Lem

Farin Hogan, III's page

439 posts. Alias of PJP.


Full Name

Farin Hogan, III

Race

Halfling

Classes/Levels

Infiltrator Ranger 4 / Unchained Rogue 12 | HP 113/113 | AC: 36 Tch: 26 FF: 19 CMD 3428 | F +13, R +22, W +11 | Perc +27/+33 Traps SM +15 | Active: Heroes' Feast, Ext Heroism

Gender

Male

Size

Small

Alignment

N-G

Languages

Common, Halfling, Dwarven +Linguistics/Headband: Orc, Giant, Gnome, Aklo, Draconic, Gnome, Undercommon, Sylvan, Abyssal, Infernal, Auran, Celestial, Elven

Strength 10
Dexterity 22
Constitution 12
Intelligence 15
Wisdom 14
Charisma 16

About Farin Hogan, III

Halfling Unchained Rogue 12/Infiltrator Ranger 4
Languages Common, Halfling, Dwarven +Linguistics/Headband: Orc, Giant, Gnome, Aklo, Draconic, Gnome, Undercommon, Sylvan, Abyssal, Infernal, Auran, Celestial, Elven
Init +6/+10 if Dueling Shortsword is armed/+14 if sword and Heightened Awareness active

DEFENSE
AC 28, touch 19, flat-footed 19 (+4 armor +3 enhancement, +6 dex, +1 size, +1 dodge, +1 deflection +1 natural +1 insight)
+2 natural if using giant adaptation (30 min per day in 10 min increments)
* +1 deflection if armed with 2 weapons (Vambraces) or Ring of Protection +1 (these don't stack)
+4 vs AoO due to movement (Mobility); +4 AC vs traps (Danger Sense)
! Haste gives +1 Dodge more
+3 Dodge AC if using Combat Expertise (-3 Att : Must be attacking)

Heroes' feast for everyone! 1d8+6 temp hp for an hour; and +1 morale bonus to attack rolls and Will saves, and +4 morale bonus on poison and fear effects for 12 hours.

CMD 27 (10 +12 BAB +0 Str +6 dex -1 size)
HP 113 (10+1/6+1/5+1/5+1/5+1/5+1/5+1/5+1+1/5+1+1/5+1+1/5+1+1/5+1+1/5+1+1/5+1+1/6+1 +1/6+1+1)
Fort +13 (+4 Ranger +4 Rogue +1 Con +1 luck +3 resistance)
Ref +22 (+4 Ranger +8 Rogue +6 Dex +1 luck +3 resistance)
Will +11 (+1 Ranger +4 Rogue +2 Wis +1 luck +3 resistance)

Defensive Abilities
+2 racial bonus on all saving throws against fear
+4 Ref to avoid traps, +4 dodge AC vs traps - Danger Sense
! Haste gives +1 Reflex
Evasion: Reflex save vs an attack that deals half damage, instead takes no damage.
Uncanny Dodge: Can't be caught flat-footed and don't lose Dex due to Invisibility
Imp. Uncanny Dodge: Can't be flanked

OFFENSE
Speed 30 ft (+30 when hasted)
Base Attack +13/+8/+3; Melee Touch +14; Ranged Touch +20 (+4 Ranger, +9/+4 Rogue; +1 Size +0 Str +6 Dex)
CMB +12 (+13 BAB +0 Str -1 size)

Melee (+13/+8/+3 BAB +6 Dex +1 size +1 WF)
Heroism: +2 morale bonus on attack rolls, saves, and skill checks.

You now have total command over 9 juvenile red dragons and Naximarra, who is an adult red dragon. The orb allows you to now be immune to red dragon breath weapons, you also have a breath (fire cone) that can be used 3 times a day 60-ft. cone, 20d10 fire damage, Reflex DC 30 half). You are also able to cast wall of fire at will.

