Born in the slums of Woodsedge, Horster Underfoot has never known peaceful times. Though being raised as the youngest son of serfs, he takes his share of responsibility and duty. Like his older siblings, the twins Salmer and Sally, he worked as a spy for the officials in Galt, hunting out the secrets of any Chelish sympathisers. That’s where the similarities ended however, as Horster commiserated with the rebels, assisting them whenever possible.
Having been betrayed, he was forced to quickly leave the lands he knew so well. Adventuring has brought him to a keep in the Atlan Tepe Mountains where he now puts his skills to good use, assisting those who have won his trust.
Initiative +3; Perception +9 (+10 traps)
Speed: 20 ft.
Favoured Class: Rogue (+3 HP)
AC 17 (+3 DEX, +3 armour, +1 racial), touch 14 +1 dodge bonus vs traps, flat-footed 14
HP 24 (3d8/2 +1, +CON, +3 favoured class)
Fort +3; Ref +7; Will +3; +2 on all saves against fear; +1 REF vs traps
Encumbrance:
Light 38 lbs
Medium 39-76 lbs
Heavy 77-115 lbs
Cash: 463gp 1ep 5sp 2cp
Potions:
Feats:
Weapon Finesse: Use DEX instead of STR on attack rolls with a light weapon, elven curve blade, rapier, whip, or spiked chain.
Expert Anatomist: Your sneak attacks do d8 damage.
Point-Blank Shot: +1 attack and damage with ranged weapons on targets within 30 feet.
Two-Weapon Fighting: Both main-hand and off-hand weapons (light) have only a -2 penalty. The off-hand weapon can be used once every round. No penalty to attacks of opportunity.
+2 Dexterity, +2 Charisma, –2 Strength Small: +1 size bonus to AC, +1 size bonus on attack rolls, a –1 penalty to CMB and CMD, +4 size bonus on Stealth checks.
Slow Speed: Base speed 20 ft.
Fearless: +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: +1 racial bonus on all saving throws.
Keen Senses: +2 racial bonus on Perception skill checks.
Sure-Footed: +2 racial bonus on Acrobatics and Climb skill checks.
Weapon Familiarity: Proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.
Class Abilities:
Weapon and Armour Proficiency: All simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armour, but not with shields.
Sneak Attack: Extra damage any time his 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 non-lethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals non-lethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal non-lethal 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.
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 Talents:
Combat Trick: Gain a bonus combat feat - Point-Blank Shot
Trap Sense: 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.