Jemet Winderbole

Laro Farfeet's page

291 posts. Alias of trawets71.


Full Name

Laro Farfeet

Race

Halfling

Classes/Levels

Rogue 6| AC 20 T 16 FF 16 | HP 51/51| F +6 R +11 W +4; +2 v Fear | Init +8 | Perc +11

Gender

Male

Size

Small

Alignment

Chaotic Good

Deity

Cayden Cailean

Languages

Common, Draconic, Dwarven, Elven, Giant, Goblin, Halfling, Infernal, Orc, Sylvan

Occupation

Scribe

Strength 12
Dexterity 19
Constitution 14
Intelligence 14
Wisdom 10
Charisma 12

About Laro Farfeet

Character Sheet:

Size Small
Init +8; Perception +11

DEFENSE

AC 20, touch 16, flat-footed 16 (+6 armor, +1 deflection, +4 dex, +1 size)
hp 51 (5d8+18)
Fort +6, Ref +11, Will +4; +2 vs. Fear

OFFENSE
Speed 20 ft.
Ranged: Shortbow +9 (1d4/X3) range 60'
Melee: +1 Mithril Short Sword +11 (1d4+5/19-20) or +1 Mithril Short Sword +9 (1d4+5/18-20) and Mwk Cold Iron Short Sword +9 (1d4+4/19-20)
Melee: Dagger +9 (1d3+1/19-20)

Statistics

Str 12, Dex 19, Con 14, Int 14, Wis 10, Cha 12
Languages: Aklo, Common, Draconic, Dwarven, Elven, Giant, Goblin, Halfling, Infernal, Orc, Sylvan
Base Atk +4; CMB +4; CMD 18

Skills: Acrobatics +15 (6), Appraise +7 (B2), Bluff +10 (6), Climb +6 (1), Diplomacy +6 (2), Disable Device +15 (6), Escape Artist +10 (4), Kn: Dungeoneering +11 (6), Kn: Local +11 (6), Linguistics +12 (B6), Perception +11 (6), Profession: Scribe +5 (B2), Sense Motive +7 (4), Sleight of Hand +8 (B2), Stealth +16 (6), Swim +4 (1), UMD +10 (6) Total: 60 B: 12

Favored Class: Rogue +1 HP/level.

Stat Increase:
4th - Dex

Unchained Rogue Abilities:

Weapon and Armor Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

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 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), 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 total concealment.

3d6

Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

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.

Short Sword

Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a 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: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made.

Fast Stealth (Ex): This ability allows a rogue to move at full speed using the Stealth skill without penalty.

Minor Magic (Sp): A rogue with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast at will as a spell-like ability. The rogue's caster level for this ability is equal to her rogue level. The save DC for this spell is 10 + the rogue's Intelligence modifier. A rogue must have an Intelligence score of at least 10 to select this talent. Mage Hand

Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she can attempt an immediate Perception check to notice the trap. This check should be made in secret by the GM.

Danger Sense (Ex): At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class). +2

Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Uncanny Dodge (Ex): At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Rogue's Edge (Ex): At 5th level, a rogue has mastered a single skill beyond that skill's normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.

Acrobatics
With sufficient ranks in Acrobatics, you earn the following.

5 Ranks: You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren't denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.

Automatic Bonus Progression:

Resistance +1
Armor attunement +1: Mwk Chain Shirt
Weapon attunement +1: Short Sword
Deflection +1

Feats and Traits:

FEATS
1-Improved Initiative
1-Weapon Finesse (Class Bonus)
3-Two Weapon Fighting
5-Weapon Focus: Short Sword

RACIAL TRAITS

+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.

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.

Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

Traits
Unintentional Linguist: You can speak with outsiders. You gain a +1 trait bonus on all Linguistics checks, and you begin play knowing one of the following languages (in addition to those granted by your race and Intelligence modifier): Abyssal, Aquan, Celestial, Ignan, Infernal, Protean, or Terran.

Indomitable Faith: You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.