Basic Feint Full Attack:

Primary: +1 Menacing Shortsword, Secondary: +3 Dueling Shortsword
(Use this if can full attack, but not able to flank OR if high Dex opponent)
- Feint: +22 Bluff (+24 vs giants) vs 10+BAB+Wis or 10+Sense Motive (Skip +10 attack, +2 for dueling sword)
-- If successful, target is denied Dex for rest of attacks!
- Primary 2: +14 for 1d4+6+6d6 +2 Str Dmg + DI (8 BAB -2 TWF +6 Dex +1 size +1 WF +1 Enh/ +6 Dex +1 Enh + SA + Critical Strike)
- Primary 3: +9 for 1d4+6+6d6 +2 Str Dmg + DI (3 BAB -2 TWF +6 Dex +1 size +1 WF +1 Enh/ +6 Dex +1 Enh + SA + Critical Strike)
- Secondary 1: +24 for 1d4+9+6d6 +2 Str Dmg + DI(13 BAB -0 TWF Vambrances +6 Dex +1 size +1 WF +3 Enh / +6 Dex +3 Enh + SA + Critical Strike)
- Secondary 2: +17 for 1d4+9+6d6 +2 Str Dmg + DI(8 BAB -2 TWF +6 Dex +1 size +1 WF +3 Enh / +6 Dex +3 Enh + SA + Critical Strike)

Basic Flanking Full Attack:

Primary: +1 Menacing Shortsword, Secondary: +3 Dueling Shortsword
(use this if flanking - use bag of tricks or Unwitting ally to gain flanking)
- Primary 1: +22 for 1d4+8+6d6 +2 Str Dmg + DI (13 BAB -2 TWF +6 Dex +1 size +1 WF +1 Enh +2 Flank / +6 Dex +1 Enh +1 trait +SA)
- Primary 2: +17 for 1d4+8+6d6 +2 Str Dmg + DI (8 BAB -2 TWF +6 Dex +1 size +1 WF +1 Enh +2 Flank / +6 Dex +1 Enh +1 trait +SA)
- Primary 3: +12 for 1d4+8+6d6 +2 Str Dmg + DI (3 BAB -2 TWF +6 Dex +1 size +1 WF +1 Enh +2 Flank / +6 Dex +1 Enh +1 trait +SA)
- Secondary 1: +26 for 1d4+10+6d6 +2 Str Dmg + DI (13 BAB -0 TWF Vambrances +6 Dex +1 size +1 WF +3 Enh +2 Flank / +6 Dex +3 Enh +1 trait + SA + Critical Strike)
- Secondary 2: +21 for 1d4+10+6d6 +2 Str Dmg + DI (8 BAB -2 TWF Vambrances +6 Dex +1 size +1 WF +3 Enh +2 Flank / +6 Dex +3 Enh +1 trait + SA + Critical Strike)

Std Attack +3 Dueling Shortsword:

(use this if getting into position: Acrobatics to avoid, improved AC if not; maybe +1 Att bonus Boots)
Attack +24 for 1d4+6+3 Dmg (13 BAB +6 Dex +1 size +1 WF +3 Enh / +6 Dex +3 Enh)

Std Attack: +1 Menacing Shortsword:

(use this if flanking, to give buddies a bonus)
Attack +24 for 1d4+8+6d6 Dmg (13 BAB +6 Dex +1 size +1 WF +1 Enh +2 flanking / +6 Dex +1 Enh +1 flank trait +SA)

Std Attack +1 Dagger Cold Iron:

(why are you ever using this??)
Attack +21 for 1d3+6+1 Dmg (13 BAB +6 Dex +1 size +1 Enh / +6 Dex +1 Enh)

Other Options/Bonuses:
Risky Strike: If creature is 2+ size larger, take -3 AC for +6 Dmg (multiply for Crit)
Move Thru Opponent: +1 Att until next turn
Combat Expertise: -3 Attack for +3 dodge bonus to AC
Menacing: +2 flanking bonus for all flankers if adjacent to the flanked target
Hasted: Additional attack with full BAB +1, and +1 dodge AC
Heroism: The target gains a +2 morale bonus on attack rolls, saves, and skill checks.

