Erilene Finch

Jilhanna Meadbottom's page

83 posts. Alias of CrystalSeas.


Full Name

Jilhanna Meadbottom

Race

Halfling Rogue 1

Classes/Levels

HP 9/9 |AC 18/15/11 | CMB -1 CMD +13 | F:0 R:6 W:0 | Init +6 | Perc +4 (+5 traps)

Size

small

Age

22

Alignment

CG

Languages

Common, Halfling, Goblin

Strength 10
Dexterity 18
Constitution 11
Intelligence 12
Wisdom 10
Charisma 16

About Jilhanna Meadbottom

Jilhanna is a young relative of Jimes Iggins, who is part of the staff at the Seven Silvers Inn

Jilhanna was sent to live with Jimes shortly after her mother remarried following her father's death. Heartbroken and defiant, she often slipped out at night to be with her chosen family of "lost children" on the streets.

The resultant strife at home left her mother with few options until Jimes offered to let Jilhanna live in Kassen for a few years. Jilhanna has been here since she was 14, and now calls Kassen home.
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Defensive
AC 18; Touch 15; Flatfooted 11
CMD 13
Fort 0; Ref 6; Will 0
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Offensive
Dagger, melee: +1; 1d3+1
Short sword, melee: +1; 1d4 +1
Dagger, two weapon, primary: -1
Dagger, two-weapon, secondary: -5
Sling staff, range 80: +5; 1d6
Dagger, thrown, range 10: +1; 1d3
CMB: -1

Age 22
Height 2 ft 11 inches
Weight 30 lbs

Skills:

Acrobatics +8
Appraise +1
Bluff +3
Climb +0
Diplomacy +3
Disable Device +8
Disable Device (traps) +9
Disguise +3
Escape Artist +4
Heal +0
Intimidate +3
Know (dungeoneering) +5
Know (local) +5
LInguistices +5
Perception +4
Perception (traps) +5
Perform +3
Ride +4
Sense Motive +0
Sleight of Hand +8
Sleight of Hand (hide dagger) +10
Sleight of Hand (shuriken, coin, ring) +12
Stealth +8
Survival +0
Swim +0
Use Magic Device +7
Languages: Common, Halfling, Goblin

Special Abilities:

Rogue
Sneak Attack: 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.
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.

Feats,Traits:

Feat: Two-Weapon Fighting (Combat)
You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.
Prerequisite: Dex 15.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting in Combat.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.
Trait: Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.
Trait: Worldly: You have acquired an unusual breadth of life experience—more than others of your age, race, or culture. Once per day when attempting a skill check for a skill you're untrained in, you can roll twice and take the better result.

Gear:

8.28 gp
Armor (studded leather)
Weapon dagger (4)
Weapon short sword
Weapon halfling sling staff
Ammunition, sling bullets

Thieves tools

Backpack
Belt pouch
Sack

Bedroll
Flint/Steel
Torches (3)
Trail rations (5)
Waterskin

Bell
Candle
Chalk
Fishhook
Holy water
Lamp, common
Oil, 1 pint
Rope, 50 ft
Sewing needle
Whistle, signal
Healing potion
Grappling hook


Basics:
Core -- 20 point
HP 1st level = max, 2nd level = average, rounded up
Starting wealth = class average
Traits = 2, Paizo only
Feats = Paizo only
Favorite Class = Rogue
Whenever a character gains a level in his favored class, he receives either + 1 hit point or + 1 skill rank.
Halfling
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.

Rogue
Alignment: Any.
Hit Die: d8.

Class Skills
The rogue's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).
Skill Ranks per Level: 8 + Int modifier.
Level, Base Attack Bonus, Fort Save, Ref Save, Will Save, Special
1st; +0; +0; +2; +0; Sneak attack +1d6, trapfinding
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.


Backstory:

Age 22
Height 2 ft 11 inches
Weight 30 lbs
Jilhanna is a young relative of Jimes Iggins, who is part of the staff at the Seven Silvers Inn

Jilhanna was sent to live with Jimes shortly after her mother remarried following her father's death. Heartbroken and defiant, she often slipped out at night to be with her chosen family of "lost children" on the streets.

The resultant strife at home left her mother with few options until Jimes offered to let Jilhanna live in Kassen for a few years. Jilhanna has been here since she was 14, and now calls Kassen home.


Meal Schedule:

7 am Breakfast
9 am Second breakfast
11 am Elevenses
1 pm Lunch
3 pm Afternoon tea
6 pm Dinner
9 pm Supper