Miro Strinder's page

193 posts. Alias of CampinCarl9127.

Full Name

Miro Strinder




Rogue 3










Common, Halfling, Dwarven, Elven

Strength 10
Dexterity 19
Constitution 12
Intelligence 14
Wisdom 10
Charisma 15

About Miro Strinder

Male Halfling Rogue (Filcher) 3
CG Small Humanoid (Halfling)
Init +6; Senses Perception +7
AC 16, touch 15, flat-footed 12 (+1 armor, +4 dex, +1 size)
hp 24
Fort +2, Ref +7, Will +1 (+2 vs fear)
Speed 20 ft.

Melee Shortsword +7 (1d4)
Shortswords +5/+5 (1d4/1d4)

Ranged Shortbow +7 (1d4)
Str 10, Dex 19, Con 12, Int 14, Wis 10, Cha 15
Base Atk +2; CMB +1; CMD 15
Traits Reactionary, Child of the Streets
Feats Weapon Finesse, Two Weapon Fighting
Skills (30 points; 24 Rogue, 6 Int)
ACP -0
(3) Acrobatics +10
(1) Appraise +7
(3) Bluff +10
(1) Climb +4
(3) Diplomacy +8
(3) Disable Device +12 (+13 vs traps)
(1) Disguise +6
(3) Escape Artist +10
(1) Knowledge (arcana) +6
(1) Knowledge (local) +6
(3) Perception +8 (+9 vs traps)
(1) Sense Motive +4
(3) Sleight of Hand +13
(3) Stealth +14
*ACP applies to these skills
Non-Standard Skill Bonuses
+2 Bluff (racial)
+2 Sleight of Hand (racial)
+2 Perception (racial)
+1 Sleight of Hand (trait)
+1 Perception (vs traps) (class)
+1 Disable Device (vs traps) (class)
+1 Appraise (class)
Languages Common, Halfling, Dwarven, Elven

Special Abilities:

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.

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.

Weapon Familiarity Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

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

Child of the Streets You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you.

Reactionary You gain a +2 trait bonus on initiative checks.

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 two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), 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 concealment.

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.

Quicker than the Eye At 2nd level, a filcher develops an amazingly swift and delicate touch. When she uses Sleight of Hand, creatures take a penalty on their Perception checks to notice the attempt equal to half the filcher's class level. The filcher also subtracts her class level from the normal –20 penalty when attempting to make a Sleight of Hand check as a move action instead of as a standard action. Lastly, the filcher can withdraw an object hidden on her person, including a weapon, as a move action instead of the usual standard action.

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

Rummage At 3rd level, a filcher learns how to assess the value of items at the quickest glance. She can even make startlingly accurate guesses about particular items merely by observing the bulges they make in pouches, backpacks, or similar containers. She gains a +1 bonus on Appraise checks and an additional +1 bonus every three levels thereafter. As a swift action, a filcher can make an Appraise check in order to determine the relative value of each object carried by her target (DC = 10 + 1 for every object the filcher is trying to ascertain the relative value of ). Though she never learns the actual prices of items when using rummage, she does gain enough information to list these items in order, from the most valuable to the least valuable. She can, by taking a –20 penalty on the check, add to this assessment any items carried by her target that she cannot see.


Carrying Capacity (All values x3/4)
Light 0-33 lb. Medium 34-66 lb. Heavy 67-100 lb.
Current Load Carried 18 lb.

Money 0 GP 0 SP 0 CP
Shortsword x2 (20gp) (4 lb.)
Dagger x2 (4gp) (2 lb.)
Shortbow (30gp) (2 lb.)
Potion of CLW (Labelled) (50gp)
Hemp Rope 50 ft (1gp) (10 lb.)


