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About Aurora AdleraugeCrunch:
Height: 2´8" Weight: 27 Eyes: Crystal Blue Hair: Auburn Skin: XP: Durability: Hit Points: 57 Initiative: +7 Armor Check Penalty: 0 Speed: 30 feet Armor Class: 22 (10 + 4 Armor +1 Shield +5 Dex + 1 Defl+1size) Touch: 17 Flat-footed: 16 Saves: Fortitude: +6 (2 + 2 Con+1Res+1Rac) Reflex: +13 (6 + 5 Dex+1Res+1Rac) Will: + 6 (2 +2 Wis+1Res+1Rac) Combat: Dagger melee +10 1d3+12 // 18-20/*2 // P Dagger thrown +12 1d3+7 //18-20/*2 // p Base Attack Bonus: +5 Melee Attack Bonus: +6 (5 BAB+ 0 Str+1Size) Range Attack Bonus: +11 (5 BAB+ 5 Dex+1Size) Combat Maneuver Bonus: +5 (5 BAB+ 0 Str) CM DC: 20 (10+ 5 Base + 0 Str + 5 Dex) Standard 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 CMB and CMD, 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 checks. 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. Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. Thrown Weapon Prowess: Halflings gain a +2 racial bonus to attack rolls with thrown weapons. 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 Abilities:
Swashbuckler Weapon and Armor Proficiency: Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers. Panache (Ex):
Critical Hit with a Light or One-Handed Piercing Melee Weapon:
Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longerlasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed. Derring-Do (Ex):
Precise Throw (Ex):
Charmed Life (Ex):
Nimble (Ex):
Sneak Attack:
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:
Finesse Training (Ex):
Evasion (Ex):
Rogue Talents:
Danger Sense (Ex):
Feats, traits, skills:
Feats: Precise Shot Deft Maneuvers Piranha Strike False Attacker Skills: Skillpoints gained/level (8) x 3+4x3 = 36 + 2 BS Acrobatics: +14 (6 ranks;+3 trained ; +5 Dex) Appraise: +0 (0 ranks; +0 trained; +0 Int) Bluff: +12 (6 ranks; +3 trained; +3 Cha) *Climb: +4 (1 ranks; +3 trained; +0 Str;) Diplomacy: +7 (1 ranks; +3 trained; +3 Cha) Disable Device: +16 (6 ranks;+3 trained ; +5 Dex+2) Disguise: +7 (1 ranks; +3 trained; +3 Cha) Escape Artist: +1 (0 ranks; +0 trained ; +2 Dex; -1 armor) Heal: +0 (0 ranks +0 trained +0 wis) *Intimidate: +3 (0 ranks; +0 trained; +3 Cha) Know (arcana): +0 (0 ranks; +0 trained; +0 Int) *Know (dung.): +0 (0 ranks; +0 trained; +0 Int) *Know (eng.): +0 (0 ranks; +0 trained; +0 Int) Know (local): +0 (0 ranks; +0 trained; +0 Int) Know (nature): +0 (0 ranks; +0 trained; +0 Int) Know (religion): +0 (0 ranks; +0 trained; +0 Int) *Know (planes): +0 (0 ranks; +0 trained; +0 Int) Linguistics: +1 (1 ranks; +0 trained; +0 Int) *Perception: +9 (6 ranks; +3 trained; +0 Wis) *Prof.(Circus Artist): +4 (1 ranks; +3 trained; +0 Wis) *Ride: +1 (0 ranks;+0 trained ; +2 Dex; -1 armor) Sense Motive: +0(0 ranks +0 trained +0 wis) Stealth: +14 (6 ranks;+3 trained ; +5 Dex) Spellcraft: NA(0 ranks; +0 trained; +0 Int) *Survival: +0 (0 ranks +0 trained +0 wis) *Swim: +8 (1 ranks; +3 trained; +4 Str; -1 armor) Use magic Device +8 (2 ranks; +3 trained; +3 Cha) Languages: Common, Halfling Equipment:
Weapons: 4 Dwarven made Daggers 1200 2 extra daggers Armor Mithral Shirt 1100 Buckler Miscellaneous: Blinkback belt 5000 Cloak of Resistance +1 1000 Sleeves of many garments 200 MW Thieves tools 110 Pouch with Coins (1 lbs): CP: SP: 1 GP: PP: Carrying Capacity: Light Load: 0 lbs - 100 lbs Medium Load: 101 lbs - 200 lbs Heavy Load: 201 lbs - 300 lbs Lift Over Head: 300 lbs Lift Off Ground: 600 lbs Push or Drag: 1500 lbs Carried Possessions ( lbs): Character Description:
Aurora is small for a halfling with auburn hair and crystal blue eyes. She is quite tanned and sports some scars on her fingers, a legacy from learning the art of throwing. She has a clear voice and is quite charming. Backstory:
Aurora is a member of the traveling folk, born in a wagon on the way from greyhawk to the south. Like many of her folk she is a performer working first as an acrobat, then as a knife thrower to entertain the locals. She is also, like quite a few of her folk a decent thief, specialising in burglary and petty theft. But her true calling is the knife, especially if thrown. Many have her mastery and she is quite good at it.
Lately she got a major hit of wanderlust, so she left her family to join a mercenary band, the blue banners. That worked well for a couple of years, slaying minor monsters, occasionally even a bigger one, but the last time the banners took a bite to big. Of the 17 members only 3 survived. And Aurora, to tell the truth managed to survive because she did run away as soon as it was clear the gig was going soutbound on a north travelling horse. Aurora is now on her last pennies and desperate for a new gig, and eager to follow the message. |