Ranged (+13/+8/+3 BAB, +6 Dex, +1 size) no dex to damage

Full Attack Sneak Attack (Throwing Daggers 10ft range):

Primary: +1 Returning; Secondary: +1 Cold Iron, Plain
(Use if you can't close but get a full attack with sneak - like flatfooted in round 1)
- Primary 1: +20 for 1d3+1+6d6 +2 Str Dmg + DI (13 BAB -2 TWF +6 Dex +1 size +1 WF +1 Enh / +1 Enh + SA + CS)
- Primary 2: +15 for 1d3+6d6 +2 Str Dmg + DI (8 BAB -2 TWF +6 Dex +1 size +1 WF +1 Enh / +SA)
- Primary 3: +10 for 1d3+6d6 +2 Str Dmg + DI (3 BAB -2 TWF +6 Dex +1 size +1 WF +1 Enh / +SA)
- Secondary 1: +22 for 1d3+1+6d6 +2 Str Dmg + DI (13 BAB -0 TWF Vambrances +6 Dex +1 size +1 WF +1 Enh / + SA + CS)
- Secondary 2: +17 for 1d3+6d6 +2 Str Dmg + DI (8 BAB -0 TWF Vambrances +6 Dex +1 size +1 WF +1 Enh / + SA + CS)

Full Attack no sneak (Throwing Daggers 10ft range):

Primary: +1 Returning; Secondary: +1 Cold Iron, Plain
(Why would you do this??)
- Primary 1: +20 for 1d3+1 Dmg (13 BAB -2 TWF +6 Dex +1 size +1 Enh +1 WF / +1 Enh)
- Primary 2: +15 for 1d3 Dmg (8 BAB -2 TWF +6 Dex +1 size +1 Enh +1 WF / -)
- Secondary 1: +22 for 1d3+1 Dmg (13 BAB -0 TWF Vambrances +6 Dex +1 size +1 Enh +1 WF / +1 Enh)
- Secondary 2: +17 for 1d3 Dmg (8 BAB -0 TWF Vambrances +6 Dex +1 size +1 WF / -)

Full Attack Distance: Shortbow:

- Primary 1: +21 for 1d4 Dmg (13 BAB +6 Dex +1 size +1 WF )
- Primary 2: +16 for 1d4 Dmg (8 BAB +6 Dex +1 size +1 WF )

If unseen, add sneak attack damage to first arrow with +2 per dice.
+1 giant bane arrows adds 2d6 and +2 to hit
Don't forget favored enemy of +2/+2 vs giants

Std Attack: +1 Returning Dagger (might be handy for sniping, which would include sneak):

Attack: +21 for 1d3+1 Dmg (13 BAB +6 Dex +1 size +1 Enh / +6 Dex +1 Enh)
if sneak: +6d6 +2 Str + + DI

Debilitating Injury (Ex):
When dealing sneak attack damage to a foe, cause it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –4 penalty to AC against all attacks made by the rogue.

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –4 penalty on all attack rolls it makes against the rogue.

Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

COINS
PP – 0
GP – 540
SP – 9
CP – 0

EQUIPMENT
Mithral Shadow Chain Shirt +3
Amulet of Natural armor +1 (on loot sheet)
Minor Ring of Cold Resistance (on loot sheet)
Ring of Protection +1 (on loot sheet)
Dusty Rose Prism Ioun Stone (on loot sheet)
Dark Blue Ioun stone (on loot sheet) - gives alertness (+4 perception, +2 sense motive)
Duelist's Vambraces
+3 Dueling Shortsword
+1 Menacing Shortsword
+1 Returning Dagger
+1 Cold Iron Dagger
+3 flaming arrows (12) (loot sheet)
Belt of incredible dexterity +4
Headband of Mental Superiority +2, Linguistics (13 Ranks)
Daredevil Boots
Cloak of Resistance +3
Bag of Tricks - Rust
Handy Haversack
50' Silk Rope
Grappling Hook
Bedroll
Waterskin
Flint and Steel
Thieves' tools, masterwork
Traveler's Any-Tool
Snapleaf

Wand of Heightened Awareness (46 charges)
Wand of Cure Light Wounds (4 charges)

Sipping Jacket - infused with Invisibility potion
1 Potions of Invisibility
2 potions of Haste
Potion of Gaseous Form
4 Potions of Cure Serious Wounds

