1 riding dog "I shall name you Lucky!"
Saddle, bit, bridle, etc.
10 days of trail rations
2 sets of caltrops
2 winter blankets
10' wooden pole
Male halfling unchained rogue (scout) 7 (Pathfinder RPG Advanced Player's Guide 134, Pathfinder Unchained 20)
CG Small humanoid (halfling)
Init +6; Senses Perception +11
AC 24, touch 18, flat-footed 17 (+6 armor, +6 Dex, +1 dodge, +1 size)
hp 67 (7d8+21)
Fort +5, Ref +12, Will +3; +2 vs. fear
Defensive Abilities danger sense +2, evasion
Speed 20 ft.
Melee mwk dagger +13 (1d3-1/19-20) or
mwk dagger +13 (1d3-1/19-20) or
mwk sap +12 (1d4+6 nonlethal) or
mwk sap +12 (1d4+6 nonlethal) or
sap +13 (1d4+6 nonlethal) or
sap +13 (1d4+6 nonlethal)
Ranged mwk shortbow +13 (1d4-1/×3)
Special Attacks scout's charge, sneak attack (unchained) +4d6
Str 8, Dex 22, Con 14, Int 16, Wis 10, Cha 14
Base Atk +5; CMB +3; CMD 20
Feats Dodge, Double Slice, Mobility, Sap Adept[UC], Sap Master[UC], Two-weapon Fighting, Weapon Finesse, Weapon Focus (sap)
Traits augmented disguise, child of the temple
Skills Acrobatics +19 (+15 to jump), Appraise +7, Bluff +12, Climb +11, Diplomacy +6, Disable Device +26, Disguise +23, Escape Artist +15, Intimidate +6, Knowledge (dungeoneering) +7, Knowledge (local) +12, Knowledge (nobility) +11, Knowledge (religion) +13, Linguistics +7, Perception +11, Perform (oratory) +11, Sense Motive +4, Sleight of Hand +15, Stealth +21, Swim +7; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Draconic, Giant, Gnome, Goblin, Halfling
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talents (bonus feat, combat trick, weapon training), trapfinding +3
Combat Gear cat burglar's boots, caltrops; Other Gear +2 mithral chain shirt, arrows (20), mwk dagger, mwk dagger, mwk sap, mwk sap, mwk shortbow, sap, sap, belt of incredible dexterity +2, goggles of minute seeing, handy haversack, hat of disguise, headband of vast intelligence +2, bedroll, belt pouch, chalk (10), cold weather outfit, disguise kit, flint and steel, gnome outfit (worth 1 gp), goblin outfit (worth 1 gp), grappling hook, hemp rope (50 ft.), hot weather outfit[APG], kobold outfit (worth 1 gp), masterwork thieves' tools, mess kit[UE], mirror, pirate clothes, piton (10), poncho[UE], pot, scholar's outfit, soap, soldier's uniform[UE], torch (10), trail rations (5), waterskin, wig, 319 gp, 4 sp
Danger Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Sap Adept Gain bonus damage on nonlethal attacks,
Sap Master Deal twice your sneak attack damage when dealing nonlethal damage
Scout's Charge (Ex) Charge attacks deal sneak attack damage as though foe is flat-footed.
Sneak Attack (Unchained) +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
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“Brother” Hawthorne is very closed mouth about just who his parents were, and where he grew up, but some suspect that they were likely churchgoing folks, as Hawthorne is very knowledgeable about church matters, and this has gotten him into trouble on more than one occasion. Most recently, he was captured and imprisoned in Keoland for infiltrating by impersonation the church hierarchy of Pelor himself. He had been working on figuring out his escape plan to self-extricate, when the call to arms was posted.
Brother Hawthorne declared to his jailers that he was overcome by a newfound patriotism and devotion to the Crowne itself! While the constables were understandably skeptical about Hawthorne’s change of heart, the King’s mandate was clear, and they have dutifully freed and delivered him to Istivin under watchful eyes, and with all of his confiscated goods returned to him.
[dice=Acrobatics]1d20+19[/dice] -4 to jump
[dice=Disguise]1d20+23[/dice] +10 with hat
[dice=Perception]1d20+11[/dice] +3 vs traps, +2 vs surprised
[dice=Sleight of hand]1d20+15[/dice]
[dice=MW Sap Sneak Hit]1d20+12[/dice] +2 if only one attack
[dice=MW Sap Sneak Damage]1d4+6+4+4d6[/dice] Nonlethal
[dice=MW Sap Sneak Hit vs FF]1d20+12[/dice] +2 if only one attack
[dice=MW Sap Sneak Damage]1d4+6+4+4d6+4d6[/dice] Nonlethal
[dice=MW Dagger Sneak Hit]1d20+11[/dice] +2 if only one attack
[dice=MW Dagger Sneak Damage]1d3-1+4d6[/dice]