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Garrett Goodbarrel's page

182 posts. Alias of Malinor..


Full Name

Garrett Goodbarrell

Classes/Levels

Halfling Rogue 4; Init +4; HP: 31/31; AC 18, Touch 15, FF 14 (+2 vs Giants); Fort +3, Ref +9, Will +2; Perception +12 (14);

Gender

Skills:
Acrobatics +11, Appraise +9, Diplomacy +10, Disable Device +13 (15), Escape Artist +11, Knowledge: Dungeon +9, Knowledge: Local +9, Linguistics +9, Perception + 12 (14), Sleight of Hand +13, Stealth +17, Use Magic Device +8

Size

Small

Age

20

Alignment

N

Languages

Common, Halfling, Orc, Dwarven, Giant, Necril, Goblin, Draconic

Strength 11
Dexterity 19
Constitution 12
Intelligence 14
Wisdom 10
Charisma 12

About Garrett Goodbarrel

Name: Garrett Goodbarrel
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Male Halfling Rogue 4
N Small humanoid (Halfling)
Init +4 ; Senses Perception +12
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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) [+2 vs Giant Subtype]

hp: 31 (4d8 [8, 5, 5, 5] + 4 Con + 4 Favored Class)

Fort +3, Ref +9, Will +2

Defensive Abilities: Evasion, Uncanny Dodge, Trap Sense +1

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Offense
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Speed: 20 Ft

Melee: Spiked Gauntlet +4 (d3; x2)

Ranged: Shortbow +8 (d4; x3)

Special Attacks: Sneak Attack 2d6

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Statistics
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Str 11, Dex 19, Con 12, Int 14, Wis 10, Cha 12

Base Atk +3 ; CMB 2; CMD 16

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

Human Shadow: 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. Source

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: 2d6: 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: A rogue who selects this talent gains Expert Sniper as a bonus feat. If she already has this feat, she can instead select any feat that lists Expert Sniper as a prerequisite, as long as she meets the feat’s prerequisites.

- 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.

Trap Sense +1:

Uncanny Dodge:

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.

Dwarf Trained: Dwarves are well acquainted with the threats posed by giants and orcs, and they have spent centuries honing their techniques for fighting these foes. You have trained with the dwarves and have learned some of the tactics they use against their hated enemies. You gain a +2 dodge bonus to AC against creatures with the giant subtype (this does not stack with the bonus granted by the defensive training racial trait of dwarves and gnomes) and a +1 trait bonus on attack rolls against creatures with the orc subtype (this does not stack with the bonus granted by the dwarf hatred racial trait). Dwarves and gnomes can’t choose this trait.

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

Point Blank Shot: +1 to hit and damage with Ranged Attacks within 30 ft.

Expert Sniper: Benefit(s): You reduce the penalty on your Stealth checks to stay hidden while sniping by 10.

Normal: You take a –20 penalty on Stealth checks to stay hidden while sniping.

Skills: Acrobatics +11 [4], Appraise +9 [4], Diplomacy +10 [4], Disable Device +13 (15) [4], Escape Artist +11 [4], Knowledge (Dungeoneering) +9 [4], Knowledge (Local) +9 [4], Linguistics +9 [4], Perception +12 (14) [4], Sleight of Hand +13 [4], Stealth +17 [4], Use Magic Device +8 [4]

Languages: Common, Halfling, Orc, Dwarven, Giant, Necril, Goblin, Draconic

Combat Gear: MW Short Bow (330 gp, 2 lbs), 100 Durable Arrows (100 gp; 60 In Quiver/ 20 in Backpack; Pathfinder Companion: Elves of Golarion Copyright 2009), MW studded Leather (175gp, 20lbs), Spiked Gauntlet (5 gp, 1 lb), Eyes of the Eagle (2500 gp), Efficent Quiver (1800 gp; 2 lbs), Ioun Torch x2 (75 gp each, - lbs; 1 floating, 1 in backpack), Wand of Infernal Healing (750 gp; - lbs; 50/50 charges)

Gold: 72 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
MW Thieves Tools 1/1 1 100 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]

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 and a dwarven friend named Bjorn decided it was time for a change of scenery and headed to Trunau to see if their skills with locks and merchandise might provide a good life in the small town. In the attack on Trunau, Bjorn was killed and Garrett decided that some vengence needed to happen at the loss of his friend. When an expedition to go and find those responsible was called for, Garrett stepped forward to offer and help find and deal with the foul attackers.