Scroll of Haste (CL5 UMD 23)
2 scrolls of Darkvision (CL3 - UMD 22)
1 scroll Ant Haul
2 scrolls of Levitate (CL1 UMD 21)
2 scrolls of Endure Elements (CL1)

Shortbow
Arrows (20)
4 daggers
Bandolier
2 wrist sheath
2 vials acid
2 alkali flasks
2 alchemist's fire
4 smokesticks
4 sunrods
anti-toxin

STATISTICS
Abilities Str 10 (+0), Dex 22 (+6), Con 12 (+1), Int 16 (+3), Wis 14 (+2), Cha 16 (+3)
* Dex is 18 +4 belt; Int is 14+2; Wis is 12+2; Cha is 14+2 headband

SKILLS
Total Ranks: 150 (6+2/6+2/8+2+1/8+2+1/8+2+1/8+2+1/8+2+1/8+2+1/8+2+1/8+2+1/8+2/8+2/8+2/6+2/6+ 2)
Skills Unlocks: Acrobatics (lvl 5), Stealth (lvl 10)

Acrobatics* +23 (+ 16 ranks +6 Dex +3 class skill +1 trait)
-- Avoid AoO: +5 from Daredevil Boots (10 per day), gives +1 att if no AoO after MoveThru;
----- if opponent is larger, +4 acrobatics (trait bonus) to avoid AoO when moving through
-- You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren't denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.

Appraise* +7 (+ 1 ranks +3 Int +3 class skill)
Bluff* +22 / +24 $ (+ 16 ranks +3 Cha +3 class skill)
Climb* +4 (+ 1 ranks +0 Str +3 class skill)
Diplomacy* +14 (+ 8 ranks +3 Cha +3 class skill)
Disable Device* +31 (+ 16 ranks +6 Dex +3 class skill +6 trapfinding)
Disguise* +7 (+ 1 ranks +3 Cha +3 class skill)
Escape Artist* +10 (+ 1 ranks +6 Dex +3 class skill)
Handle Animal* +18 (+ 12 ranks +3 Cha +3 class skill)
Heal* +6 (+ 1 ranks +2 Wis +3 class skill)
Intimidate* +15 (+ 9 ranks +3 Cha +3 class skill)

Knowledge (Arcana) +4 (+ 1 ranks +3 Int)
Knowledge (Dungeoneering)* +7 (+ 1 ranks +3 Int +3 class skill)
Knowledge (Engineering) +4 (+ 1 ranks +3 Int)
Knowledge (Geography)* +7 (+ 1 ranks +3 Int +3 class skill)
Knowledge (History) +4 $ (+ 1 ranks +3 Int)
Knowledge (Local)* +7 (+ 1 ranks +3 Int +3 class skill)
Knowledge (Nature)* +7 (+ 1 ranks +3 Int +3 class skill)
Knowledge (Nobility) +4 (+ 1 ranks +3 Int)
Knowledge (Planes) +4 (+ 1 ranks +3 Int)
Knowledge (Religion) +4 (+ 1 ranks +3 Int)

Linguistics* +19 (+ 13 ranks(headband) +3 Int +3 class skill)
Perception* +27 $ (+ 16 ranks +2 Wis +3 class skill +2 racial+4 ioun stone)
-- Trapfinding +33 (Perception +6 trapfinding)
-- vs Surprise +30 $ (+3 Danger Sense)

Ride* +10 (+ 1 ranks +6 Dex +3 class skill)
Sense Motive* +15 $ (+ 8 ranks +2 Wis +3 class skill+2 ioun stone)
Sleight of Hand* +14 (+ 5 ranks +6 Dex +3 class skill)
Spellcraft* +7 (+ 1 ranks +3 Int +3 class skill)

Stealth* +34 (+ 16 ranks +6 Dex +3 class skill +4 size +5 competence armor)
-- Sniping +24 (Skill Unlock makes penalty -10 rather than -20)
-- Penalties for moving quickly are halved, moving full speed, and reaching concealment after creating a distraction.

