Jemet Winderbole

Arol Halfling's page

55 posts. Organized Play character for Adderyn.


Full Name

Arol Halfling

Race

Halfling

Quick Stats:
HP: -4 (Stable)/10| Non Lethal: 5/10 | AC 19| T 15| FF 15| CMD 13| Fort + 2, Ref + 6, Will + 2 (+4 vs. Fear)| Init + 3| Perc +7 | Speed 30 ft.

Classes/Levels

Unchained Rogue/ 1

Gender

Male

Size

Small

Age

25

Special Abilities

Sneak Attack: 1d6, Trapfinding + 1, Finesse Training

Alignment

NG

Languages

Common, Halfling, Goblin, Elven

Occupation

N'er Do Well

Strength 10
Dexterity 17
Constitution 12
Intelligence 14
Wisdom 12
Charisma 14

About Arol Halfling

Arol the Halfling
Male Halfling Unchained Rogue 1
NG Medium humanoid (Halfling)
Init +3; Perception + 6
--------------------

Defense:

--------------------
AC 19, Touch 15, Flat-Footed 15 (+4 armor, +1 Dodge, +1 Size,
+3 Dex)
HP -4/10 (Stable) (1 HD; 1d8+1 / 1 FCB) Non Lethal 5/10 CMD 13
Fort +2, Ref +6, Will +2 (+4 vs. Fear)

Racial Modifiers
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.
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.

Feat Modifiers:
+1 Dodge Bonus to AC


--------------------
Offense:

Speed 30 ft. (30 ft. in armor)
Melee:
Small Dagger +4 (1d3+1/19-20x2)
Small Light Mace + 4 (1d4+0/x2)

Ranged
Small Dagger +4 (1d3+1/19-20x2)/ 10 ft.
Small Sling + 4 (1d3 + 0 /x2) 50 ft.

Racial Modifier:
Size: Halflings are Small creatures and a +1 size bonus on attack rolls
Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet

Class Modifiers:
Finesse Training: An Unchained Rogue gains “Weapon Finesse” as a bonus feat, allows use of Dex to Hit with light or one hand weapons of appropriate size
Sneak Attack: + 1d6 Precision Damage when flanking, or opponent would be denied Dex bonus.

Trait Modifier
River Rat: +1 trait bonus to damage with daggers


--------------------
Statistics::

Str 10, Dex 17, Con 12, Int 14, Wis 12, Cha 14
Base Atk +0| CMB -1| CMD 13

Feats:
Dodge (Combat) Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks.
Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Traits:
Orphaned: You grew up separated from your birth parents, and had to learn to watch out for yourself.

Benefits: You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you.

River Rat (Marsh or River): You learned to swim right after you learned to walk. When you were a youth, a gang of river pirates put you to work swimming in nighttime rivers and canals with a dagger between your teeth so you could sever the anchor ropes of merchant vessels.

Benefits: You gain a +1 trait bonus on damage rolls with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you.

Languages: Common, Halfling, Goblin, Elven


--------------------
Skills:

(8 per Rogue level + 2 Int)

Acrobatics +5, Appraise* +2, Bluff* +2, Climb +2, Diplomacy* + 2, Disable Device + 6 Disguise* + 2 Escape Artist +5, Intimidate* +2, Knowledge (Local) +6, Perception +7, Perform* +2, Ride* + 1, Sense Motive +5, Sleight of Hand + 5, Stealth +9, Survival* +2, Swim + 3
Includes Armor Check penalty of -2. * indicates usable Untrained

Racial Modifiers:
+2 bonuses on Perception checks
+4 size bonus to Stealth

Class Modifiers:
Trapfinding: + ½ Level (minimum 1) bonus to Perception to locate traps, and Disable Device checks.

Trait Modifiers:
River Rat: +1 bonus on Swim checks
Orphaned: +1 bonus on Survival checks and is a class skill.


--------------------
Equipment:

Armor:
Small Lamellar, Leather +4 / Max Dex +3/ Light/ ACP -2/Spell Fail 20%/ 12.5 lbs.
--------------------
Weapons:
(3) Small Dagger (1d3/19-20x2)/ 10 ft. / 1lb. each
Small Light Mace (1d4+0/x2) 4 lbs.
Small Sling (1d3 + 0 /x2) 50 ft. w/ 20 bullets 10 lbs.

--------------------
Gear:
Backpack* ½ lb., bedroll* 1 ¼ lbs., belt pouch ¼ lb., flint and steel 0 lb., mess kit* 1lb., rope* 10lbs., torches* (5) 5 lbs., trail rations (5 days) 1 ¼ lbs., waterskin 1lbs., Cold Weather Outfit* 1 ¾ lbs. Travelers Outfit (*Free*/Worn) 1 ¼ lbs., tankard 1lb.* caltrops* 2 lbs., chalk (10) 0 lbs., Grappling Hook* 4 lbs., Mirror, Steel* ½ lb., Pitons* (5) (4 remaining) 2 ½ lbs., soap* 1lb., Thieves Tools 1 lb., Oil* 2 lbs., Sack (2) ¼ lbs. Acid Flask 1lb. Potion of Invisibility 0 lb., Potion of Cure light wounds 0 lb.

Total Weight Carried: 62 ¼ lbs.
Items marked by * are in backpack and if dropped will reduce carry weight by 32 ½ lbs. to 29 ¾ lbs.
Carrying Capacity: Light 33 lbs. or less/ Medium 34-66 lbs. / Heavy 67-100 lbs.
---------------------

Gold:
Starting 150 gp
Current 10 gp, 2 sp, 8 cp.


---------------------
Special Abilities::

Class Abilities:

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.

Finesse Training (Ex) - At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Racial Abilities:
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.
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.
Alternate Racial Traits - Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.


---------------------
Description::

Arol is an average halfling. He stands at an average height, and carries an average weight. His hair is a plain shade of brown, and his eyes are green. He wears average clothes in neutral colors of greys and browns, nothing too fancy, or too plain. He seems to deliberately try not to stand out. Should he somehow catch your attention; it’s usually not his intent. He constantly makes quick glances around the area, as he tries to always be aware of his surroundings, and where the nearest exit route may be. He will typically be standing off to the side of the room or area so as not to be underfoot of taller folk if they start moving around.


---------------------
Background::

Arol was raised in an orphanage in New Stetven in Brevoy. As an infant, he was found hidden under an overturned wagon along the road from the Stolen Lands leading into town. His parents fate is unknown, but he knows they would not have just abandoned him if they still lived. Like many other orphans, as he grew older, Arol ended up falling in with a bad crowd. Given his small size, from a young age Arol was put to work by some of the local bandits to help them raid the trade boats along the rivers. Slipping into the water, and cutting mooring lines so the current would send the boats away from shore, and away from help when the bandits made their move. As he got older, he stayed with the bandits until a crackdown by the town guard. Their hideout was raided, and most of the others were captured or killed. Arol used to use his size to his advantage, and hid from the guard until well after they left. Gathering up his meager belongings from a few hidden stashes, Arol set off and has not looked back.