| Full Name |
Jennifer Undertree |
| Race |
Halfling |
| Classes/Levels |
Unchained Rogue (Sanctified Rogue) (1) |
| Gender |
Female |
| Size |
Small |
| Age |
21 |
| Alignment |
Lawful Good |
| Deity |
Kelinahat |
| Languages |
Common, Halfling |
| Strength |
11 |
| Dexterity |
18 |
| Constitution |
14 |
| Intelligence |
10 |
| Wisdom |
10 |
| Charisma |
14 |
About Jennifer Undertree
Jennifer Undertree
Female Halfling rogue 1 Archetypes Sanctified Rogue,
LG Small humanoid (halfling)
Init +4, Senses Perception +6
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DEFENSE
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AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size )
hp 10 ((1d8)+2)
Fort +3, Ref +7, Will +1, +2 vs. fear
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OFFENSE
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Speed 15 ft.
Ranged sling (small) +5 (1d3)
Melee sword, short (small) +5 (1d4/19-20)
Special Attacks Sneak Attack 1d6,
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TACTICS
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STATISTICS
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Str 11, Dex 18, Con 14, Int 10, Wis 10, Cha 14,
Base Atk +0; CMB -1; CMD 13
Feats Two-Weapon Fighting, Weapon Finesse
Skills Acrobatics +7, Acrobatics (Jump) -1, Bluff +6, Diplomacy +6, Escape Artist +5, Knowledge (Local) +5, Perception +6, Perception (Trapfinding) +7, Sleight of Hand +5, Stealth +9,
Traits Gold Finger (Exchange Faction), Well-Informed (Diplomacy),
Languages Common, Halfling
SQ advanced talents, fearless, finesse training, halfling luck, keen senses, rogue talents, sure-footed, trapfinding, two-weapon fighting, weapon familiarity, weapon finesse,
Combat Gear torch (4), rations (trail/per day/small) (2),
Other Gear outfit (traveler's/small), studded leather (small), pouch (belt/small), bullets, sling (10) (small), sling (small), sword, short (small) (2), backpack (small), bedroll (small), waterskin, rope (silk/50 ft.), caltrops, chalk (1 piece) (10), flint and steel, grappling hook, common, mess kit, mirror (small/steel), piton (4), thieves' tools, 49.36 gp
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SPECIAL ABILITIES
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Advanced Talents The following advanced rogue talents complement the sanctified rogue archetype - feat and skill mastery.
Fearless (Ex) Halflings receive a +2 racial bonus on saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck.
Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Gold Finger (Exchange Faction) Your family comes from a long, proud tradition of housebreaking and thievery. You are a strong part of that tradition. You gain a +1 trait bonus on Disable Device and Sleight of Hand checks, and one of these skills (your choice) becomes a class skill for you.
Halfling Luck (Ex) Halflings receive a +1 racial bonus on all saving throws.
Keen Senses (Ex) Halflings receive a +2 bonus on Perception skill checks.
Rogue Talents The following rogue talents complement the sanctified rogue archetype - esoteric scholar*, major magic, and minor magic.
Skills
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you 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, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Sure-Footed (Ex) Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.
Two-Weapon Fighting You can spend any number of stamina points to reduce the penalty from Two-Weapon Fighting on attacks made with a weapon in your primary hand by 1 for every 2 stamina points you spent. This benefit lasts until the start of your next turn. You can't reduce the penalty below 0.
Weapon Familiarity (Ex) Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.
Weapon Finesse You can spend 2 stamina points to negate the penalty on attack rolls from your shield's armor check penalty until the start of your next turn.
Well-Informed (Diplomacy) You make it a point to know everyone and to be connected to everything around you. You frequent the best taverns, attend all of the right events, and graciously help anyone who needs it. Because of this, you gain a +1 trait bonus on Diplomacy checks to gather information.