Race |
Halfling |
Classes/Levels |
Rogue (thief racket)/4 HP 54/54| AC 21| Fort (T) +9| Ref (E) +12| Will (E) +10| Init (Stealth; E) +12| Perc (E) +10 |
Gender |
Exploration Activity: Avoid Notice |
Strength |
10 |
Dexterity |
18 |
Constitution |
16 |
Intelligence |
10 |
Wisdom |
14 |
Charisma |
10 |
About Nic Blackwillow
Male halfling (twilight) rogue (thief) 4
CG Medium humanoid (halfling)
Init/Perception +10E/+12E Stealth
XP: 37
Prestige: 21+
Fame: 21+
Faction: Envoy's Alliance
OP#: 67750-2003
DEFENSE
AC 21 (trained bonus +6; +4 Dex, +1 armor)
hp 54 (6 halfling + 32 rogue + 12 CON bonus + 4 Toughness)
Fort +9T, Ref +12E, Will +10E
Resistances/Immunities None
OFFENSE
Speed 25 ft.
Melee rapier +11 (T), (1d6+4P) (deadly d8, disarm, finesse), dagger +10 (T), (1d4+4P) (agile, finesse, versatile S, thrown 10'), sap +6 (T) (1d6) (agile, nonlethal)
Ranged shortbow +10 (T), (1d6P) (deadly 1d10)
Special Attacks sneak attack +1d6
STATISTICS
Str 10, Dex 18, Con 16, Int 10, Wis 14, Cha 10
ACP 0
RACIAL
Twilight Halfling Your ancestors performed many secret acts under the concealing cover of dusk, whether for good or ill, and over time they developed the ability to see in twilight beyond even the usual keen sight of halflings. You gain low-light vision.
Keen Eyes Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.
Ancestry Feats
Halfling Lore: You’ve dutifully learned how to keep your balance and how to stick to the shadows where it’s safe, important skills passed down through generations of halfling tradition. You gain the trained proficiency rank in Acrobatics and Stealth. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Halfling Lore.(L1)
General Feats
Toughness (L3) You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value.
Class Feats
Trap Finder You have an intuitive sense that alerts you to the dangers and presence of traps. You gain a +1 circumstance bonus to Perception checks to find traps, to AC against attacks made by traps, and to saves against traps. Even if you aren’t Searching, you get a check to find traps that normally require you to be Searching. You still need to meet any other requirements to find the trap.
You can disable traps that require a proficiency rank of master in Thievery. If you have master proficiency in Thievery, you can disable traps that require a proficiency rank of legendary instead, and your circumstance bonuses against traps increase to +2. (L1)
Nimble Dodge You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack. (L2)
TBD . (L4)
Skill Feats
Read Lips You can read lips of others nearby who you can clearly see. When you're at your leisure, you can do this automatically. In encounter mode or when attempting a more difficult feat of lipreading, you're fascinated and flat-footed during each round in which you focus on lip movements, and you must succeed at a Society check (DC determined by the GM) to successfully read someone's lips. In either case, the language read must be one that you know. (background bonus)
Sign Language You learn the sign languages associated with the languages you know, allowing you to sign and understand signs. Sign languages typically require both hands to convey more complex concepts, and they are visual rather than auditory.
Sign language is difficult to understand during combat due to the level of attention needed, unlike basic gestures like pointing at a foe to suggest a target. Sign language is hard to use in areas of low visibility, just like speech is difficult in a noisy environment. (L1)
Battle Medicine You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day. (L2)
Hefty Hauler You can carry more than your frame implies. Increase your maximum and encumbered Bulk limits by 2. (L3)
Cat Fall Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you’re an expert in Acrobatics, treat falls as 25 feet shorter and 50 feet if you’re a master. If you’re legendary in Acrobatics, you always land on your feet and don’t take damage, regardless of the distance of the fall. (L4)
Skills
Lore (Halfling) +6 T
Lore (Labor) +6 T
Lore (Pathfinder Society) +6 T
Acrobatics +12 E
Medicine +8 T
Performance +6 T
Religion +2
Diplomacy +6 T
Intimidation +0
Crafting +0
Arcana +0
Occultism +0
Society +6 T
Lore (Scouting) +6 T (Network benefit)
Survival +8 T
Nature +2
Athletics +6 T
Thievery +12 E
Stealth +12 E
Deception +6 T
BACKGROUND
Servant: You held a role of servitude, waiting on nobles and engendering their trust as one of the confidantes of the household. You might have walked away on good terms, or perhaps you know dangerous secrets about your former masters. Regardless, you’re adventuring for a change and finding that in this new role, the skills you’ve learned now serve you.
Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost (Constitution).
You're trained in the Society skill, and the Labor Lore skill. You gain the Read Lips skill feat.
CLASS FEATURES
Rogue's Racket
Thief Nothing beats the thrill of taking something that belongs to someone else, especially if you can do so completely unnoticed. You might be a pickpocket working the streets, a cat burglar sneaking through windows and escaping via rooftops, or a safecracker breaking into carefully guarded vaults. You might even work as a consultant, testing clients’ defenses by trying to steal something precious.
When a fight breaks out, you prefer swift, lightweight weapons, and you strike where it hurts. When you attack with a finesse melee weapon, you can add your Dexterity modifier to damage rolls instead of your Strength modifier.
You are trained in Thievery.
Sneak Attack When your enemy can’t properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the flat-footed condition (page 620) with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.
As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.
Surprise Attack You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.
Deny Advantage As someone who takes advantage of others’ defenses, you are careful not to leave such openings yourself. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.
Racial Modifiers none
Languages Halfling, Common
SQ
Gear rapier (370/1) w/+1 weapon potency rune, dagger (2/L), shortbow (30/1), 15 arrows (2/2L), sap (1/L), leather armor (20/1) adventurer's pack (backpack, bedroll, 2 belt pouches, 10 pcs. chalk, flint & steel, 50' rope, 2 weeks' rations, soap, 5 torches, waterskin) (7/1), climbing kit (5/1), sheath (.1/0), thieves' tools (30/L) 21 gp, 2 sp, 17 cp, 5 Bulk, 5 Light
SPECIAL ABILITIES
Networking Points:
3 Swords
Current benefits: Scouting Lore; 1 potency crystal