Full Name |
Brand Hornblower |
Race |
Halfling |
Classes/Levels |
Rogue (unc) 3 / Bard (arch) 1 || HP: 34/34 || AC:20 (T:15 / FF:16) || CMD:17 || Fort:+2 Refl:+8 Will:+4(+2 fear) || Init:+4 || Perception:+10/11 Sense +5, adpt luck 3/3, arch luck 7/7 |
Gender |
male |
Size |
small (3'4", 42 lb) |
Age |
28 |
Alignment |
CG |
Location |
Absalom |
Languages |
Common, Halfling |
Occupation |
urchin, fortune seeker |
Strength |
12 |
Dexterity |
18 |
Constitution |
12 |
Intelligence |
9 |
Wisdom |
12 |
Charisma |
16 |
About Brand Hornblower
Brand Hornblower
Male Halfling Rogue (unchained) 3 / Bard (archaeologist) 1
CG small Humanoid (halfling)
Init +4; Senses Perception +10/11, Sense Motive +5
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Defense
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AC 20, touch 15, flat-footed 16 (+4 armor, +4 Dex, +1 nat armor, +1 size)
hp 34 (4d8+4+3)
Fort +2, Ref +6, Will +3 (+2 vs fear);
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Offense
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Speed 30 ft.
Melee Short Sword +9 or +7/+7 (1d4+4, 19-20/x2),
Melee Light Mace +8 or +6 (1d4+1, x2),
Ranged Short Bow +8 (1d4+1, x3)
Special Attacks sneak attack +2d6, adaptable luck (3/day, +3 to d20), archaeologist's luck (7/day, swift, +2 to all d20, +2 dmg, 3 rds)
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Statistics
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Str 12, Dex 18, Con 12, Int 9, Wis 12, Cha 16
Base Atk +3; CMB +6; CMD 17
Feats two weapon fighting, lingering performance
Traits trustworthy, fate's favored
Skills acrobatics +11, appraise +4, bluff +10, climb +5, diplomacy +10, disable +14, handle animal +7, linguistics +3, perception +10, perform (orate) +9, sense +5, sleight +8, spellcraft +4, stealth +14, swim +5, use magic device +10
Languages Common (Taldane), Halfling, Drow Sign
SQ adaptable luck, finesse training, trapfinding, evasion, talent -trap spotter, danger sense +1, archaeologist's luck
Spells (u/2) 0th - daze, detect magic, light, mage hand; 1st - cure light wounds, vanish
Weapons & Armor masterwork short sword (cold iron) x2, light mace, sickle, mighty (+1) composite shortbow, arrows (40), mithral shirt ((19 lb))
Combat Gear potion of cure light wounds (2), ioun torch
Other Gear masterwork thieves' tools, backpack, bedroll, belt pouch, flint & steel, mess kit, silk rope (50'), grappling iron, wandermeal (25), halfling rations (5), whetstone, canteen, signal whistle, ((14.5 lb))
Wealth 572 gp, 14 sp, 3 cp
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Abilities
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TRAITS
Trustworthy You gain a +1 on Bluff checks to deceive someone. You gain a +1 on Diplomacy checks and Diplomacy is always a class skill.
Fate's Favored Gain an additional +1 on all luck bonuses.
FEATS
Two Weapon Fighting Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
Lingering Performance The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.
RACE ABILITIES/QUALITIES
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.
Adaptive Luck Three times per day, a halfling can gain a +2 luck bonus on an ability check, attack roll, saving throw, or skill check. If halflings choose to use the ability before they make the roll or check, they gain the full +2 bonus; if they choose to do so afterward, they only gain a +1 bonus. Using adaptive luck in this way is not an action.
Keen Senses Halflings receive a +2 racial bonus on Perception checks.
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/QUALITIES
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.
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 At 1st level, a rogue gains Weapon Finesse as a bonus feat. At 3rd level, select one weapon that benefits from Weapon Finesse. With that weapon, you may substitute your Dexterity bonus in place of Strength when determining your bonus to damage.
Evasion If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Trap Spotter (Talent) (Ex) Whenever a rogue with this talent comes within 10 feet of a trap, she can attempt an immediate Perception check to notice the trap. This check should be made in secret by the GM.
Danger Sense +1 (Ex) Gain a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe.
Bardic Knowledge (Ex) A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.
Cantrips (Sp) Bard's learn a number of cantrips, or 0-level spells." These spells are cast like any other spell, but they do not consume any slots and may be used again.
Archaeologist’s Luck (Ex) Fortune favors the archaeologist. As a swift action, an archaeologist can call on fortune’s favor, giving him a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if the archaeologist is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Archaeologist’s luck is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.
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Profile
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Appearance Tall, and more lean than is typical for a halfling, Brand has shaggy brown hair and lengthy sideburns. He sports a variety of fashions depending on his work, but is most comfortably in a leather longcoat, with a dark vest and grey cotton shirt beneath. He wears a (rather worn) great hat, though will leave it behind when stealth is necessary. He wears a pair of matching short swords, and is rarely without his walking cane, which doubles as a mace in a pinch. Though he hides them well, his body is marked by countless scars from his life as an urchin.
Personality Friendly to all who meet him, with a strong memory and a sharper wit, Brand is the quintessential companion. Glib, entertaining, and amusing, most newcomers to Absalom enjoy his company and he is remembered fondly even by those whose pockets he unburdens. A product of the depths of the Puddles, Brand has known hardship greatly, and has a soft spot for those suffering a similar life. He has a noble streak, is loyal to a fault, and has secretly dreamed of standing beside the great heroes and fighting against the darkness that threatens Golarion, yet can't seem to shake his knack of getting into trouble.
Background The gutters are full of rats... swarming, squealing, teething, fighting to survive... but they matter little to those passing by. So long as they don't rise above their station. So long as they stay in the filth. I was once a gutter rat, a cast away child, too small to fight for a share, to weak to compete with the bigger and stronger urchins. Yet I was fast, and had wit... so those became my claws, and so I learned to get what I needed. I was still in the filth, still amongst the rats, but when those came through to pick their lot of rodents to join their thugs and brigands, I was always scarce. So I stood on my own, unaffiliated. A dangerous game? Perhaps, but one that has worked for me.