Miro was the bastard son of a Halfling noble and one of his maids. Much to his natural mother's anguish, the noble ordered him to be sent away to a home and all ties to his parents severed. However, Miro knows nothing of this, as his father did a good job of cutting ties. Miro's life began in an orphanage on the outskirts of Tamran. There was almost nothing out of the ordinary about the orphanage; It had too many children for its small budget and a kind couple (Heff and Maggie) running it who did their best to help the children but could only do so much. However, the couple was in debt to one of those men who you really don't want to owe money to. Nobody knew the man's real name, but they referred to him as Silver Eyes due to his white mask with silver designs around the eye and edges. This man would come to the orphanage on the first of every month, spending most of the day there, and the couple made the children clean and line up for this man. They were instructed to call him sir, use their best manners, and do anything he asks. Silver eyes would talk to the couple for a few minutes in private before coming to see the children, and he would ask them many questions. Some of them he would ask to do a simple task, such as finding something he hid in the house or trying to steal something off the couple or another child at some point during the day. Occasionally he would like something one of the children said or did, and he would 'adopt' them. This had been going on for a few years when Miro was finally old enough for the man to notice him. He was occasionally asked a question or two, and once he was even asked to try and pickpocket the key to the house off the couple. Miro, scared and in awe of the man, tried to complete his request, but when he tried to take the key from Maggie she caught his hand and gave him a sad smile "Almost". When Miro returned to the man, he quietly told him of his failure. The man simply nodded, then continued onto the next child. Miro had been scared of the consequences of failing, but the man's demeanor at his failure angered him. I can do better than that, I can make him think I'm the best pickpocket he's ever met! And so when the man left that night, Miro began training himself. He would lift small things off the other children with varying amounts of success. He would often get hit or bullied when he failed, but he persisted on. Eventually he discovered that he actually liked the thrill of stealing. He began to take notes over what he had done right or wrong. After a few weeks he tried Maggie again, and managed to get her ring out of her pocket when she was washing clothes. When he tried to return it the next day she was waiting for him with an irritated look on her face "I know what you've been doing Miro. I told you that stealing is wrong" she looks at the shamefaced child for a moment then sighs "But I also know why you're doing it. Listen, there's a difference between stealing a piece of food and stealing a ring. Get caught with an apple and you'll be thrown in jail. Get caught with something valuable and the punishment will be harsher" She pauses, contemplating what she might be doing "Just make sure you know the value of an object before you take it. The knowledge might save your life" And she held her hand out for the ring. He gave it back, contemplating what she said. Now when he stole things, he would pay attention to how much the item meant to its owner, himself, and a stranger. He began to learn the guidelines for determining somethings material and non-material wealth. Finally the day came when he was ready, and on the first of the new month he executed his plan. The children were finishing breakfast when the soft knocks were heard on the door. Not waiting for Heff and Maggie to respond, Miro jumped up and ran to open the door. He held it open for Silver Eyes, head bowed and welcoming him in. The man cocked his head curiously, but entered and waited for Heff and Maggie. They also gave him puzzled looks, then the day went on as it normally did. When the man was ready, he went through the line of children, asking an occasional question or assigning a task to be done now or later, and finally reached Miro. He paused, then leaned down "I believe I am going to give you another task. I like politeness. So, if I remember correctly last time you failed to filch Maggies key. How about you try to get Heff's waist dagger this time" He paused, waiting for Miro to accept, but then Miro smiled "That's easy. How about something hard? Like taking whatever this is from you" and he held out a small red and black necklace with intricate gems and designs in it. The man eyes opened and he clutched at his chest, finding his amulet gone. The next second, Miro thought he had gone too far, as he saw a terrible fury building in the man's eyes. But then, just as suddenly, it dissipated, and he chuckled "Now, that is impressive" He took the amulet back and hid it back under his shirt, then turned to Heff "I've no more to do here today, I shall be leaving early...and I am adopting this halfling boy"

Miro's life changed dramatically that day. Silver Eyes brought him to the worst part of the city, then he went out by the docks and opened up a hidden trapdoor in the ground. He ushered Milo in, then followed and shut the door, drowning out the last beams of sunlight. Silver Eyes held up a hand and it began to glow, providing illumination in the long tunnel. After walking for a brief period, the chamber opened up into a huge cavern and Miro got his first look at the underground. Thieves and burglars in one corner with a pile of valuables, sorting them out and arguing over their worth. Illusion mages in another, discussing manipulation of light. Sly faced men in another corner, who seemed to be going over a list of names and running over the facts about the people listed. Miro was lead over to the first group and introduced. There was Whirrun, Lady Natalia, Castieen, Faelyn, Ragar, Martil, and Jeckyl. There were mixed looks of disregard, interest, and acknowledgement from them. "These are the Blood Knives. You're their new filch, start learning" Silver Eyes walked away, and Miro only talked to him very occasionally since. Whirrun stood, a bronze skinned, white haired mountain of a man, and walked over to the child "In here you learn fast. If you don't we'll kick you out or starve you. So pay attention. Castieen will be your teacher. If I have to talk to you again then you've either done something very good or very bad" and he sat back down, letting Castieen take over. The human looks up from inside his hood, letting Miro see his dark stubble and large scar across his cheek "Like Whirrun said, I'll be teaching you. I'm going to crash course you. First task, get enough food to feed us all tonight. The only rule is to not get caught" Miro, still stunned by everything that was happening and too naive to question the authority of adults, stared at him for a moment then exploded with a myriad of questions. As the endless flow of words came out Whirrun chuckled, Natalia flicked her eyes at him in annoyance, and the others stared at him. When he was finally done Jeckyl walked up to him and said in a smooth voice "Listen kid, you'll get your questions answered, but only if you can show us you're worth something. After a month we'll tell ya the basics, and if you make it through Castieens training you'll know it all. And kid" He leaned down "The rewards are only bound by your own talent" Jeckyl sat down again, letting Miro think on what he said. Finally Miro nodded, a determined look in his eye "Ok. Let's do this" The next few weeks were the hardest of Miro's life. He was asked to steal well-protected items or large items that were hard to hide or transport, return items within a certain time limit, and numerous other tasks that tested his skills to their limit. All the time Castieen gave him advice and tips, showing him where he could improve. At the end of a year of this intense training, Miro was brought before Whirrun and the others. Whirrun stood, looking down at the child less than half his height "Castieen says you're ready after only a year. It's pretty remarkable, but I've never doubted him before and I don't now. Don't disappoint me. Welcome to the Blood Knives"

