Blodgette Black-Knife
Male halfling rogue 1
NG Small humanoid (halfling)
Init +6; Senses Perception +6
DEFENSE
AC 15, touch 15, flat-footed 11 (+4 Dex, +1 size)
hp 10 (1d8+2)
Fort +2, Ref +7, Will +1, +2 vs. fear
OFFENSE
Speed 20 ft.
Melee dagger (small) +1 (1d3/19-20)
Ranged dagger (small/thrown) +5 (1d3/19-20)
Melee dagger (small/cold iron) +1 (1d3/19-20)
Ranged dagger (small/cold iron/thrown) +5 (1d3/19-20)
Melee dagger (small/alchemical silver) +1 (1d3-1/19-20)
Ranged dagger (small/alchemical silver/thrown) +5 (1d3-1/19-20)
Special Attacks Sneak Attack 1d6,
STATISTICS
Str 10, Dex 18, Con 13, Int 10, Wis 10, Cha 12
Base Atk +0; CMB -1; CMD 13
Feats Armor Proficiency, Light, Two-Weapon Fighting
Skills Acrobatics +10, Acrobatics (Jump) +6, Appraise +0, Bluff +5, Climb +2, Craft (Untrained) +0, Diplomacy +1, Disable Device +9, Disguise +5, Escape Artist +8, Fly +6, Heal +0, Intimidate +1, Perception +6, Perception (Trapfinding) +7, Perform (Untrained) +1, Ride +4, Sense Motive +0, Sleight of Hand +8, Stealth +12, Survival +0, Swim +0
Languages Common, Halfling
SQ fearless, halfling luck, keen senses, sure-footed, trapfinding, weapon and armor proficiency, weapon familiarity,
Gear dagger (small) (x4); dagger (small/cold iron); leather (small); outfit (traveler's/small); dagger (small/alchemical silver);
SPECIAL ABILITIES
Fearless (Ex) Halflings receive a +2 racial bonus on saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck.
Halfling Luck (Ex) Halflings receive a +1 racial bonus on all saving throws.
Keen Senses (Ex) Halflings receive a +2 bonus on Perception skill checks.
Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you 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, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Sure-Footed (Ex) Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.
Weapon and Armor Proficiency Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.
Weapon Familiarity (Ex) Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.