorer's Outfit 4 lbs.--free, no weight
Noble's outfit (fancy green dress w/handbag)- 75 gp
Assorted emerald jewelry, including necklace and bracelet-125 gp
Backpack 2 gp, 1 lbs.
Waterskin 1 gp, 2 lbs.
Belt Pouch 1 gp, .25 lbs.
5 day's rations 2.5 gp, 2.5 lbs.
3 oil flasks 3 sp, 1.5 lbs.
5 tindertwigs - 5 gp
Sm. Bedroll 1 sp, 2.5 lbs
Fish hook -1 sp
Hemp Rope 25' 1 gp, 5 lbs.
Sm. Masterwork Thieves Tools. 100 gp, .5 lbs
Acid (flask), 10 gp, 1 lb.
Tanglefoot bag 50 gp, 4 lbs
Antitoxin, 50 gp, -
Shel is a cute, tiny, slender halfling. She is always good natured with a impish grin on her face. She has brown eyes and hair. Despite being slender, she is strong for her stature. She is always seen in her leather armor and always carries her sling staff with her. Unlike most halflings, Shel is not given to fits of emotions. She doesn't let others see her lose her temper or her wits. She is selfless, and good natured, always willing to help someone in need.
Typical of halflings in Cheliax, Shel was born into the world as a slave to a minor noble family. Her mother passed during the complicated childbirth, and her father was traded away. resolving a debt the house owed to another noble house. Despite this fact, Shel always maintained her pleasant demeanor, pressing down her pain, and concentrating on doing her jobs. She was in the family until the age of 16, when the line ran out due to a random, or not, fire, which killed the only as then surviving members of the house.
Thrown out on the streets, Shel was left to fend for herself. By an amazing bout of luck, she met a kindly stranger (well, she tried to pick his pocket and was caught) who instead of calling the law on her, took pity on her and brought her into his home. He was a Pathfinder,a and quickly realized her skills could help the organization procure all kinds of new discoveries. He also told all kinds of stories about his Taldorian upbringing, regaling her with the grandeur of the noble nation, and how he hoped to help it rise to its former level of influence. She loved those stories and, compared to her upbringing in Cheliax, it sounded like a fairy tale. She had adopted Taldorian beliefs as her own, even though she still hasn't been to the nation in person. She was happy to enter the Grand Lodge to set about her new career choice. She took very well to her change in circumstances.
Scenarios and Prestige:
Completed #39 the Citadel of Flame
Prestige 2/2 from The Citadel of Flame.
Completed # Severing Ties.
Prestige 2/2 from Severing Ties.
Completed The Bloodcove Disguise! Part 1.
Prestige 2/2 from The Bloodcove Disguise, Part 1.
Completed Rescue at Azlant Ridge.
Prestige 2/2 from Rescue at Azlant Ridge.
Completed 2-21 The Dalsine Affair.
Prestige 2/2 from The Dalsine Affair.
Completed Echoes of the Overwatched.
Prestige 2/2 from Echoes of the Overwatched.
Completed We Be Goblins 2.
Prestige 1/1 We Be Goblins 2
Completed 4-09 The Blackros Matrimony.
Prestige 2/2 Blackros Matrimony .
Completed 5-04 The Stolen Heir.
Prestige 2/2 from The Stolen Heir.
Year of the Risen Rune Boon-- Proud but Discouraged (Taldor): The people of Varisia stubbornly resisted Lady Gloriana Morilla’s efforts to found a new aristocracy. In that time, you have learned to rely on your fellow nobles and sympathizers. Increase the bonus of any aid another action you receive from any member of the Taldor faction by 2.
Allies from Andoran (Taldor faction): During your time in Andoran, you acquired several allies who will aid Lady Glorianna Morilla in creating a new Army of Exploration. Mustering such a force will require more time before you see it pay off, but you know Lady Morilla remembers and will reward her allies well.