Lem

Garrett Goodbarrel's page

253 posts. Alias of Malinor..


Full Name

Garrett Goodbarrell

Race

Skills:
Acrobatics +18, Appraise +15, Bluff +14, Diplomacy +14, Disable Device +25 (30), Escape Artist +18, Dungeoneering +15, Perception +18 (23), Sleight of Hand +17, Stealth +27, Use Magic Device +14

Classes/Levels

NG Halfling Rogue | Init +8 | 66/66 HP | AC 22, T 17, FF16 | Fort +6, Reflex +15, Will +6 | Perception (Trap Spotter) +18 (+23 vs Traps)

Gender

Attacks:
[dice=Single Shot +1 Shortbow]d20+16[/dice] [dice=+1 Shortbow, RS]d20+16-2[/dice][dice=+1 Shortbow, RS, Secondary]d20+11-2[/dice][/dice=Shortbow Damage]d4+1[/dice][dice=Sneak Attack]5d6[/dice]

Size

Small

Age

20

Alignment

N

Languages

Common, Halfling, Orc, Dwarven

Strength 12
Dexterity 22
Constitution 13
Intelligence 14
Wisdom 10
Charisma 14

About Garrett Goodbarrel

Name: Garrett Goodbarrel
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Male Halfling Rogue 10
NG Small humanoid (Halfling)
Init +8 ; Senses Perception +18 (23 vs Traps)
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Defense
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AC 22, touch 17, flat-footed 16 (+5 armor, +6 Dex, + Dodge, +0 Natural Armor, + Deflection, +1 Size)

hp: 66 (8d8+10 Con) (8, 2, 6, 5, 7, 3, 5, 6, 7, 7)

Fort +6, Ref +15, Will +5

Defensive Abilities: Trap Spotter, Trap Sense +3, Evasion

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Offense
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Speed: 20 Ft

Melee: Spiked Gauntlet +8 (d3; x2)

Ranged: +1 Shortbow +16/11 or 14/14/9 (d4+1; x3)

Special Attacks: Sneak Attack 5d6

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Statistics
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Str 12 (14, -2 Halfling) , Dex 22 (16, +2 Halfling, +2 Ability Boosts, +2 Enhancement), Con 13, Int 14, Wis 10, Cha 14 (12, +2 Halfling)

Base Atk +7 ; CMB +6 ; CMD 21

Racial Abilities:
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Human Shadows: Halflings seem to pop up wherever humans are found, in part because they actively support and move with human explorers, settlers, and travelers without drawing attention to themselves. These halflings can use Stealth to hide behind creatures at least one size category larger than themselves, without any other source of concealment or cover. As long as the halflings are within 30 feet of a human, they gain a +2 racial bonus on Sleight of Hand checks and Stealth checks. This racial trait replaces keen senses and sure-footed
Skulker: Oppressed halflings train from a young age to take advantage of times when their oppressors ignore them. Such halflings gain a +1 racial bonus on attacks against foes who are denied their Dexterity bonus to AC. This racial trait replaces fearless and weapon familiarity

Class Abilities:
Sneak Attack: 4d6: 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 two rogue levels thereafter. Should the rogue 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 (like a sap, whip, or an unarmed strike), 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 concealment.

See Precision Damage & Critical Hits FAQ for more information.

Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Evasion: At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful 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 Talent: 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.

A rogue cannot choose a ninja trick with the same name as a rogue talent.

A complete listing of rogue talents can be found here: Rogue Talents

Superior Sniper: Gain Expert Sniper: You reduce the penalty on your Stealth checks to stay hidden while sniping by 10

Trap Spotter: Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

Fast Stealth: This ability allows a rogue to move at full speed using the Stealth skill without penalty.

Sniper’s Eye: A rogue with this talent can apply her sneak attack damage on ranged attacks targeting foes within 30 feet that benefit from concealment. Foes with total concealment are still immune

Fast Tumble: 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.

Trap Sense +3: At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.

Uncanny Dodge: Starting 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 Dex 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 (see Combat) against her.

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

Improved Uncanny Dodge: A rogue of 8th level or higher 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.

Traits
Wild Shadow- Urban (buildings, streets, and sewers): You can attempt Stealth checks in this terrain in normal light without having cover or being invisible. You still can’t attempt Stealth checks in areas of bright light without invisibility or cover.

Reactionary: +2 Trait bonus to Initiative.

Feats:
Point Blank Shot:

Precise Shot:

Rapid Shot:

Deadly Aim:

Weapon Focus (shortbow):

Skills: Acrobatics +18 [10], Appraise +15 [10], Bluff +14 [10], Diplomacy +14 [10], Disable Device +25 (30) [10], Escape Artist +18 [10], Knowledge (Dungeoneering) +15 [10], Perception +18 (23) [10], Sleight of Hand +17 [10], Stealth +27 [10], Use Magic Device +14 [10]

Languages: Common, Halfling, Orc, Dwarven

Combat Gear: +1 Improved Sniping Short Bow (9830 gp, 1 lbs), 100 durable Arrows (100 gp; 2.5 lbs) [60 in Quiver, 40 in bag], Spiked Gauntlet (5 gp, .5 lb), Efficient Quiver (1,800 gp, 2 lbs), Eyes of the Eagle (2500 gp, - lbs), Trapspringer’s Gloves (4000 gp, 1 lb), Cloak of Resistance +1 (1000 gp, 1 lb), +1 Shadow Mithril Shirt (5850 gp, 5 lbs), Belt of Incredible Dexterity +2 (4000 gp, 1 lb), Handy Haversack (2000 gp, 5 lbs), Ioun Torch (75 gp, - lbs)

Gold: 1,724 Silver: 4 Copper:

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Tracked Resources
-------------------- Weight
Traveler's Outfit 1/1 5
50 ft rope* 1/1 5 10 gp
Grappling Hook* 1/1 4 1 gp
Rations* 7/7 7 3.5 gp
Waterskin* 1/1 4 1 gp
Bedroll* 1/1 5 0.1 gp
MW Thieves Tools 1/1 1 100 gp

*= Carried in Haversack

Total Weight 17.5 lbs [25 in Haversack] | light 32.25 or less | 33-64.5 medium | 64.6-97.5 heavy

Attacks:

Melee
[dice=Shortbow Attack - Melee]d20+5-4[/dice]

[dice=Shortbow Damage]d4[/dice]

[dice=Sneak Attack]d6[/dice]

[dice= Snipe Stealth- No penalty for Sniping]d20+12[/dice]

No Melee
[dice=Shortbow Attack]d20+5[/dice]

[dice=Shortbow Damage]d4[/dice]

[dice=Sneak Attack]d6[/dice]

[dice= Snipe Stealth- No penalty for Sniping]d20+12[/dice]

Background:
Garret is an average sized halfling. He is clean shaven and has blonde hair with blue eyes. He has learned to blend into the background and often goes unnoticed as he moved about Vigil.

Garret was apprenticed to a dwarven merchant company called Thren's Goods. He learned much about understanding an items value and trade from working with the merchants. As he grew older, he started joining in on some of the wagon trains that helped bring goods from Vigil to other towns and castles in the area.

Recently, a group of rogues have been trying to get Garrett to turn on the dwarves and when he mentioned it to the dwarves they seemed suspicious of him. Concerned by this turn of events, Garret decided it was time for a change of scenery and headed to distant lands to see if his skills with locks and merchandise might provide a good life in the small town.

Exp:
10+2567 each