Rogue / 1 | AC 15 T 13 FF 12 | HP 8/8 | F +1 R +6 W +1 | Init +3 | Perc +6 / 7 vs Traps
Gender
Male
Size
Small
Age
23
Alignment
NG | ENTP
Deity
Cayden Cailean
Location
Mara
Languages
Common, Halfling, Gnome
Strength
10
Dexterity
16
Constitution
10
Intelligence
13
Wisdom
10
Charisma
16
About Pash "The Olive"
Physical Description:
Height: 3'2"
Weight: 85 lbs
Eyes: Green
Hair Color & Length: light Chestnut, mid neck length
Facial Hair: none, but long sideburns
Skin Color: pale almond
Other Features: long curved scar over his left breast.
Skills:
Acrobatics (Bonus=9)
Appraise (Bonus=5)
Bluff (Bonus=6)
Climb (untrained) (Bonus=2)
Craft: Carpentry (Bonus=5)
Diplomacy (Bonus=7)
Disable Device (Bonus=8)
Disguise (Bonus=6)
Knowledge: Engineering (Bonus=5)
Knowledge: Local (Bonus=5)
Perception (Bonus=6/7 vs traps)
Sleight of Hand (Bonus=7)
Stealth (Bonus=11)
Feats:
Luck of Heroes (Bonus Feat): Sometimes the gods smiled on those put in a difficult situation.
You gain a +1 untyped bonus to all AC (touch and flatfooted too) and a +1 untyped bonus to all saves.
Weapon and Armor Proficiencies: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
Weapon Finese: You are trained in using your agility in melee combat, as opposed to brute strength. With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your DEX modified instead of your STR modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Natural weapons are considered light weapons.
Ties to the Brotherhood: As long as you maintain a good relationship with the brotherhood, each level of rogue you get an untyped +1 bonus to stealth and perception. Note: The brotherhood demands a strict 25% cut of all illicit gains. You also have access to markets normally closed to others.
Class Feats & Features:
Sneak Attack: Any time the rogue deals damage to a target he is flanking or that is denied it's DEX bonus (regardless of whether or not it actually has one) he deals extra damage. This starts at 1d6 and increases by 1d6 every two levels. If using a weapon that deals nonlethal damage, this damage may also be nonlethal, but if the weapon normally deals lethal damage the bonus damage must be lethal as well. Must be able to see target well enough to pick out a vital spot, this cannot be used against concealed creatures.
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.
Race Specific:
+2 DEX, +2 CHA, -2 STR: 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 ft.
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 skill checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill 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 INT scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.
Random Crunch:
Hit Points: 8
Hit Dice: 1d8
Armor Class: 15
Touch Armor Class: 13
Flat-Footed Armor Class: 12
Saving Throws: Fortitude: 1
Reflex: 6
Will: 1
Initiative Bonus: 3
Base Attack Bonus: 0
MAB: 1 (4 with light weapons)
RAB: 4
CMB: -1
CMD: 12
Spell Resistance: Speed: Base Speed: 20 ft.
Encumberd Speed: 15 ft.
Lift/Push: Light Load: 33 lbs or less
Medium Load: 34-66 lbs
Heavy Load: 67-100 lbs
Lift Over Head: 100 lbs
Lift Off Ground: 200 lbs
Drag or Push: 500 lbs
Experience Points: 0
Items Equiped:
Armor Leather Armor: AC: +2; Max DEX: +6; Armor Check: 0; Arcane Spell Failure: 10%; Move Speed: 20 FT; Weight: 7 1/2 lbs
Weapon Hand Crossbow: Damage: 1d3; Crit: 19-20/x2; Range: 30 FT; Type: P; Weight: 1 lb.
Short Sword: Damage: 1d4; Crit: 19-20/x2; Type: P; Weight: 1 lb.
Other Traveler's Outfit: Weight: 1 1/4 lbs; Description: Simple garb that is black and brown.
Items Owned:
Name*****Weight*****Value
Leather Armor*****7 1/2 lbs*****10 GP
Hand Crossbow*****1 lb*****100 GP
Hand Crossbow Bolts (40)*****4 lb*****4 GP
Short Sword*****1 lb*****10 GP
Bedroll*****1 1/4 lb*****1 SP
Blanket*****3/4 lb*****5 SP
Caltrops (1 bag)*****2 lb*****1 GP
Grappling Hook*****4 lbs*****1 GP
Rope (Hemp, 50 ft)*****10 lbs*****1 GP
Traveler's Outfit*****1 1/4 lbs *****1 GP
Small Tent (Small sized)*****5 LB*****10 GP
Halfling Trail Rations (20)*****2 1/2 LB (1/8 LB each)*****40 GP (2 GP each)
Backpack (Masterwork)*****1 LB*****50 GP
Mess Kit*****1 LB*****2 SP
Total Weight & Value: 42 1/4 lbs / 228 GP 8 SP
Wealth:
0 PP 12 GP 2 SP 0 CP
Backstory:
Early Childhood:
Pash was born the only child of two peasants in a small rural farming community along the Sellen River, near the city of Mara. His mother died in childbirth, and a few years later his father died of an illness. His widowed Aunt adopted him and raised him with her two children as her own.
His aunt, older "brother" and younger "sister" were all in the carpentry trade. They tried to teach Pash, and for his part he did pick up a bit of the trade. Greedy humans, however, constantly would squeeze them for money. His anger at the injustice of it finally got the better of him and he slew one of these... tax collectors.
This forced him to have to run. The only way to keep his aunt and siblings safe was to flee.
Adolescence:
Pash finally stopped running in the human city of Mara. He would not have made it far if he had not been for the assistance of the city's local crime element. They took him in, taught him the tricks of the trade.
Adulthood Until Now:
Pash, or "The Olive" as he has become known, continues to work in the city of Mara. When he is able to make a significant enough score, he sends what he can of the cut to his aunt and siblings. He is always on the look out for a new score.