He is tall and thin for a halfling, with pale blond, wind-blown hair and sky blue eyes. He usually dresses in loose clothing, and is always in motion. He is friendly and talkative, but changes topics often and loses interest easily, always moving on to something new.
DEFENSE:
AC 20, touch 15, flat-footed 16 (+5 armor, +4 dex, +1 size)
HP 26 (3d8+1d6+4 Con)
Fort +4, Ref +9, Will +4
Defensive abilities +2 save vs. Fear, Evasion
OFFENSE:
Speed 30 ft.
Melee Dagger +7 (1d3, 19-20/x2)
Sap +7 (1d4 nonlethal, 20/x2)
+1 Short Sword +8 (1d4+1, 19-20/x2)
Ranged Sling +7 (1d3, 20/x2, 50')
Special Attacks Sneak Attack: +2d6
Elemental Ray: 6/day, +7 ranged touch attack within 30 ft, 1d6+1 (1/2 CL) electrical damage
BAB +2, CMB +1 (+5 on Disarm, Sunder or Trip), CMD 15
Feats:
Simple Weapon Proficiency Rogue Weapon Proficiency Armor Proficiency (Light) Weapon Finesse: use DEX mod instead of STR mod on light weapon attacks
Eschew Materials: does not need material components for spells unless more than 1gp.
Arcane Armor Training: (swift) reduce spell failure chance from lt. armor by 10%
Traits:
Magical Knack: +2 Caster Level for Sorcerer (Maximum CL=HD)
Scholar of the Great Beyond: (+1 Knowledge (History) & (Planes), and Knowledge(History) is a class skill)
Fearless: +2 to save vs. Fear
Fleet-footed: Move 30 ft (racial ability, replaces Sure-footed)
Halfling Luck: +1 all saves
Keen Senses: +2 Perception
Weapon Familiarity: proficient with slings, all ‘Halfling’ weapons are treated as martial weapons
SQ:
Evasion: If he succeeds against an attack that deals 1/2 damage on a successful Reflex save, he instead takes no damage.
Rogue Talent: Trap Spotter – automatically check to find traps when within 10 ft
Trap Sense: +1 to Reflex saves and +1 Dodge bonus to AC vs. traps.
Trapfinding: +1 to Disable Device & Perception to locate traps
Boon: Mantle of the Black Rider (Assuming the Mantle): 1/day as a swift action you may gain +1 to Cha for 1 minute. For every additional Mantle of the Black Rider boon you have, the bonus increases by +1.
Boon: Corruption Uncovered: 1/scenario before you make a Sense Motive check, you may add a +2 bonus to the check.
Boon: Kayle's Blessing: 3 uses, You gain a +1 luck bonus on any saving throw against a dragon's breath weapon. This bonus can only be applies after a roll is made but before the results are determined. You may only use this once per saving throw.
Cade Grimmond is not his real name, but it is what he calls himself now. Cade was strange from the time he was born: sky blue eyes, fair skinned with pale wind-blown hair, thin as a reed. He never really walked. He went straight from crawling to running. As he grew up he was always in motion: running, jumping, climbing, and swimming. His uncle, who was sort of the village lorekeeper, recognized something in him, a link to an ancient bloodline. Whenever he could get Cade to sit still, he would teach him, train him about history and other worlds and try to train him in the magic that was his birthright. But he was not a very good student; he had a mind as agile as his body, but he was too flighty, always looking for something new.
His pleasant life ended the day the village of Wittleshine was attacked by the Chelish renegade pirate Darsiele Du Moire. Most of the clan was killed or captured for slaves. Only a few escaped, Cade among them.
He made his way to the city of Almas and lived on the streets. It wasn't too long before a thief discovered him and his potential. He started training Cade, and found him an apt pupil. Cade was inducted into a local 'family' that watched over criminal activity in the city. But strange things started happening; things would move when no one was watching, there would be strange smells, and food would go bad. Before anyone figured out that the strange occurrences only happened when Cade was around, tragedy struck again. A rival guild moved into the city, and a covert war broke out. Cade's 'family' lost, and once again he was on the run.
Cade changed his name, made his way to Absalom, and found a new family: the Pathfinders.