Blacksmith

Petite Chenille's page

41 posts. Organized Play character for Mr. Bonkers.


Full Name

Petite Chenille

Race

Halfling

Classes/Levels

Rogue (Scoundrel) lvl 1 | HP 15/15 | AC 18 | Saves: F +4; R +9; W +7 | Perception +7 (trap spotter +1) | Low Light Vision | Speed 25

Gender

Male

Size

Small

Alignment

CG

Languages

Common, Halfling

Strength 10
Dexterity 18
Constitution 12
Intelligence 10
Wisdom 14
Charisma 14

About Petite Chenille

Petite Chenille
Male Twilight Halfling Rogue (Scoundrel) lvl 1
CG Humanoid (Halfling)
Languages: Common, Halfling
Senses: Low Light Vision; Perception +7 (+1 to find traps, +2 to find hidden or undetected creatures)

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Defence
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AC 18
HP 15
Fort +4, Ref +9, Will +7

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Offence
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Speed 25 ft.

Melee Fist +7 (1d4+0) (Agile, Finesse, Nonlethal, Unarmed)
Filcher's Fork +7 (1d4+0)(Agile, Backstabber, Deadly d6, Finesse, Halfling, Thrown 20 ft., Uncommon)

Ranged Halfling Slingstaff +7 (1d10+0) (Halfling, Propulsive, Uncommon)

Special Attacks:
Battle Medicine: DC15 medicine check for 2d8 healing
Sneak Attack 1d6, Surprise Attack
Scoundrel Feint +7: succes = critical succes. Critical succes = flatfooted for all melee attack until end of my next turn.

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Statistics
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Str 10, Dex 18, Con 12, Int10, Wis 14, Cha 14
SQ: Low-Light Vision, Keen Senses

Heritage Feats: Halfling Weapon Familiarity
Skill Feats: Battle Medicine, Additional Lore (Underworld)
Rogue Feats: Trap spotter

Skills
Acrobatics +7
Arcana +0
Athletics +3
Crafting +3
Deception +5
Diplomacy +5
Intimidation +5
Lore (Warfare) +3
Lore (Scouting) +3
Lore (Underworld) +3
Medicine +5
Nature +2
Occultism +0
Performance +2
Religion +2
Society +3
Stealth +7
Survival +5
Thievery +7

Carrying Capacity: unencumberd = 7 bulk (5 + 2 backpack)
Current Weight Carried: 4,3 Bulk

3 points in Sword School: Healing Potion (minor) x2

Inventory:
Combat Gear: Halfling Slingstaff + 20 Bullets, Filcher's Fork.
Other Gear: Leather Armor, Ordinary CLothing, Bandolier with Healer's Tools, Adventures Pack (Backpack, Bedroll, Flint and Steel, 10x Chalk, Soap, 5x Torch, 2x Pouch, 50ft Rope, Waterskin, 2 weeks of rations), Grappling Hook.[/i]

Loot:
Scroll of Air Bubble

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Battle Medicine:
You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this does not 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.

Halfling Weapon Familiarity:
You favor traditional halfling weapons, so you’ve learned how to use them more effectively. You have the trained proficiency with the sling, halfling sling staff, and shortsword.

In addition, you gain access to all uncommon halfling weapons. For you, martial halfling weapons are simple weapons, and advanced halfling weapons are martial weapons.


Keen Senses:
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.

Scoundrel Racket:
When you successfully Feint, the target is flat-footed against melee attacks you attempt against it until the end of your next turn. On a critical success, the target is flat-footed against all melee attacks until the end of your next turn, not just yours.

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.

Trap Spotter:
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.