Lem

Garrett Goodbarrel's page

180 posts. Alias of Malinor..


Full Name

Garrett Goodbarrell

Classes/Levels

Halfling Rogue 2; Init +4; HP: 16/16; AC 18, Touch 15, FF 14; Fort +2, Ref +8, Will +1; Perception +8; Harrow Points- 5

Gender

Skills:
Acrobatics +9, Appraise +7, Bluff +8, Disable Device +9, Escape Artist +9, Knowledge (Dungeoneering) +6, Knowledge (Local) +6, Linguistics +6, Perception +8, Sleight of Hand +9, Stealth +13, Use Magic Device +6

Size

Small

Age

20

Alignment

NG

Languages

Common, Halfling, Draconic, Dwarven, Elven

Strength 11
Dexterity 18
Constitution 12
Intelligence 14
Wisdom 10
Charisma 12

About Garrett Goodbarrel

Name: Garrett Goodbarrel
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Male Halfling Rogue 1
N Small humanoid (Halfling)
Init +4 ; Senses Perception +7
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Defense
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AC 18, touch 15, flat-footed 14 (+3 armor, +4 Dex, + Dodge, +0 Natural Armor, + Deflection, +1 Size)

hp: 16 (2d6+2 Con +2 Favored Class)

Fort +2, Ref +8, Will +1

Defensive Abilities: Evasion

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Offense
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Speed: 20 Ft

Melee: Spiked Gauntlet +2 (d3; x2)

Ranged: Shortbow +6 (d4; x3)

Special Attacks: Sneak Attack 1d6

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Statistics
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Str 11, Dex 18, Con 12, Int 14, Wis 10, Cha 12

Base Atk +1 ; CMB 0; CMD 14

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

Swift as Shadows: Halflings possess incredible stealth even while moving through obstructed areas. Halflings with this racial trait reduce the penalty for using Stealth while moving by 5, and reduce the Stealth check penalty for sniping by 10. This racial trait replaces 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

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

Class Abilities:
Sneak Attack: 1d6: 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.

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

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.

Framed (Family Honor): The person framed was a family member, perhaps a father or brother. You managed to trick the fisherman into revealing the truth with your skilled tongue, and thus gain a +2 bonus on Bluff checks.

Feats:
Improved Sniping: -10 to sniping instead of -20.

Skills: Acrobatics +9 [2], Appraise +7 [2], Bluff +8 [2], Disable Device +9 [2], Escape Artist +9 [2], Knowledge (Dungeoneering) +6 [2], Knowledge (Local) +6 [2], Linguistics +6 [2], Perception +8 [2], Sleight of Hand +9 [2], Stealth +13 [2], Use Magic Device +6 [2]

Languages: Common, Halfling, Draconic, Dwarven, Gnome

Combat Gear: Short Bow (30 gp, 2 lbs), 60 Arrows (3 gp; 9 lbs), studded Leather (25gp, 20lbs), Spiked Gauntlet (5 gp, 1 lb)

Gold: 29 Silver: 4 Copper:

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Tracked Resources
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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
Backpack, Common* 1/1 2 2 gp
Bedroll* 1/1 5 0.1 gp
Thieves Tools 1/1 1 30 gp

*= Carried in backpack

Total Weight lbs lbs light or less/ medium / 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]

[spoiler=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 moves about Korvosa.

Garrett is a native to the city of Korvosa. He was raised by his parents, Abe and Olya Goodbarrel. Abe was a local shop clerk selling tools and hardware to look craftsmen and DYI homeowners. One morning a human came in and stole several items. Being a small halfling, Abe was not able to catch the thief and instead reported the theft as quickly as possible to local guardsmen. The next day he was pleased to see a group of Hellknights arrive at the shop to investigate the theft. Thinking they were there to aid him, Abe cheerfully answered the questions and identified a crowbar that had the mark of the shop as either the item that was stolen or one close to it. It was with great surprise then that Abe found himself in manacles and taken by the Hellknights.

It turned out that the previous evening the tools were used to break into a house where a woman was killed. The crowbar and a hammer from the theft were found on the scene. A witness claimed that a small figure, a halfling, gnome or small dwarf, was seen fleeing the scene. It was quickly determined that Abe had taken the items himself and filed a false report to hide what he was doing. Abe insisted he was innocent, but he could not prove where he ws sufficiently to avoid prison. After the trial was over Garrett tracked down the witness and spoke to him. During the talk he managed to twist the man around with his words and the man divulged that he had not really seen anything, but instead he was paid off to lie. Realizing what he said the man clammed up and ran off.

Garrett now knew something had happened and began investigating what had truely happened that night and who was being framing his father.