Theif

Dizzy Whistle's page

94 posts. Alias of DarkestHeart.


Race

Halfling

Classes/Levels

Commoner / Lvl 1 / Cavalier Lvl 1

Gender

Male

About Dizzy Whistle

DIZZY THE COMMONER:

Male halfling Commoner / lvl 1
CN Small humanoid (Halfling)
Init +4; Senses Perception +5

BUFF
-

DEFENSE
AC 15, touch 15, flat-footed 11
(+Armor, +4Dex, +1Racial)
hp 4 Temp hp []
Fort +0, Ref +4, Will -1

OFFENSE
Speed 20ft.
Melee Sickle +4 (1d4+2/x2)
Ranged Sling +4 (1d3+2/x2)
Special Attacks

STATISTICS
Str 14, Dex 18, Con 10, Int 12, Wis 8, Cha 12
Base Atk +0;
CMB +1; CMD +14
Traits Highlander (+1 on Stealth and Stealth is class skill), Freedom Fighter (Halfling +1 trait bonus on any skill check or attack roll made during the process of escaping capture or in helping a slave escape bondage, and Escape Artist is always a class skill for you.)
Feats
Skills Perception +5, Stealth +12; AC Penalty
Languages Common, Halfling, Infernal
SQ
Load Light: 0-43lbs / Medium: 44-86lbs / Heavy: 87-130lbs
Gear Sickle, Sling, Bullets x10, Clerics Vestments, Holy Symbol (Silver); 28 Gold / 9 Silver

DIZZY WHISTLE
Male halfling Hound Master Cavalier / lvl1
CN Small humanoid (Halfling)
Init +4; Senses Perception +5

BUFF
-

DEFENSE
AC 19, touch 15, flat-footed 15
(+4Armor, +4Dex, +1Racial)
hp 15 Temp hp []
Fort +3, Ref +5, Will +0

OFFENSE
Speed 20ft.
MeleeElven Curved Blade +6 (1d8+3/18-20x2)
Longspear +3 (1d6+2/x3)
Ranged Longbow +6 (1d6/x3)
Special Attacks Challenge 1/Day

STATISTICS
Str 14, Dex 18, Con 10, Int 12, Wis 8, Cha 12
Base Atk +1;
CMB +2; CMD +15
Traits Highlander (+1 on Stealth and Stealth is class skill), Freedom Fighter (Halfling +1 trait bonus on any skill check or attack roll made during the process of escaping capture or in helping a slave escape bondage, and Escape Artist is always a class skill for you.)
Feats Exotic Weapon Proficiency (Elven Curved Blade)
Skills Acrobatics +7, Bluff +5, Diplomacy +5, Escape Artist +6, Sense Motive +3, Stealth +9; AC Penalty -3
Languages Common, Halfling, Infernal
SQ Animal Companion, Challenge (1/Day (+1 AC vrs Challenged)), Order of the Lion, Tactician (Escape Route)
Load Light: 0-43lbs / Medium: 44-86lbs / Heavy: 87-130lbs
Gear Hide Armor, Elven Curved Blade, Longbow, Arrows x 20, Lance, Explorers Outfit; Left in Purse Gp

CERBERUS:

Male dog animal companion
N Medium animal
Init + 2; Senses Perception +4

DEFENSE
AC 18, touch , flat-footed
(+4Armor, +2Dex, +2Nat)
hp 15 Temp hp []
Fort +5, Ref +5, Will +1

OFFENSE
Speed 50ft
Melee +2 (1d6+1/x2)
Special Attacks Trip

STATISTICS
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1;
CMB +2; CMD +14
Feats Light Armor Proficiency
Skills Stealth +4, Perception +4; AC Penalty -1
Gear Studded Leather Armor

RACIAL
Slow Speed- 20ft Movement
Fearless- +2 Against Fear.
Halfling Luck- +1 on Saving throws
Keen Senses- +2 Perception
Sure-Footed- +2 Acrobatics / +2 Climb
Small- +1 AC and Attack / +4 Stealth

APPEARANCE
Age - 25
Height- 3ft 1
Weight- 39lbs
Hair Color- Black
Eye Color- Violet
Personality- Dizzy is easy going and friendly. He cares little for wealth or honor and everything about his friends, family and the downtrodden. Dizzy idolizes his older brother, who was, last he heard, somewhere around Sandpoint, with his Half Orc Apprentice. Dizzy is the wild card in the family, head strong, romantic, strong willed and passionate. He is a kind young man, destined for greatness.

Backstory The second son of a poor household, Dizzy grew up with next to no prospects in life. At the age of twelve, Dizzy was sent to a local monastery of Erastil, there to become an acolyte of the God of Farming. He studied for many years in the monastery, feeling out of place every step of the way.

Not till the dawning of his 18th year, did he finally decide that he had had enough. Study and prayer were not for him. Dizzy was an adventurous soul. Packing up his vestments and holy symbol, his hunting sling and his Sickle, along with the silver he had collected, Dizzy left the sanctuary to start a life of travel.

He traveled far and wide, bringing the good news of Erastil to every corner of the civilized world. He found most roads open to him, most hearts willing to listen but sadly, more than once, found himself at the end of a Bandit blade. Taking these set backs in his stride, Dizzy continued to spread the good word, as far as his little legs would carry him.

It was during the autumn of his 23rd year that a world weary Dizzy finally met his breaking point. On a trip, through an uninhabited stretch of land, Dizzy stumbled across a group of rough looking desperate men, torturing a captured Wolf pup. They had the poor creature tied to a tree and were taking turns to scald and whip the thing bloody. Dizzy flew in to a rage and accosted the men, attacking them with all his power.

They beat him black and blue and robbed him blind. As he lay there in a heap, he began to cry. He had failed. He could not save even one poor creature. He lay there, cursing his lack of strength and renouncing his faith in Erastil, for surely a true god would have given him the ability to save a creature, when he heard a shout of rage.

During his well planned “distraction” the creature had slipped its bonds and fled. Dizzy lay there and he smiled. He had managed to do good at least and that made him happy. The men tied him up and threatened to kill him upon the morrow, before they sat down to drink and sup. Dizzy said a little prayer of thanks to his god, before slipping in to a deep healing sleep, resigned to his fate upon the dawn.

He does not know, to this day, why or how it happened but, some two hours before dawn, he was awoken by a wet, rough lick to the face. The Wolf pup had returned and was licking his face with an intelligent look in its eyes. He began to gnaw at the bonds and in no time at all, Dizzy was free.

Shaking his muscles free, Dizzy moved to his feet slowly, to find himself the only humanoid alone, in the small camp. Filled with righteous rage, Dizzy moved to the fire, grabbing the first weapon he found, a long curved blade, too big for him in a straight fight, but perfect for his needs now.

He slew them, one by one, taking their lives and ill begotten gains. Their lives he dedicated to Erastil, their souls he sent to Pharasma to be judged and their things, he gave to the poor. He kept only his own things, plus the blade, and left the clearing.

He did not leave alone however. From that day forward, the wolf pup who had saved his life, became his constant companion.

It would not be till his 25th year that he would forsake his path completely, in favor of a new one. In the time between, he met Lyle, a chirpy young Halfling and they became fast friends. A prank war ensued, the likes of which have never been and will never be seen again. Lyle and Dizzy traveled the world together to reach Cheliax, on a bet, there to allow Dizzy to make good on a drunken boast. Though it may be dangerous and though it is surely not the smartest course of action, Dizzy intends to free every Halfling slave in the country, with the aid of Lyle, Cerberus and Silver.

The future is full of danger but Dizzy has good friends and a loyal pet in his corner, and he feels damn lucky and destined to win!