Halfling

Camlo Zenovia's page

970 posts. Alias of Nevynxxx.


Full Name

Camlo Zenovia

Race

Halfling

Classes/Levels

Rogue/11 AC:26 HP: 92{92}

Gender

Male

Size

Small (2'10")

Age

26

Alignment

Chaotic Good

Deity

None

Languages

Halfling, Common,

Strength 10
Dexterity 24
Constitution 12
Intelligence 16
Wisdom 8
Charisma 14

About Camlo Zenovia

Blessing of Fervor:

Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).

Stand up as a swift action without provoking an attack of opportunity.
Gain a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves.

These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.


Background:

Camlo Zenovia was always seen as a capricious young thing. First before his brothers and sisters for meals. First before them all for the sweetmeats at market. Last behind them all to finally go to sleep.

As he grew, he grew shorter than his siblings too. Never quite so strong, nor so wise. He was always the quickest though. The fastest to run, the quietest to hide. Always, he had slunk away well before anyone came along to punish their mistakes.

Perhaps this partially explains why, in his 18th year, he went to his work, and was not seen by his family again. In truth, months of planning, and preparation had gone into this day. Careful investigation, and following of hints had led him to the secret group known as the Gargoyles.

Years of petty theft followed, first as a simple lookout, and later as Master Thief, planning and running jobs against the nobles of Magnimar. Camlo was The rising star of recent years, admired, and feared by those above him. Some would sneer, and say he rose too quickly. Others would claim that is was just bad luck. But when Camlo planned his final job, he didn't realise that the rich merchantess he targeted, was the mistress of the notorious assassin, the Black Mark. To his credit, Camlo's research was flawless, and it would be safe to assume that even the Lady in question didn't know the truth of her lovers noteriety.

The Black Mark soon sought out Camlo, and gave him a choice; To face the Mark, in the Gargoyles central hall in mortal combat, or to face poison in the night. For his faults, Camlo knew his strengths, and his weaknesses. He walked out of Magnimar that very night, spending all of his wealth on a combination of protective spells, and leaving all possible hope of seeing his family or former colleagues again.

But where does a dispossessed halfling flee? Always he had heard of the devils in Cheliax, and how badly his race had been treated there. Korvosa, it was told, was more lenient, and a person of Camlo's nature could make a good living of the hated Chelaxians that even now still pass though.

The dream was short lived though. The gates were manned by the Order of the Nail, and Camlo had no papers. A scuffle ensued, a sword was drawn, and a fully armoured Knight of the order was dead on the ground within seconds. Camlo Fled. Knights of the Order hard on his heels, as they have been ever since.

Months have passed. Months of hiding, of running and of stealing. Finally, on the edge of the forest leading to the small gambling town of Turtlebeck ferry. A small stop to gamble with the soldiers of the fort. A laud bang, and a horrendous roar, bespoke time to leave.

Now Camlo sits in a barrel, Ogres to the left, Shocker Lizards to the right, wondering which Gods he offended for it to all end like this.


Stats:

Camlo

Male Halfling rogue 11

Small humanoid (halfling)

Init +11, Senses Perception +15
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DEFENSE
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AC 26, touch 20, flat-footed 26 (+4 armor, +2 deflection, +7 Dex, +1 natural, +1 shield, +1 size ), Two-Weapon Defense

hp 92 ((11d8)+39)

Fort +7, Ref +15, Will +3, +2 vs. fear, +3 Reflex to avoid traps

Defensive Abilities evasion, improved uncanny dodge, resiliency (11 hp), trap sense +3, uncanny dodge,
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OFFENSE
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Speed 30 ft.

Melee dagger, punching +1 (small) +17 (1d3+1/x3)

Melee rapier +2 (small) +19/+14 (1d4+2/18-20)

Ranged crossbow +1 (hand/small) +17/+12 (1d3+1/19-20), within 30 ft. +18/+13 (1d3+2)

Special Attacks Bleeding Attack,

Cutthrote's Apprentice {1/2 times per day} {3/8 rounds}
+8 (1d6) Provides flanking.

  • Require a standard action to activate.
  • it can attack in the round of activation
  • gains iterative attacks with it, if the weilder is using the full attack action, otherwise gets a single attack in a round
  • if it provides its wielder with a flanking bonus, it also benefits from a flanking bonus, but does not get additional damage such as sneak attack damage itself (but the wielder can for their own attacks through the flanking benefit if they are a rogue or similar class).

Sneak Attack 6d6+6/round bleeding damage
Face: 5 ft. Reach: 5 ft.

Base Atk +8; CMB +14; CMD 26

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STATISTICS
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Str 10, Dex 24, Con 16, Int 16, Wis 8, Cha 14,

Feats Agile Maneuvers, Improved Initiative, Point-Blank Shot, Stealthy, Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Rapier)

Skills Acrobatics +23, Acrobatics (Jump) +28, Climb +16, Disable Device +28, Escape Artist +25, Knowledge (Dungeoneering) +17, Knowledge (Local) +17, Perception +15, Perception (Trapfinding) +20, Sense Motive +13, Sleight of Hand +21, Stealth +29, Survival +3, Use Magic Device +17,

Traits Dangerously Curious, Fast-Talker,

Languages Common, Dwarven, Elven, Gnome, Halfling

SQ fast tumble, fearless, halfling luck, keen senses, sure-footed, trapfinding, weapon familiarity,

Combat Gear Wand of Invisibility (50 charges), Wand of Expeditious Retreat (50 charges), Wand of Feather Fall (50 charges), Wand of Jump (50 charges), potion of cure light wounds (2), potion of cure moderate wounds (2),
Other Gear amulet of natural armor +1, bracers of armor +4, dagger, punching +1 (small), rapier +2 (small), ring of protection +2, belt of physical might (dex/con) +4, boots of striding and springing, bolts (crossbow/10), masterwork thieves' tools, coin (copper piece) (11), coin (gold piece) (500), coin (silver piece) (5), necklace of fireballs i, crossbow +1 (hand/small), 133.67 gp
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SPECIAL ABILITIES
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Bleeding Attack (Ex) You can cause living opponents to bleed when hitting them with a sneak attack. This attack causes the target to take 6 additional points of damage each round. Bleeding creatures that that amount of damage every round at the start of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.

Dangerously Curious You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result. You gain a +1 trait bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.

Evasion

Fast-Talker You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.

Fast Tumble (Ex) When a rogue with this talent uses Acrobatics to move at full speed through a threatened square without provoking an attack of opportunity, the DC of the Acrobatics check does not increase by 10.

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.

Improved Uncanny Dodge (Ex) You can no longer be flanked. This defense denies a rogue the ability to sneak attack you by flanking you, unless the attacker is a rogue of at least level 15.

Keen Senses (Ex) Halflings receive a +2 bonus on Perception skill checks.

Resiliency (Ex) Once per day, you can gain 11 temporary hit points. Activating this ability is an immediate action that can only be performed when you are brought to below 0 hit points. This ability can be used to prevent yourself from dying. These temporary hit points last for 1 minute. If your hit points drop below 0 due to the loss of these temporary hit points, you fall unconscious and are dying as normal.

Rogue ~ Uncanny Dodge Tracker

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 6d6 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 +5 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.

Trap Sense (Ex) You gain a +3 bonus on Reflex saves made to avoid traps, and a +3 dodge bonus to AC against attacks made by traps.

Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.

Weapon Familiarity (Ex) Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.

Loot:

+1 small sized silvered shortsword
Cutthrote's aprentice