Halfling

Grubby Halfbottle's page

1 post. Alias of Twigs.


Race

CG Halfling Rogue (bandit) | Per +11 | AC 20/15/15 | HP 43/43 | F +4/R + 7/ W +3 -1 fear| CMB +7* CMD 24* +2 vs. large | sickles +7/+7 (1d4+4/x2, trip) or ranseur +9 (1d6+6/x3, reach, trip)

Classes/Levels

Skills:
Acrobatics +17, Climb +8, Diplomacy +5, Bluff +7, Disable Device +10, Knowledge (local) +5, Perception +11, Profession (gambler) +5, Stealth +15, Sense Motive +7, Sleight of Hand +7, Swim +8; -2 to precision based tasks

Alignment

Chaotic Neutral

Deity

Norgorber and (nominally) the Halfling Pantheon

Occupation

Freelance Thief and Tiller for the Bellflower Network

About Grubby Halfbottle

Init +5; Senses Perception +11

DEFENSE

AC 20, touch 15, flat-footed 15 (+5 armor, +1 dodge, +3 Dex, +1 size)
hp 43 (5d8+15); favored class: rogue (+5hp)
Fort +4, Ref +7, Will +3; -1 vs. fear
Defensive Abilities craven (+1 AC, 10ft. speed when under fear effect), evasion, lessons of Chaldira (1/day)

OFFENSE

Spd 30ft.
Melee sickles +7/+7 (1d6+4, 1d6+2/x2, trip), or mwk guisarme +9 (1d6+6/x3, reach, trip), or cestus +8 (1d3+4/19-20)
Ranged splash weapon +8 (as item, 10ft.)
Special Attacks craven (+1 to attack rolls when flanking), firebrand (+1 trait bonus to attack rolls during surprise round), sneak attack (+3d6)

STATISTICS

Str 18, Dex 16, Con 14, Int 8, Wis 12, Cha 9
Base Atk +3; CMB +7* CMD +24* *+2 trait bonus vs. large or larger
Skills Acrobatics +17, Climb +8, Diplomacy +5, Bluff +7, Disable Device +10, Knowledge (local) +5, Perception +11, Profession (gambler) +5, Stealth +15, Sense Motive +7, Sleight of Hand +7, Swim +8; -2 to precision based tasks whilst wearing cestus
Feats Two Weapon Fighting, combat trick: Weapon Focus (Sickle), Risky Striker (halfling), combat trick:Defensive Combat Training, Disorientating Maneuver
Traits: equality for all (halfling), firebrand, envy drawback, lessons of chaldira
Languages Taldane, Bellflower (Halfling)
SQ rogue weapon proficiency, martial weapon proficiency guisarme, craven, fleet of foot, keen senses, weapon familiarity
Combat Gear elixir of hiding, quick runner's shirt; Other Gear mwk sickles, mwk ranseur, cestus, mwk thieves tools, pickpocket's outfit, cracked dusty rose ioun stone, cloak of resistance +1, belt of giant's strength +2, boots of elvenkind, 223gp

SPECIAL ABILITIES:

Ambush (Ex): At 4th level, a bandit becomes fully practiced in the art of ambushing. When she acts in the surprise round, she can take a move action, standard action, and swift action during the surprise round, not just a move or standard action.
This ability replaces uncanny dodge.

Craven (Ex): While most halflings are fearless, some are skittish, making them particularly alert. Halflings with this racial trait gain a +1 bonus on initiative checks and a +1 bonus on attack rolls when flanking. They suffer a –2 penalty on fear saves and gain no benefit from morale bonuses on fear saves. When affected by a fear effect, their base speed increases by 10 feet and they gain a +1 dodge bonus to Armor Class. This racial trait replaces the fearless and halfling luck racial traits.

Daring (Ex) At 3rd level, a swashbuckler gains a +1 morale bonus on Acrobatics checks and saving throws against fear. This bonus increases by +1 for every 3 levels beyond 3rd.
This ability replaces trap sense.

Disorienting Maneuver (Ex): If you successfully use Acrobatics to tumble through an opponent’s space, you gain a +2 circumstance bonus on attack rolls against that opponent until the start of your next turn. If you choose to make a trip attempt against that opponent, you gain a +4 circumstance bonus on your combat maneuver check. This bonus on trip also lasts until the start of your next turn.

Envy Drawback (Ex): For each day you spend without stealing at least 10 gp worth of valuables or other wealth, attempt a DC 20 Will save. If you fail, you take a cumulative –1 penalty on Will and Reflex saving throws and concentration checks (up to a –5 penalty). If you succeed, the penalty is reset to 0.

Equality for All (Ex): You gain a +2 trait bonus to your CMB and your CMD when facing opponents who are at least two sizes larger than you.

Evasion (Ex): 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.

Lessons of Chaldira (Ex): Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse.

[b]Martial Training (Ex): At 1st level, the swashbuckler may select one martial weapon to add to her list of weapon proficiencies. In addition, she may take the combat trick rogue talent up to two times.
This ability replaces trapfinding.

Quick Runner's Shirt (Su): Once per day as a swift action, the wearer can take an additional move action to move on his turn.

Risky Striker (Ex): You can choose to take a –1 penalty to AC to gain a +2 bonus on melee damage rolls against creatures two or more size categories larger than you. When your base attack bonus reaches +4 and every four levels thereafter, the damage increases by 2. The bonus damage is multiplied in the case of a critical hit. You can only choose to use this feat when you declare that you are making an attack action or a full-attack action with a melee weapon. The effects last until your next turn.

Westcrown Firebrand (Ex): You gain a +1 trait bonus on Initiative checks, and if you act in a surprise round, you gain a +1 trait bonus on all attack rolls