Ability Scores:
Str 11 Dex 20 Con 14 Int 12 Wis 12 Cha 12
FCB:
Lvl 1,2,3,4: +1 HP
Stats:
HP: 32 (4d8 +8 con +4 FCB)
Saves: Fort +4, Ref +9, Will +4 (+2 extra vs fear)
AC: 19/16/14 (10 + 5 Dex, +1 Size, +3 armor)
Languages: Common, Dwarven, Goblin, Halfling, Orc
Speed 20ft
Initiative +5
Warslinger: Halflings are experts at the use of the sling. Halflings with this racial trait can reload a sling as a free action. Reloading a sling still requires two hands and provokes attacks of opportunity. This racial trait replaces sure-footed.
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Offense:
Background skills:
Craft (wooden figurine) +5 (1 rank, 1 int, 3 class)
Linguistics +7 (3 rank, +1 Int, +3 Class)
Sleight of Hand +11 (4 rank, +4 Dex, +3 Class)
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Traits: Foxclaw scout (campaign): You are part of Nirmathas’s informal network of hunters and scouts known as the Foxclaws,
and study the secret vulnerabilities of those dangerous beasts that prey upon your fellow settlers. You gain a +2 trait bonus to confirm critical hits against creatures of the animal, magical beast, and vermin types, and while wearing a trophy from an animal, magical beast, or vermin whose CR was higher than your current class level, you gain a +1 morale bonus on Will saves.
Fate's Favored (Faith): The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Feats:
Lvl 1: Point blank shot
Lvl 1: Weapon Finesse (class)
Lvl 2: Surprise attack (talent)
Lvl 3: Go Unnoticed
Lvl 4: Bludgeoner (talent)
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Class features:
Finesse training, Sneak attack 2d6, Trapfinding (add 1/2 lvl to Disable Device)
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.
Ambush:
At 4th level, a bandit becomes fully practiced in the art of ambushing. When she acts in the surprise round, she can take a move action, standard action, and swift action during the surprise round, not just a move or standard action.
Adventuring gear: Book, journal (10gp), Charcoal stick x2 (1gp), Potion of CLW (50gp)
Rogue kit (120gp): This kit includes a backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), rope, soap, masterwork thieves’ tools, torches (10), trail rations (5 days), and a waterskin.
Smokestick x1 (20gp), Wrist sheathe (1gp)
Combat Gear: Bullet, sap (1gp), sling (30) (3sp), Dagger x2 (4gp), Sling, Studded leather (25gp), Belt of Dex +2
5 gp, 7 sp left.
Appearance:
Lizzie is a fair looking halfling lass, with jade colored eyes and short green dyed hair in which she has a some small colored beads.
To her, they represent her family and friends, always being close to her.
She wears a green shirt with an unusual style studded leather armor, along with a couple of leather bracers.
Personality:
Lizzie is generally an optimist, but does not continuously trying to cheer people up. She always sizes new people up, a habit she developed from being a Foxclaw scout. But she can be pretty upfront if she has an opinion, some say a bit blunt at times.
Knowing she's not physically the strongest by far, she considers observation and striking suddenly to be favorable tactics.
And cats, she loves cats, especially their house cat Whiskers, a red furred young cat with white paws.
Background:
Lizzie's grandparents fled from Cheliax back in the day, settling the Tamar family in Nirmathas. Her parents run a small shop for household items, for which Lizzie runs errands. Being a bit curious early on about the defenders of Nirmathas, she snuck into observing a training session. It was intruiging, these were the people keeping the town safe. Though she got caught by a particularly vigilant elf woman named Ivanna, who found the young girl amusing and daring. She was posed a challenge, if she'd manage to sneak undetected to a certain point, she'd turn a blind eye to the kid returning to watch.
It took her a couple of times, but she managed eventually. Come to her surprise, Ivanna used this to present Lizzie's sneaking and thereby potential for surprise attacks, to the captain. She had just found a way into becoming a hero of the town, one who can make sure they can be safe.
She became a part time assistant to her parents, and spent the rest of the average day to her scouting duties. Her folks may not be too happy with the risk this profession imposes, but they are proud of their daring daughter.