Special Abilities:
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear.
Underfoot: Halflings must train hard to effectively fight bigger opponents. Halflings with this racial trait gain a +1 dodge bonus to AC against foes larger than themselves and a +1 bonus on Reflex saving throws to avoid trample attacks. This racial trait replaces halfling luck.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.
Shiftless: Halflings have a reputation for larceny and guile—and sometimes it's well deserved. Halflings with this racial trait gain a +2 racial bonus on Bluff and Sleight of Hand checks, and Sleight of Hand is always a class skill for them. This racial trait replaces sure-footed.
Sneak Attack (1d6)
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 (Ex): 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 Talent:
Spoiler:
Coax Information (Ex): A rogue with this talent can use Bluff or Diplomacy in place of Intimidate to force an opponent to act friendly toward her.
Bloodline Powers
Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.
Arcane Bond (Su): Familiar (Viper)
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Share Spells: The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Encumbrance:
33 lbs. or less : Light Load
34–66 lbs: Medium Load
67–100 lbs: Heavy Load
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Statistics:
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Str 9
Dex 16 (+2 racial bonus)
Con 12
Int 12
Wis 10
Cha 18 (+2 racial bonus)
Base Attack: +1; CMB: -1, CMD: 12
Feats:
Armor Proficiency, Light
Simple Weapons Proficiency
Weapon Finesse
Eschew Materials
Alertness (As long as the familiar is within reach)
Traits:
Arcane Temper: You gain a +1 trait bonus on concentration and initiative checks.
Fast-Talker: You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
0: 4 (DC 14)
Daze: A single humanoid creature with 4 HD or less loses its next action.
Detect Poison: Detects poison in one creature or small object.
Mage Hand: 5-pound telekinesis.
Read Magic: Read scrolls and spellbooks.
Viper CR 1/2
XP 200
N Tiny animal
Init +3; Senses low-light vision, scent; Perception +9
DEFENSE
AC 17, touch 16, flat-footed 14 (+3 Dex, +2 natural, +2 size)
hp 3 (1d8–1)
Fort +1, Ref +5, Will +1
OFFENSE
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +5 (1d2–2 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 4, Dex 17, Con 8, Int 6, Wis 13, Cha 2
Base Atk +0; CMB +1; CMD 8 (can't be tripped)
Feats Weapon Finesse
Skills Climb +11, Perception +9, Stealth +15, Swim +11;
Racial Modifiers +4 Perception, +4 Stealth
SPECIAL ABILITIES
Poison (Ex)
Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails..