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Alys Rampston's page

82 posts. Organized Play character for SirRichard94.


Full Name

Alys Rampston

Race

Halfling

Classes/Levels

Rogue 1 || AC 16 Tch 14 Fft 13 || Hp 9 || Saves +1/+6/+2

Gender

Male

Size

3ft

Age

23

Alignment

CN

Deity

Desna

Languages

Common Halfling varisian

Strength 10
Dexterity 17
Constitution 10
Intelligence 12
Wisdom 12
Charisma 17

About Alys Rampston

Other Numbers:
Height: 3' | Weight: 33 lbs. | Hair: blonde | Eyes: green
HP: 9

Speed: 20 ft. | 4 squares

Initiative: 3

AC: 16 | Touch: 14 | Flat-Footed: 13

Fortitude: +1 | Reflex: +6 | Will: +2 (+4 vs fear)

Base Attack Bonus: 0 | Spell Resistance: 0

CMB: 0 | CMD: 14

Weapon Attacks:

Weapon: Shortsword | Attack Bonus: +3 | Critical: 19-20/x2 | Type: S | Range: — | Ammunition: — | Damage: 1d4

Weapon: light crossbow| Attack Bonus: +3| Critical: 19-20/x2 | Type: P | Range: 60 ft. | Ammunition: 20 arrows | Damage: 1d6

Weapon: Dagger (melee/thrown) | Attack Bonus: +3/+3 | Critical: 19-20/x2 | Type: P or S | Range: 10 ft. | Ammunition: 2 | Damage: 1d3/1d3

Weapon: splash weapon | Attack Bonus +3 touch |range 25 ft |(varies)

Skills:
  • Acrobatics +9
  • Bluff +8
  • Disable Device +7
  • Diplomacy +7
  • Escape Artist +7
  • Knowledge (local) +5
  • Perception +7 (+8 finding traps)
  • Sleight of Hand +8
  • Stealth +11

Languages:
Common, Halfling, Varisian

AC items:
Item: Leather armor | Bonus: +2 | Type: Light | Check Penalty: 0 | Spell Failure: 10%* | Weight: 15 lbs. | Properties: —

*Arcane spell failure is not applicable to this character.

Gear and Encumbrance:
Combat Gear
flask of acid (2)
sunrod (2);

Other Gear
shortsword
dagger (4)
light crossbow and 10 bolts
leather armor
backpack
belt pouch
thieves’ tools
silk rope (50 ft.)
grappling hook
flint and steel
waterskin

Money:
12 gp, 10 sp

Feats:
Weapon Finesse: With a light weapon, elven curve blade, 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. If you carry a shield, its armor check penalty applies to your attack rolls.

Special: Natural weapons are considered light weapons.

Traits:
Child of the street: You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you.
Fast Talker You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Special Abilities:

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.

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.

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.

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.

Favored Class:
Rogue