Miro spend the rest of his childhood as a member of the underground and servant of Silver Eyes. He eventually left the Blood Knives after a failed mission in Molthune where over half of them were killed. He quickly moved up in rank, getting more important jobs and eventually running some of the jobs himself. When he was old enough and started learning about the world he fully realized what kind of position he was in. He stayed with them, not only out of fear of retaliation for leaving but also because he was good at it and liked his job. But he always had doubts; He thought that stealing was fine but he disliked the assassinations and other more serious crimes they committed. One day he was summoned to meet Silver Eyes, and upon entering the dark chambers he was told that tensions with Molthune were rising and the seeds of rebellion were planted. He intended to have his groups tend to those seeds until a full blown war started. Miro balked at the enormity of his proposal, but also firmly believed that they needed to be freed from the grip of Molthune. The next five years of his life were dedicated to stirring the embers: Sabotaging shipments, attacking soldiers, stealing supplies, eliminating important members who cried for peace. Slowly and surely, disappointment at Molthune turned into resentment, and resentment turned into hatred. Chaotic skirmishes began breaking out all over the countryside and throughout Fangwood, and Miro was rewarded by Silver Eyes for being one of the ones directly responsible for starting the rebellion. Miro was very proud of what he had been done, and upon further reflection of their accomplishment versus what they normally did he grew very confused. Normally everything was done for wealth, power, and reputation. He put the thought out of his head, he was too glad about doing what seemed to him was a good thing.

For several months the rebellion waged on with no apparent progress. Then there was a tipping point, where skirmishes began being won more often and there seemed to be a pattern of attack. It was discovered that a half elf by the name of Irgal Nirmath was leading a band of rebels in organized attacks. As the months past Nirmath's reputation and forces grew until he was famous in both nations as well as widely feared in Molthune. Miro was pleased there was a driving force to the rebellion. After several months Silver Eyes summoned him again, but instead of him being impressed at the catalyst Nirmath had become he seemed furious. He ranted about the order of things and how they were being thrown out of balance, finally ordering Miro to leave him to his work. Miro, more confused than ever by the workings of Silver Eyes's plans, left and continued to observe and subtly affect the war. Finally, seven years after Nirmath began fighting, they were on the very doorsteps of victory. Miro, excited and wanting to see how things ended left to watch the final battle. It was a long few nights of siege fighting and guerrilla warfare, but finally victory was obtained. Miro yelled in jubilation with the troops and celebrated, finally deciding he wanted to find Nirmath and congratulate him in person. It took a very long time, but finally after the sun set he was granted an audience. He waiting outside Nirmath's tent when he heard a snick and a gurgling noise from inside. Heart racing, Miro flung side the tent flap and ran in to see a cloaked man standing over Nirmath, dagger deep in his throat. Miro stood there stunned for a moment, then noticed a silver, eye shaped embroider on the mans cloak. Realizing what had been done, Miro fled into the night. As he was running, tears streamed from his eyes at the betrayal that had been wrought upon him. He finally stopped running deep in Fangwood, dropping to his knees and crying out to the sky. His entire world had been ripped apart, and he had only one thing left of his being...revenge.

Since that day Miro has been tracking the movements of, sabotaging, and researching the very group he used to be a part of. He has always stayed in Nirmathas, often visiting Tamran in disguise to see what events are unfolding.

Appearance and Personality:

Miro is a wiry halfing with hazel eyes and long blond hair that's usually tied back. He has a nick on the bottom of his left ear, and if questioned about it, he claims he angered a woman to the point of her trying to tear his ear off. He seems very light on his feet and has deft hands that are often gloved. Often when he smiles its lopsided and he has a dimple appear on only the right side of his face.

Miro is quick to smile and laugh, usually making friends wherever he goes. He often fiddles with coins or dice, rolling them around his fingers and in and out of his sleeves. Despite his outward cheeriness, he retains an air of caution when meeting new people that was born from being around liars and spies his entire life. When asked about what he does, he claims to be jeweler who is traveling to increase the variety in his stock. He vehemently opposes people who abuse their power such as lawmen or nobles and often will go out of his way to hinder them.