Gear:

Masterwork Chain Shirt 250gp (12.5#), Masterwork Buckler 155gp (2.5#), Shortbow 30gp (1#), 20/20 Arrows 1gp (1.5#), Mithral Short Sword (.5#), Mwk. Cold Iron Short Sword (1#), Dagger 2gp (.5#), Bedroll 0.1gp (1.25#), Blanket .5gp (.75#), 5 Trail Rations 2.5gp (1.25#), Waterskin 1gp (1#), Thieves' Tools 30gp (1#), Belt Pouch 1gp (.125#), 4 Sacks 0.4sp (.5#), 4 Piton 0.4gp (2#), 10 Candle 0.1gp, 10 Chalk 0.1gp, Flint and Steel 1gp, Ink 8gp, Inkpen 0.1gp, 10 Parchment 2gp

Handy Haversack (5#)

Total: 24.5# 43.5#/87#/131.25

659 GP, 15 SP, 5 CP

Backstory:

Laro was born and raised in Chelix. He was agile and able to blend into the background and this got him picked to be a scribe for his master. He spent his time writing and transcribing in various different languages. His older brother was good at getting into places he wasn’t supposed to be and providing more food for his family. He taught Laro how to get into things as well. This let Laro get into the locked cabinets and is how he came across writings of Cayden Cailean and started worshipping him and preparing to free himself. Having access to the records he knew when the master and a good portion of the staff would be gone and snuck out right after they left. He made his way to Andoran and settled in Falcon’s Hollow and found work with the lumber consortium as a clerk.

Gavel Kreed didn’t think any of his employees would be able to help during the plague so he didn’t inform any of them. Laro was highly upset when he found out the group left and thought his skills could have been useful

Laro’s relationship with the only prominent halfling in town is difficult. Magister Harg is corrupt when it comes to the Lumber Consortium, but tries to help when they are not involved. While Laro wishes Harg was more fair minded and freedom loving like he is, he understands that Harg isn’t nearly as evil as Kreed is. Laro makes sure to try and keep up on all that goes on in the Lumber Consortium and tries to know where the incriminating paperwork is.

The local townsfolk know Laro to be a fun loving and generous halfling. He spends his free time in the tavern and if he can procure any spirits that don’t go through Kreeds hands he’ll buy and share it. He makes friends quickly as he speaks several languages and they know he’s from Chelix but not exactly where.

Dice:

[dice=+1 Mithral Short Sword]1d20+11[/dice] [dice=Damage]1d4+5[/dice]
[dice=+1 Mithral Short Sword TWF 1]1d20+9[/dice] [dice=Damage]1d4+5[/dice]
[dice=Mwk Cold Iron Short Sword TWF 2]1d20+9[/dice] [dice=Damage]1d4+4[/dice]
[dice=Dagger]1d20+9[/dice] [dice=Damage]1d3+1[/dice]
[dice=Shortbow]1d20+9[/dice] [dice=Damage]1d4[/dice]
[dice=Perception]1d20+11[/dice]
[dice=Traps]1d20+14[/dice]
[dice=Acrobatics]1d20+15[/dice]
[dice=Appraise]1d20+7[/dice]
[dice=Bluff]1d20+10[/dice]
[dice=Climb]1d20+6[/dice]
[dice=Diplomacy]1d20+6[/dice]
[dice=Disable Device]1d20+15[/dice]
[dice=Escape Artist]1d20+10[/dice]
[dice=Kn: Dungeoneering]1d20+11[/dice]
[dice=Kn: Local]1d20+11[/dice]
[dice=Linguistics]1d20+12[/dice]
[dice=Profession: Scribe]1d20+5[/dice]
[dice=Sense Motive]1d20+7[/dice]
[dice=Sleight of Hand]1d20+8[/dice]
[dice=Stealth]1d20+16[/dice]
[dice=Swim]1d20+4[/dice]
[dice=Use Magic Device]1d20+10[/dice]
[dice=Fort Save]1d20+6[/dice]
[dice=Reflex Save]1d20+11[/dice]
[dice=Will Save]1d20+4[/dice]