Lem

Platonius Lightfoot, Esquire's page

24 posts. Alias of rpblue.


Full Name

Platonius Jefferies Killreddington Lightfoot the Third, Esq.

Race

| HP: 17/17 | AC: 18 (14 Tch, 15 Fl) | CMB: +0, CMD: 13 | F: +2, R: +7, W: +1 | Init: +3 | Perc: +6, SM: +3

Classes/Levels

| Speed 20ft | Hero: 3/3 | Active conditions: None.

Gender

Busker Extraordinaire and Procurer of Rare Items 2

About Platonius Lightfoot, Esquire

Platonius Lightfoot, Esq.
Male Halfling Unchained Rogue 2
N Medium Humanoid (Halfling)
Initiative +3;

Defense::

AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size)
HP 17 (2d8+4)
Fort +2, Ref +7, Will +1
Defensive Abilities

Offense::

Speed 20 ft.
Melee masterwork dagger +7 (1d3+1 | 19-20) [P or S]
Melee sap +5 (1d4) [B - Non-lethal]
Ranged masterwork dagger +7 (1d3+1 | 19-20) [P or S]
Ranged hand crossbow +6 (1d3) [P]

Statistics::

Str 10, Dex 17, Con 13, Int 15, Wis 8, Cha 12
Base Attack +1; CMB +0; CMD 13
Feats: Weapon Focus (Dagger)
Skills (20 Ranks)
Acrobatics +10; Appraise +7; Climb +6; Diplomacy +5; Disable Device +10; Escape Artist +8; Kn.(Loc.) +7; Perception +6; Sense Motive +3; Sleight of Hand +8; Stealth +12; Swim +5
Languages Common, Halfling, Azlanti, Polyglot
Traits Resilient - Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your willpower as a result, and gain a +1 trait bonus on Will saves; River Rat - You gain a +1 trait bonus on damage rolls with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you;
Racial Traits Size: +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; Base Speed (Slow Speed): Halflings have a base speed of 20 feet; 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; Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks; 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.
SQ Evasion; Trapfinding +1; Finesse Training; Rogue Talents (Minor Magic(Detect Magic)); Sneak Attack: 1d6
Combat Gear Chain Shirt, MW; Dagger, MW (x4); Hand Crossbow, MW; Hand Crossbow Bolts (x50)
Other Gear Rogue’s Kit 20 GP (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, torches (10), trail rations (5 days), and a waterskin.); Hammock 1 SP; Masterwork Thieves Tools 100 GP; 50 bolts 5 GP; Merchant’s Scale 2 GP; Hooded Lantern 7 GP; Signet Ring 5 GP; Pint of Oil (x9) 9 SP
Remaining Gold: 2 GP Remaining Gold: 2 GP

Special Abilities::

Weapon and Armor Proficiency: 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.

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 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), 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 total 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.

Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.