Weapon and Armor:
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: Currently +2d6
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: Currently +1
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.
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.
Combat Trick: Improved Initiative
Size: 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.
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.
River Rat: +1 dagger damage and +1 Swim and Swim is always a class skill
Reactionary: Gain +2 to Initiative
Priscilla is often mistaken for a little girl when first glanced at. She however is far from that. To those who see her is is perfectly perportioned for her size. She wears a simple cloak of dark navy blue and under it a skirt of deep gray with a grey long coat and a hint of a tight yellow undershirt. Over the skirt and under shirt is thick leather dyed a deep slate color to aid in her self preservation. On top of the coat however are two bandoliers of simple brown that hold a small arsenal of daggers. on her wrists are reinforced leather gloves to help with those lovely back alley brawls. All in all the beautiful halfling woman is ready for the rough streets she wanders.
Priscilla grew up on a simple fishing barge with the rest of her family. On this barge they caught all manner of fish that same the rivers and inlets her family dwelt. It was a simple life that let her truly master her crafts.
When she turned Twenty her father and mother left her on the river bank with a dagger and some supplies and told her to go forth and see the world. She did just that traveling the world with just her wits. She thus craved her way to the life she has know as a skilled thief and adventurer.