Curthew

Lil Frankie's page

25 posts. Alias of Massee.


Full Name

Guisseppe 'Lil Frankie' Franko

Gender

Male

Size

Small

Alignment

CG

Deity

Desna

Languages

Common, Halfling

Strength 8
Dexterity 18
Constitution 10
Intelligence 18
Wisdom 10
Charisma 18

About Lil Frankie

Male Halfling Unchained Rogue 1
Chaotic Good Humanoid
Senses: Init +4, Perception +6 (Additional +1 vs Traps)
Movement: Speed 20 ft

LANGUAGES: Common, Halfing

DEFENSE:
AC 17: Touch 15, Flat-footed 13
Base Atk +0; CMB -2; CMD 12
HP 8 (1d8)
Fort +0, Ref +6, Will +0 (+2 vs Fear Racial) (Adaptable Luck 3x/day for +2/+3)

OFFENSE:
Melee Dagger +5 (1d3-1/19-20 x2)(+1d6 Sneak Attack)

TRAITS:
Fate's Favored: The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1. (Faith Trait)

Star Struck: You gain a +1 trait bonus on Knowledge (local) checks. Pick one of the following celebrities with which to be obsessed (Shensen, Charisma). Each celebrity is associated with a particular ability score. Once per day, you can draw on your inspiration from your icon when you are about to attempt a skill check modified by that ability score. When you do so, roll the check twice and take the better of the two results as your actual result. (Hell's Rebels)

FEATS and TALENTS:
Childlike: Benefit: You can take 10 on Bluff checks to convince others you are telling the truth, so long as your story makes you appear innocent. You gain a +2 bonus on Disguise skill checks to pose as a human child, and ignore the check penalties for disguising yourself as a different race and age category while doing so.

STATS:
Strength: 8
Dexterity: 18
Constitution: 10
Intellect: 10
Wisdom: 10
Charisma: 18

SKILLS:
(8 per level +1 FCB)
(1)Acrobatics +8
(1)Bluff +10 (+2 Racial)(+1 Trait Additional to Fool)
(1)Diplomacy +9 (+1 Trait)
(1)Disable Device +8 (Additional +1 vs Traps)
(1)Disguise +10 (+2 with Kit) (+2 Additional to Disguise as Human Child)
(1)Escape Artist +8
(1)Knowledge:Local +5 (+1 Trait Bonus)
(1)Perception +6 (+2 Racial)(+1 Additional vs Traps)
(1)Sleight of Hand +10 (+2 Racial)(+2 Additional When Hiding Dagger)
(0)Stealth +8 (+4 Size)

EQUIPMENT(Gold/Weight)
Pickpocket's Outfit 0 0.75
Dagger x2 -4 1.00
Sling 0.0 0.00
Sap -1 1.00
Leather Armor -10 7.50
Belt Pouch -1 0.13
Signal Whistle -1 0.00
Marked Cards -1 1.00
Board Game (Doppel) -1 2.00
Disguise Kit -50 2.00
Thieves Tools -30 1.00
Marbles -0.1 2.00
Wooden Holy Symbol of Desna -1.0 0.00

CONSUMABLES (Gold/Weight)
Sunrod -2 1.00

WEALTH
37.9 gold

Racials:

HALFLING RACIALS
+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 CMB and CMD, 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.

Adaptable Luck: Some halflings have greater control over their innate luck. This ability gives them more options for how they can apply their good fortune from day to day, but also narrows its scope. Three times per day, a halfling can gain a +2 luck bonus on an ability check, attack roll, saving throw, or skill check. If halflings choose to use the ability before they make the roll or check, they gain the full +2 bonus; if they choose to do so afterward, they only gain a +1 bonus. Using adaptive luck in this way is not an action. This racial trait replaces halfling luck.

Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

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.

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.

Special Abilities:

CLASS 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.

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.

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.