Male Halfling Rogue 15 / Trickster 7
CG Medium (3’, 33#) humanoid (halfling), Age 28
Init +20 (+11 dex, +2 trait, +7 mythic); Senses Perception +22 (+7 traps)
--------------------
Defense
--------------------
AC 34, touch 26, flat-footed 21 (+5 bracers +3 nat armor +11 dex +2 dodge +3 deflection)
+5 AC vs traps, never flat footed, never flanked
HP 181 (1d8 +4 con +1 Favored Class) (+4/mythic level)
Fort +15 (5 +4 con +1 luck +5 resist), Ref +26 (9 +11 dex, +1 luck, +5 resist), Will +13 (5 +2 wis, +1 luck, +5 resist)
(+1 to all saves (luck, race trait)) (+5 to all saves (resistance, cloak))
Reflex save for none.
+5 ref vs traps
+2 vs fear (race trait)
Succeed at a saving throw against a spell or special ability and suffer no effects as long as that ability isn’t from a mythic source.
Racial Traits
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small statures make 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 on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.
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 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 languages: Dwarven, Elven, Gnome, and Goblin.
Traits
Exposed to Awfulness (link) (reroll save vs demon 1/day, campaign)
Reactionary (link) (+2 init, combat)
Languages Abyssal, Common (Taldan), Elven, Halfling
Gear
Comfortable clothing
Bracers AC +5 (link)
Scabbard of Many Blades (link) (3#) 5,000gp
- War hatchet Anista +3, cold iron (d4, 20/x3)
- War hatchet +3, cold iron (d4, 20/x3)
- War hatchet MW, cold iron (d4, 20/x3)
- War hatchet MW, cold iron (d4, 20/x3)
- Dagger MW, cold iron (d3, 19-20/x2)
- Dagger MW, cold iron (d3, 19-20/x2)
- Dagger MW, cold iron (d3, 19-20/x2)
- Dagger MW, cold iron (d3, 19-20/x2)
Shortbow, MW
- Cold Iron Silver Blanched Arrows 40
- Cold Iron Ghost Salted Arrows 20
Belt of Physical Might +4 Dex/Con (link) (1#) 40,000gp
Headband of Mental Prowess +2 Wis/Int (fly) (link) 10,000gp
All Tools Vest (link) (5#) 1,800gp
Winged Boots (link) (1#) 16,000gp
Deliquescent Gloves (link) 8,000gp
Cloak of Resistance +5 (link) (1#) 25,000gp
Amulet of Natural Armor +3 (link) 18,000gp
Ring of Protection +3 (link) 18,000gp
Handy Haversack (link) 5# 2,000gp
- Bedroll
- Blanket
- Crowbar
- Earplugs
- Flint and steel
- Folding Boat (link) 7,200gp
- Grapple
- Hammock
- Ioun torch (when it’s not out and spinning)
- Luminous Lockpicks (link) 6,000gp
- Marvelous Pigments (link) 4,000gp
- Oil of Bless Weapon (1) x2
- Paints
- Paper 10 sheets
- Potion of Gaseous Form (5) (750)
- Potion of Water Breathing (5) (750)
- Rope of Knots (link)
- Terendelev's Scale (3xday Darkvision, Cl 19)
- Thieves’ Tools, MW (link) 100gp
- Wand Cure Moderate Wounds (50/50)
Weight: 20# (medium load >25#, heavy load > 50#)
Total Cash: 10,017gp
--------------------
Special Abilities
--------------------
Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (+7). 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 (hand ax). 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 (dagger) and a third at 19th level.
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.
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 (+5 currently, 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).
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 (-6 currently 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 (-6 currently 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.
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.
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 (see page 82) 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, Bluff, Disable Device)
Improved Uncanny Dodge (Ex): At 8th level, a rogue can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
Rogue Talents
- Resiliency (Ex): Once per day, a rogue with this ability can gain a number of temporary hit points equal to twice her rogue level. Activating this ability is an immediate action that can be performed only when the rogue is brought to below 0 hit points. This ability can be used to prevent the rogue from dying. These temporary hit points last for 1 minute. If the rogue’s hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal. (second)
- Bleeding Attack (Ex): A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue’s sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a successful DC 15 Heal check or the application of any effect that heals hit point damage. Bleed damage from this ability does not stack with itself. Bleed damage bypasses any damage reduction the creature might possess. (fourth)
- 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 (prestidigitation). 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 (12). A rogue must have an Intelligence score of at least 10 to select this talent. (sixth)
- Major Magic (Sp): A rogue with this talent gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list once per day as a spell-like ability for every 2 rogue levels she possesses (Shield 7/day). The rogue’s caster level for this ability is equal to her rogue level. The save DC for this spell is 11 + the rogue’s Intelligence modifier (13). A rogue must have the minor magic rogue talent and an Intelligence score of at least 11 to select this talent. (eighth)
- Opportunist (Ex): The rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round and can’t be used more than once per round. (tenth)
- Double Debilitation (Ex): Whenever the rogue inflicts a penalty against a target using the debilitating injury class feature, she can select two penalties to inflict. The target can never be subject to more than two penalties in this way at one time. If any additional penalties are inflicted, any previous penalties immediately end. Any effect that heals damage to the target negates both of the penalties.
- Dispelling Attack (Su): An opponent that is dealt sneak attack damage by a rogue with this ability is affected by a targeted dispel magic affecting the lowest-level spell effect active on the target. The caster level for this ability is equal to the rogue’s level (15). A rogue must have the major magic rogue talent to select this advanced talent. (fourteenth)
--------------------
Mythic Abillities
--------------------
Ability Score Increase (+2 dex second, +2 dex fourth, +2 wis sixth)
Mythic Feats (first, third, fifth, seventh)
Dodge, Weapon Focus, Two-Weapon Fighting, Blind-Fight
Hard to Kill (Ex): Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (17). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier (1d10).
Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier (7). In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.
Recuperation (Ex): At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
Mythic Saving Throws (Ex): At 5th tier, whenever you succeed at a saving throw against a spell or special ability, you suffer no effects as long as that ability didn’t come from a mythic source (such as a creature with a mythic tier or mythic ranks). If you fail a saving throw that results from a mythic source, you take the full effects as normal.
Force of Will (Ex): At 7th tier, you can exert your will to force events to unfold as you would like. As an immediate action, you can expend one use of mythic power to reroll a d20 roll you just made, or force any non-mythic creature to reroll a d20 roll it just made. You can use this ability after the results are revealed. Whoever rerolls a roll must take the result of the second roll, even if it is lower.
Surprise Strike (Ex) As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.
Path Abilities
- Path Dabbling (Su): Select one path ability from another mythic path. You must meet any other requirements that path ability has, including a minimum tier restriction. (First)
- Retributive Reach (Ex): Treat your reach as 5 feet greater than normal for the purpose of determining whether or not you can make an attack of opportunity. If a creature provokes an attack of opportunity within this area of increased reach, you can expend one use of mythic power to gain a bonus equal to your tier on the attack roll and damage roll of the attack of opportunity.
- Legendary Item (Ex): You gain a legendary item. This item grants a number of abilities equal to your tier (3). (second)
- Fickle Attack (Ex): Whenever you roll damage for a melee or ranged attack with a weapon or alchemical item, you can treat any natural 1s on the damage dice as if they were the highest possible number on those dice. You can select this ability up to three times. The second time you select it, treat 1s and 2s as the highest value. The third time, treat 1s, 2s, and 3s as the highest value. (third)
- Legendary Item (Ex): You gain a legendary item. This item grants a number of abilities equal to your tier (6). (fourth)
- Enhanced Ability (Ex): You gain a permanent +2 bonus to one ability score of your choice. You can select this path ability up to six times. Each time you do, it must apply to a different ability score. (Dex) (fifth)
- Mirror Dodge (Su): When hit by a melee or ranged attack, you can expend one use of mythic power as an immediate action to replace yourself with an illusory duplicate and teleport to any open square within 30 feet of your current position. You take no damage from this attack, which instead destroys your illusory duplicate (similar to mirror image). Using this ability requires a line of effect to the teleportation target square. (sixth)
- Slayer's Cyclone (Ex): When you spot a breach in an enemy's defenses, you make attacks with a lethal blend of speed and precision. As a full-round action, you can make a single melee attack at your highest base attack bonus. If you hit and the target is flat-footed, deal damage as normal. You can then move and make another attack. You may continue this process until you miss, attack an opponent that isn't flat-footed, or attack an opponent you already hit this round. You can't move more than double your speed in this way in 1 round. (seventh)
Legendary Item (4 power, +1d6 attack, CMB)
- Intelligent (x2): A legendary item with this ability becomes an intelligent magic item. When this ability is first selected, the legendary item starts with base Intelligence, Wisdom, and Charisma scores of 10 (current 12). The item gains speech as a supernatural ability. It can speak Common plus a number of additional languages based on its Intelligence score (Abyssal). The additional languages can be any that the bonded creature wants, except for secret languages. The item gains senses with a range of 30 feet. Furthermore, this item always has the alignment of the bonded creature who first selected this ability (CG).
- Spellcasting (x2): This item allows its bearer to cast a limited number of spells as spell-like abilities. This ability can be taken more than once. Each time it's taken, the bonded creature gains 5 points to spend on selecting what spells the item can cast. A spell costs a number of points equal to its level (Bard: Heroism 3/day, Liberating Command, cl 14) (Bard: Invisibility 3/day, Feather Fall, cl 14). The bearer can then activate the item to use each spell-like ability once per day. By spending double the cost, the bearer can use each spell-like ability three times per day. All spells must come from the same class's spell list. No spell can have a level higher than the bonded creature's tier. The caster level for these spells is equal to double the bonded creature's tier (14). The save DC for these spells is equal to 10 + the spell level + the bonded creature's tier.
- Foe-Biting: When this item deals damage, its user can use mythic power to double the total amount of damage it deals. If the attack is a normal attack, the bearer can expend one use of legendary power to double the total amount of damage. If the attack is a confirmed critical hit, the bearer must instead expend two uses of legendary power to double the total damage. Damage from weapon special abilities (such as flaming) and precision-based damage are also doubled.
- Rejuvenating: The bearer of this item can expend uses of legendary power to rejuvenate her body. As a standard action, she can expend one use of legendary power to heal herself of 10 points of damage per mythic tier she possesses. Alternatively, as a standard action she can expend two uses of legendary power to remove a single condition affecting her.
- Powerful: An item with this ability has two additional uses of legendary power per day. This is a persistent ability.
- Unyielding: A legendary item with this ability has double the hardness of a typical item of its type and triple the hit points. Furthermore, it's immune to all attempts to sunder it made by non-mythic creatures. This is a persistent ability.
Appearance:
Lershim is a dark little halfling. He does not like the abyssal hoards overwhelming the defenses of decent folk. His goal is to push the demonic hoards back into the worldwound, one battle at a time.
His countenance is rather simple. Armor, weapons, a straightforward little pack, and a few odds and ends poking about. He wears a thick black beard and longish hair which goes with generally darkened gear and appearance. Even his hatchet is cold iron, sticking out of a nice sheath on his belt.