| Full Name |
Horatio "Gnurr" Oddsbodskin |
| Race |
Halfling |
| Classes/Levels |
Rogue/2 |
| Gender |
Male |
| Size |
2'10" |
| Age |
20 |
| Alignment |
NG |
| Languages |
Common, Halfling |
| Strength |
8 |
| Dexterity |
19 |
| Constitution |
10 |
| Intelligence |
13 |
| Wisdom |
12 |
| Charisma |
14 |
About Boingo37
Total Hit Points: 10
Speed: 20 feet
Armor Class: 17 = 10 + 2 [leather] + 4 [dexterity] + 1 [small]
Touch AC: 15
Flat-footed: 13
Initiative modifier: + 4 = + 4 [dexterity]
Fortitude save: + 1 = 0 [base] + 1 [halfling]
Reflex save: + 8 = 3 [base] + 4 [dexterity] + 1 [halfling]
Will save: + 2 = 0 [base] + 1 [wisdom] + 1 [halfling]
Attack (handheld): + 1 = 1 [base] -1 [strength] + 1 [small]
Attack (missile): + 6 = 1 [base] + 4 [dexterity] + 1 [small]
Combat Maneuver Bonus: -1 = 1 [base] -1 [strength] -1 [small]
Combat Maneuver Defense: + 13 = 10 + 1 [base] -1 [strength] + 4 [dexterity] -1 [small]
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
20 or less
20-40 lb.
41-60 lb.
60 lb.
120 lb.
300 lb.
Languages: Common Halfling (? 1 more)
Dagger [1d3, crit 19-20/x2, range inc 10 ft., 1/2 lb., light, piercing]
Short Sword [1d4, crit 19-20/x2, 1/2 lb, light, piercing]
Hand Crossbow [1d3, 19-20/x2, range incr 30 ft., 1 lb., piercing]
Leather armor [light; + 2 AC; max dex + 6; check penalty 0 7.5 lb.]
Feats:
Two-Weapon Fighting Reduce 2-weapon fighting penalties
Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Acrobatics Dex* 11 =
+4
+ 2 + 3 [class skill] + 2 [halfling]
Appraise Int 6 =
+1
+ 2 + 3 [class skill]
Bluff Cha 7 =
+2
+ 2 + 3 [class skill]
Climb Str* 1 =
-1
+ 2 [halfling]
Craft_1 Int 1 =
+1
Craft_2 Int 1 =
+1
Craft_3 Int 1 =
+1
Diplomacy Cha 7 =
+2
+ 2 + 3 [class skill]
Disable Device Dex 9 =
+4
+ 2 + 3 [class skill]
Disguise Cha 2 =
+2
Escape Artist Dex* 9 =
+4
+ 2 + 3 [class skill]
Fly Dex* 4 =
+4
Heal Wis 1 =
+1
Intimidate Cha 2 =
+2
Knowledge (local) Int 6 =
+1
+ 2 + 3 [class skill]
Perception Wis 3 =
+1
+ 2 [halfling]
Perform_1 Cha 2 =
+2
Perform_2 Cha 2 =
+2
Perform_3 Cha 2 =
+2
Perform_4 Cha 2 =
+2
Perform_5 Cha 2 =
+2
Ride Dex* 4 =
+4
Sense Motive Wis 1 =
+1
Sleight of Hand Dex* 9 =
+4
+ 2 + 3 [class skill]
Stealth Dex* 13 =
+4
+ 2 + 3 [class skill] + 4 [small]
Survival Wis 1 =
+1
Swim Str** -1 =
-1
Use Magic Device Cha 7 =
+2
+ 2 + 3 [class skill]
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers
Favored class points: Hit points +0; Skill points +2
Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.
Halfling
+ 2 dexterity, +2 charisma, -2 strength (already included)
Small (combat bonuses, + 4 to stealth already included)
+ 2 racial bonus on acrobatics, climb, and perception (already included)
+ 1 racial bonus on all saving throws (already included)
+ 2 morale bonus on saves vs. fear (stacks with racial bonus to all saves)
+ 1 to hit with thrown weapons and slings
Rogue
Sneak Attack +1d6
Trapfinding -- add half of rogue level to find traps, minimum +1
Evasion (level 2) -- no damage on a successful reflex save
Rogue talents -- gain one at every even-numbered level. At level 10 and above, advanced talents are available. Add by hand.
Trap sense (level 3) -- armor class and reflex bonuses against traps
Uncanny Dodge (level 4) -- cannot be caught flat-footed, keep dexterity bonus to AC if attacker is invisible
Improved Uncanny Dodge (level 8) -- cannot be flanked
Master strike (level 20) -- each sneak attack either kills, paralyzes, or puts into coma.