Full Name |
Akbar Contanti |
Race |
Halfling |
Classes/Levels |
Rogue Knife Master 2 |
Gender |
M |
Size |
S |
Alignment |
CN |
Location |
Wati |
Languages |
Halfling, common |
Strength |
10 |
Dexterity |
17 |
Constitution |
12 |
Intelligence |
10 |
Wisdom |
12 |
Charisma |
17 |
About Akbar Contanti
Akbar Contanti AKA Basil Stoneholler
Rogue 2
CN Male Medium Humanoid (Halfling)
Init +3; Perception +7/8
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Defense
AC 17 (13 touch, 14 ff)
hp 15
Fort +2, Ref +7, Will +2 (+2 vs Fear)
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Offense
Speed. 20 Ft
Melee: Dagger, mwk +6 (1d3)
Melee: Dagger, other +5 (1d3)
Melee: Morningstar +2 (1d6)
Ranged: Shortbow +5 (1d4)
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Statistics
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Str 10, Dex 17, Con 12, Int 10, Wis 12, Cha 17
Base Atk +1; CMB 0; CMD 13
Feats: Weapon Finesse
Traits: Trap Finder, Successful Shirker
Skills:
Acrobatics 8 (3+2+3)
Appraise 5 (0+2+3)
Bluff 10 (13 vs. lawful authority) (3+2+3+2)
Diplomacy 8 (11 vs. lawful authority) (3+2+3)
Disable Device 10 (3+2+3+2)
Escape Artist 8 (3+2+3)
Perception 8 (1+2+3+2)
Sleight of Hand 10 (15 to conceal a weapon) (3+2+3+2)
Stealth 13 (3+2+3+4+1)
Languages: Common, Halfling
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Racial Abilities
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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.
Shiftless: Halflings have a reputation for larceny and guile—and sometimes it's well deserved. Halflings with this racial trait gain a +2 racial bonus on Bluff and Sleight of Hand checks, and Sleight of Hand is always a class skill for them. This racial trait replaces sure-footed.
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Class Abilities
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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.
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.
Hidden Blade
A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade.
This ability replaces trapfinding.
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 attackdamage 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, 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.
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.
Rogue Talents:
Underhanded (Ex)
Benefit: A rogue with this talent gains a +4 circumstance bonus on all Sleight of Hand checks made to conceal a weapon. Furthermore, if she makes a sneak attackduring the surprise round using a concealed weapon that her opponent didn’t know about, she does not have to roll sneak attack damage, and the sneak attackdeals maximum damage. A rogue can only use the underhanded talent a number of times per day equal to her Charisma modifier (minimum 0).
Equipment:
mwk dagger
mwk chain shirt
punching dagger
morningstar
shortbow
40 arrows
alchemical silver dagger
cold iron dagger
2 regular daggers
mwk thieves tools
50' rope
mwk backpack
caltrops
ear trumpet
10 sheets glue paper
mirror
powder
2 wrist sheaths
alchemical grease
2x vermin repellent
tanglefoot bag