Survival* +10 $ (+ 5 ranks +2 Wis +3 class skill)
-- Tracking +12 (+2 Ranger)
Swim* +4 (+ 1 ranks +0 Str +3 class skill)
Use Magic Device* +22 (+ 16 ranks +3 Cha +3 class skill)

$ +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks vs humanoids(giant)
* Class skill

FEATS, TALENTS & TRAITS:

FEATS
Risky striker (1st Level choice)
Two-weapon Fighting (Ranger 2 bonus)
Weapon Finesse (UC Rogue 1 bonus) - Dex to Dmg Short Sword (Rog 3), 2nd weapon Dagger (Rog 11)
Weapon Focus: Short Sword (Rogue 2 Talent)
Combat Expertise (3rd level choice)
Dodge(5th level choice)
Mobility (Rogue 4 talent)
Improved Two-Weapon Fighting (7th level choice)
Two Weapon Feint (9th level choice)
Quick Draw (11th level choice)
Improved Two Weapon Feint (13th level choice)
Endurance (Ranger 3 bonus)
Extra Rogue Talent (15th level choice)

TALENTS (* add effects to a rogue's sneak attack)
Weapon Training Short Sword (Rogue 2)
Combat Trick (Ex) Mobility (Rogue 4)
Stand Up (Ex) (Rogue 6)
Resiliency (Ex) (Rogue 8) Once per day, a rogue with this ability can gain a number of temporary hit points equal to twice her rogue level. Activating this ability is an immediate action that can be performed only when the rogue is brought to below 0 hit points. This ability can be used to prevent the rogue from dying. These temporary hit points last for 1 minute. If the rogue's hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.
Crippling Strike* (Ex)(Rogue 10) A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage.
Ledge Walker (Ex)(Rogue 12)This ability allows a rogue to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a rogue with this talent is not flat-footed when using Acrobatics to move along narrow surfaces.
Light Walker (Ex)(Extra Rogue Talent Feat) The rogue can move at full speed through difficult terrain and can take 5-foot steps into difficult terrain. A rogue must have the ledge walker rogue talent before choosing light walker.

TRAITS
Dirty Fighter: You wouldn't have lived to make it out of childhood without the aid of a sibling, friend, or companion on whom you could always count to distract your enemies long enough for you to do a little bit more damage than normal. That companion may be another PC or an NPC (who may even be recently departed from your side). When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.

Vexing Defender: You’re trained in fighting opponents that are larger than you, and you are skilled at keeping them on their toes, pestering them from all directions. You gain a +1 trait bonus on Acrobatics checks, and Acrobatics becomes a class skill for you. In addition, you gain a +4 trait bonus on Acrobatics checks to move through an enemy’s space without provoking an attack of opportunity, provided that enemy is larger than you.

SPECIAL ABILITIES:

Dueling Shortsword: This special ability can only be placed on melee weapons. A dueling weapon (which must be a weapon that can be used with the Weapon Finesse feat) gives the wielder a +4 enhancement bonus on initiative checks, provided the weapon is drawn and in hand when the Initiative check is made. It provides a +2 bonus on disarm checks and feint checks, a +2 bonus to CMD to resist disarm attempts, and a +2 to the DC to perform a feint against the wielder.

Menacing:
A menacing weapon helps allies deal with flanked foes. When the wielder is adjacent to a creature that is being flanked by an ally, the flanking bonus on attack rolls for all flanking allies increases by +2. This ability works even if the wielder is not one of the characters flanking the creature.

Duelist's Vambrances Made from a mix of sturdy steel and boiled leather, these vambraces grant a +1 deflection bonus to AC while the wearer is wielding a double weapon or two weapons (not including natural weapons or unarmed attacks). In addition, once per round, when attacking with an off-handed weapon, the wearer can reduce any penalties on attack rolls made with that weapon by 2.

RANGER
The ranger's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Favored Enemy: Humanoid (giant) (Ex) He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Combat Style Feat (Ex): Two-weapon combat (free feat)
The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.

UNCHAINED ROGUE
The rogue's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Weapon and Armor Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

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.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

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 (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. 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.

Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made.

Danger Sense (Ex): At 3rd level, a rogue gains 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. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Uncanny Dodge (Ex): At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Rogue's Edge (Ex): At 5th level, a rogue has mastered a single skill beyond that skill's normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.

Acrobatics
With sufficient ranks in Acrobatics, you earn the following.

5 Ranks: You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren't denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.

10 Ranks: You can attempt an Acrobatics check at a –10 penalty and use the result as your CMD against trip maneuvers. You can also attempt an Acrobatics check at a –10 penalty in place of a Reflex save to avoid falling. You must choose to use this ability before the trip attempt or Reflex save is rolled. With a successful DC 20 Acrobatics check, you treat an unintentional fall as 10 feet shorter plus 10 feet for every 10 by which you exceed the DC, and treat an intentional fall as 10 feet shorter for every 10 by which you exceed the DC.

Stealth
With sufficient ranks in Stealth, you earn the following.

5 Ranks: Reduce the Stealth penalty from sniping by 10.

10 Ranks: Stealth check penalties for moving quickly are halved, including the ability unlocked at 5 ranks, moving full speed, and reaching concealment after creating a distraction.

Improved Uncanny Dodge (Ex): At 8th level, a rogue can no longer be flanked.

This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Advanced Talents: At 10th level and every 2 levels thereafter, a rogue can choose one of the advanced talents in place of a rogue talent.

HALFLING
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.

Small: 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.

Slow Speed: Halflings have a base speed of 20 feet.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

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

Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

BACKGROUND
Farin Hogan is a 3rd generation halfling giant-slayer. His grandfather, Farin "Fuzzfoot" Hogan was not an ambitious halfling, but more of a fun-loving free spirit that got drafted into a company of adventurers for his skills as a lockpick and pickpocket. As part of that troupe, he made a name for himself as Fuzzfoot the Giant Slayer... which gave his future family much pride, and much grief.

With a reputation like that, the Hogan's were often hunted by many of the giant-kind. As such, the family took great care in learning to avoid detection as well as combat techniques against such large foes. Farin's father served as a consult and soldier in the fight to hold Lastwall against the hordes o fthe Hold of Belkzen, so Farin was raised in a dangerous area filled with stout and brave warriors. Many of the traits, some good and some less desirable, tended to rub off onto him. After years of participating in raids against the orcs, and occasionally some giants, Farin finally decided to strike out on his own seeking adventure and fame, looking again to make giants everywhere tremble at hearing the Hogan family name.

DESCRIPTION
Farin is a charming young halfling, who seems at ease in any social situation. He has slightly messy, short cropped blond hair and green eyes. His teeth are near perfect, and he shows them often as he smiles. While not necessarily always in fine clothes, he does try to be styled in the latest local fashions.

15 pt buy:

Level 13 15 point buy
S -2 2 pt 10 +0
D +2 5 pt 18 +4 +1 4th, +1 12th
C 2 pt 12 +1
I 2 13 +1 +1 8th, +1 16th
W 2 12 +1
Ch +2 2 pt 14 +2

planning:

options:
+1 rogue - +1d6 sneak, 8+ skills -no BAB or save increases
+1 ranger - add 1 BAB, 1 save, Endurance, Favored Terrain
+1 infiltrator ranger - same, plus give up terrain for 10 1 minute increments of one of the following:
Humanoid (giant): low-light vision, Lunge +5 reach for -2 AC, natural armor +2, resist energy 10 (choose cold, electricity, or fire), Throw Anything.
+1 unlettered arcanizt - get a familiar, get an exploit to jump 10 feet (but as part of move, so no full attack), couple spells
+1 fighter - bonus feat, +1 BAB, saves, little else
+1 summoner - eidolon and summon monster 5x per day flanker soem decent 1st levl spells
+1 hunter - spells now, companion
+1 druid -

Boon companion makes it a 5th level companion

Wish list
6000 to up ring of prot +1 to +2
10000 to get +3
Fix sword
30000 - up the belt of dex to +6
20000 sniper googles - sneak from any distance, +2 per sneak dice dmg for within 30'