Perception +5;
Languages Common, Fey, Halfling
Skills Acrobatics +7, Arcana +5, Athletics -1, Deception +8, Diplomacy +8, Intimidation +8, Lore: Underworld +5,
Occultism +5, Society +5, Stealth +7, Thievery +7
Str -1, Dex +3, Con +1, Int +1, Wis +1, Cha +4
Items Unarmored, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Caltrops
(2), Bolts (20)
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AC 17; Fort +5, Ref +7, Will +7
HP 20
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Speed 25 feet
Melee Dagger +7 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4-1 P
Ranged Crossbow +7 (Crossbow), Damage 1d8 P
Halfling Luck <> (Fortune, Halfling) Frequency once per day Trigger You fail a skill check or saving throw. Your
happy-go-lucky nature makes it seem like misfortune avoids you, and to an extent, that might even be true. You
can reroll the triggering check, but you must use the new result, even if it's worse.
Trick Magic Item > (General, Manipulate, Skill) Prerequisites trained in Arcana, Nature, Occultism, or Religion
You examine a magic item you normally couldn't use in an effort to fool it and activate it temporarily. For example,
this might allow a fighter to cast a spell from a wand or allow a wizard to cast a spell that's not on the arcane list
using a scroll. You must know what activating the item does, or you can't attempt to trick it. Attempt a check using
the skill matching the item's magic tradition, or matching a tradition that has the spell on its list, if you're trying to
cast a spell from the item. The relevant skills are Arcana for arcane, Nature for primal, Occultism for occult,
Religion for divine, or any of the four for an item that has the magical trait and not a tradition trait. The GM
determines the DC based on the item's level (possibly adjusted depending on the item or situation). If you activate
a magic item that requires a spell attack modifier or spell DC and you don't have the ability to cast spells of the
relevant tradition, use your level as your proficiency bonus and the highest of your Intelligence, Wisdom, or
Charisma modifiers. If you're a master in the appropriate skill for the item's tradition, you instead use the trained
proficiency bonus; if you're legendary, you instead use the expert proficiency bonus. Success For the rest of the
current turn, you can spend actions to activate the item as if you could normally use it. Failure You can't use the
item or try to trick it again this turn, but you can try again on subsequent turns. Critical Failure You can't use the
item, and you can't try to trick it again until your next daily preparations.
Primal Known Spells DC 18, attack +8; 1st Grease, Thunderstrike ☆, Fleet Step, Charm (4 slots); Cantrips Read
Aura, Electric Arc, Light, Needle Darts, Ghost Sound
Arcane Innate Spells DC 18, attack +8; Cantrips Detect Magic
Focus Spells (1 points) Faerie Dust > Range 30 feet; Area 5-foot burst or more Saving Throw Will; Duration 1
round You sprinkle magical dust in the spell's area, making those within easier to trick. Each creature in the area
must attempt a Will save. For each additional action you use Casting the Spell, the burst's radius increases by 5
feet. Success The creature is unaffected. Failure The creature can't use reactions and takes a -2 status penalty to
Perception checks and Will saves. Critical Failure As failure, and the creature also takes a -1 status penalty to
Perception checks and Will saves for 1 minute. Heightened (+3) The initial radius increases by 5 feet.
Additional Feats Arcane Sense, Dangerous Sorcery, Hillock Halfling, Skill Training
Additional Specials Bloodline (Fey), Keen Eyes, Skill Training (Intimidation), Surprise Attack
PF1e version:
Kip Bendybrook
Male halfling sorcerer 1
CG Small humanoid (halfling)
Hero Points 1
Init +3; Senses Perception +4 (+6 while benefit from concealment or full concealment due to darkness or dim light)
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Defense
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AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 9 (1d6+3)
Fort +3, Ref +4, Will +3
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Offense
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Speed 20 ft.
Melee dagger +0 (1d3-1/19-20)
Ranged light crossbow +4 (1d6/19-20)
Bloodline Spell-Like Abilities (CL 1st; concentration +5)
. . 7/day—laughing touch
Sorcerer Spells Known (CL 1st; concentration +5)
. . 1st (4/day)—sleep (DC 18), vanish[APG] (DC 15)
. . 0 (at will)—dancing lights, daze (DC 17), detect magic, read magic
. . Bloodline Fey
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Statistics
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Str 8, Dex 16, Con 14, Int 14, Wis 10, Cha 18
Base Atk +0; CMB -2; CMD 11
Feats Eschew Materials, Spell Focus (enchantment)
Traits vexing defender, wild shadow
Skills Acrobatics +10 (+6 to jump, +14 to move through enemy's space without provoking an attack of opportunity if the enemy is larger than you), Climb +1, Intimidate +4 (+6 while benefit from concealment or full concealment due to darkness or dim light), Perception +4 (+6 while benefit from concealment or full concealment due to darkness or dim light), Spellcraft +6, Stealth +11 (+13 while benefit from concealment or full concealment due to darkness or dim light); Racial Modifiers +2 Acrobatics, +2 Climb
Languages Common, Dwarven, Elven, Halfling
SQ bloodline arcana (+2 DC for compulsion spells), dimdweller, fey magic, hero points
Other Gear dagger, light crossbow, backpack, belt pouch, flint and steel, mess kit[UE], torch (10), trail rations (5), waterskin, 65 gp, 9 sp, 1 cp
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Special Abilities
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Bloodline Arcana: Fey (Ex) +2 to save DCs from spells of the Compulsion subschool.
Dimdweller +2 to Intimidate, Perception, and Stealth when in conceal due to darkness.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fey Magic (Favored Terrain [Underground]) Gain spell-like abilities in selected terrain.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Laughing Touch (7/day) (Sp) As a standard action, if melee touch hits, foe can take only move actions for 1 rd.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.