About Garrett GoodbarrelName: Garrett Goodbarrel
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 --------------------
Melee: Spiked Gauntlet +8 (d3; x2) Ranged: +1 Shortbow +16/11 or 14/14/9 (d4+1; x3) Special Attacks: Sneak Attack 5d6 --------------------
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:
Class Abilities:
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.
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
Reactionary: +2 Trait bonus to Initiative. Feats:
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: --------------------
*= 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 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 |