Full Name |
Ambrosia "Amber" Springheel |
Race |
Halfling |
Classes/Levels |
Halfling Rog 1st HP:8 |
Gender |
female |
Size |
small |
Age |
21 |
Alignment |
N |
Languages |
Halfling,Common,Dwarven, Elven, Slyvan |
Occupation |
Cook, Trapsmith, Finder |
Strength |
10 |
Dexterity |
19 |
Constitution |
11 |
Intelligence |
16 |
Wisdom |
15 |
Charisma |
11 |
About Amber Springheel
Ambrosia “Amber” Springheel
Halfling Female Rogue 1stlevel
Hgt. 2’10 Wgt.67 Hair:Strawberry/Golden Blonde Eye:Green Deity:
Str:10 Dex:19 Con:11 Int:16 Wis:15 Cha:11
Init:+ Speed:20ft
Fort:+1 [+0+0+1]
Reflex: +7[+2+4+1]
Will: +3[+0+2+1][+2 v fear]
BAB:+1
Melee:+1
Ranged:+5
CMB:-1
CMD:13[10+0+4-1]
AC: [10+4(dex)+1(dodge)+]
Armor:Leather
Weapons:
Daggers(10)(20gp)+5 1d3 (19-20)/x2 S(2)/P(8) 10ft 10pds
Cestus (5gp) +5 1d3 (19-20)/x2 B 1pd
Light Mace(5gp) +5 1d4 B 4pds
Sling +5 1d3 x2 B 50ft
Bullets(50) 5sp 20pds.
Skills: 12 Background Skills:2
Acrobatics: +10[1+4+3+2*]
Appraise:+7[1+3+3]
Bluff:+7(+10)[1+3+3+3*]
Climb:+6[1+0+3+2*]
Disable Device:+8(+9)[1+4+3+1*]
Escape Artist:+8[1+4+3]
Linguistics:+8[1+4+3]
Perception:+7(+8)[1+2+3+1*+2*]
Sense Motive:+6[1+2+3]
Sleight of Hand:+8[1+4+3]
Stealth:+13[1+4+3+4+1*]
Swim:+4[1+0+3]
Background Skills:
Profession[Cook]:+6[1+2+3]
Craft[traps]:+7[1+3+3]
Traits:
Clever Wordplay:Choose one Charisma-based skill.(Bluff) You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.
Successful Shriker:You gain a +1 trait bonus on Stealth checks and a +3 trait bonus on Bluff and Diplomacy checks to avoid punishment by lawful authority.
Feats:Weapon Finesse
Eqiuipment:
Rogues’ Kit (50gp):This kit includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, thieves’ tools, torches (10), trail rations (5 days), and a waterskin.
Grooming Kit (1gp):
This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.
Cooking Kit(3gp):
This kit contains an iron pot, an iron skillet, a ladle, a skewer, a wooden cutting board, a cutting knife, an iron tripod for the pot, a packet of tinder, and a small selection of local or otherwise easy to find seasonings. You can attach the skewer to the tripod for roasting small game animals. All the component pieces (except the skillet) fit within the pot for easy storage and transport.
2 bandoleers(10gp)
2 wrist sheaths (4gp)
Unchained Rogue:
Weapon and Armor Proficiency:
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. 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 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), 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 total concealment.
Trapfinding:
A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Halfling:
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.
Size: 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 CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed (Slow Speed): Halflings have a base speed of 20 feet.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.
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.
Background:
Character Plan: