Rogue 14 [ HP 36/87 (0 NL) | AC 26 Tch 19 FF 20 | Fort +9* Ref +18* Will +10* | CMD 27, 29 vs steal | Init +9 | Perc +21, vs traps +32, trap spotter | Effects: Haste]
About Randall Quickstep
Male halfling rogue (filcher) 14 (Pathfinder RPG Advanced Race Guide 64)
CG Small humanoid (halfling)
Init +9; Senses Perception +21 (+25 to hear the details of a conversation or to find concealed or secret objects (including doors and traps))
Limited abilities
Attunement with Jametor (1/battle; target of Jametor's directed spell requiring an attack roll is denied Dex bonus to Randall's attacks for one round; granted here
Slippers of Spider Climb; 10 minutes/day (0 used)
Daredevil Cat's Paws; 10 rounds/day (1 used)
Gloves of Reconnaissance; 10 rounds/day (2 used)
Defense AC 26, touch 19, flat-footed 20 (+6 armor, +2 deflection, +5 Dex, +1 dodge, +1 natural, +1 size)
hp 87 (14d8+14)
Fort +9, Ref +18, Will +10; +1 circumstance vs magic effects, +2 vs. fear
Defensive Abilities improved evasion, combat expertise (+3/-3)
Offense Speed 30 ft.
Melee +1 evil outsider-bane holy cold iron dagger +17/+12 (1d3+1/19-20 plus 2d6 vs. Evil Outsider and 2d6 vs. evil)
. . vs evil outsiders, +21/+16 (1d3+5+4d6/19-20)
. . vs evil creatures, +19/+14 (1d3+3+2d6/19-20)
. . mwk cold iron dagger +17/+12 (1d3/19-20)
Ranged +1 light crossbow +17 (1d6+1/19-20)
Special Attacks sneak attack +7d6 plus 7 bleed
Statistics Str 10, Dex 21, Con 12, Int 15, Wis 14, Cha 16
Base Atk +10; CMB +9 (+13 steal); CMD 27 (29 vs. steal)
Feats Combat Expertise, Dodge, Extra Rogue Talent[APG], Feint Partner[UC], Greater Steal[APG], Improved Initiative, Improved Steal[APG], Outflank[APG], Shadow Strike[APG], Weapon Finesse
Traits fast-talker, vagabond child (urban)
Skills Acrobatics +21, Appraise +22, Bluff +20, Climb +6, Diplomacy +9, Disable Device +30 (including +7 trapfinding), Escape Artist +20, Knowledge (dungeoneering) +19, Knowledge (local) +7, Linguistics +6, Perception +21 (add +4 to hear the details of a conversation or to find concealed or secret objects (including doors and traps), add +7 from trapfinding), Sense Motive +9, Sleight of Hand +22, Stealth +25, Swim +5, Use Magic Device +19; Racial Modifiers +2 Perception
Languages Common, Elven, Halfling, Sign language
SQ filch, quicker than the eye, rogue talents (bleeding attack +7, canny observer[APG], combat trick, fast stealth, improved evasion, trap spotter, unwitting ally[UC]), rummage, trapfinding +7
Combat Gear cold iron crossbow bolts (50), wand of bless weapon (CL 2nd, 20 charges), wand of cure light wounds, wand of greater magic weapon (10 charges); Other Gear norqual agile breastplate[APG], +1 evil outsider-bane holy cold iron dagger, +1 light crossbow, mwk cold iron dagger, amulet of natural armor +1, belt of incredible dexterity +4, cloak of resistance +3, daredevil boots[ARG], handy haversack, headband of vast intelligence +2, ioun torch ioun stone[APG], ring of feather falling, ring of protection +2, slippers of spider climbing, masterwork thieves' tools (x2), 187 gp
Special Abilities Bleeding Attack +7 (Ex) Sneak attacks also deal 7 bleed damage/round.
Canny Observer (Ex) +4 Perception to overhear conversations or find concealed or secret objects.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Daredevil Softpaw Slippers of Spider Climb Aura faint transmutation and faint enchantment; CL 4th; When worn, a pair of these slippers enables movement on vertical surfaces or even upside down along ceilings, leaving the wearer's hands free. Her climb speed is 20 feet. Severely slippery surfaces—icy, oiled, or greased surfaces—make these slippers useless. The slippers can be used for 10 minutes per day, split up as the wearer chooses (minimum 1 minute per use).
. . Also, as a free action, the wearer can click her heels together to grant herself a +5 competence bonus on Acrobatics checks made to move through threatened squares or to move through an enemy's space without provoking attacks of opportunity for up to 10 rounds per day. The rounds need not be consecutive. Furthermore, anytime the wearer of the boots successfully moves though the space of an enemy without provoking an attack of opportunity, she gains a +2 bonus on attack rolls against that enemy until the end of her turn.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Feint Partner When ally successfully feints, opponent loses Dex bonus against your next attack
Gloves of Reconnaissance Aura faint divination; CL 3rd; On command, the wearer can use the gloves to see and hear though solid material no more than 15 feet thick by placing both hands on that material. The gloves can be used for 10 rounds each day. The rounds need not be consecutive.
Greater Steal Foe doesn't realize you've stolen from him until after combat.
Improved Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Failure deals half dam.
Improved Steal You don't provoke attacks of opportunity when stealing.
Noqual Agile Breastplate Cost 8400 gp; Weight 6.25#; Treat as light armor; Maximum Dexterity bonus +5; Armor check penalty -1 except for Climb and Jump checks, which are 0; Spell failure chance is 40% for anything cast by the wearer. The wearer of a suit of noqual armor gains a +1 circumstance bonus on all saving throws against spells and spell-like abilities
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Quicker Than the Eye +14/-7 (Ex) Bonus when use Sleight of Hand as a move & draw hid item quick. Foes take perception penalty.
Ring of feather falling Feather fall activates if you fall more than 5 ft.
Rummage (Ex) You can make an Appraise check to rank value of target's carried items as a swift action.
Shadow Strike You can deal precision damage against targets with some concealment.
Sneak Attack +7d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Superior Filching Use your Sleight of Hand bonus when performing a steal maneuver.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +7 Gain a bonus to find or disable traps, including magical ones.
Unwitting Ally (Ex) As a swift action, opposed Bluff check to treat foe as ally for flanking.
ROG 13:
Status line: Rogue 13 [ HP 68/68 (0 NL) | AC 26 Tch 17 FF 21 | Fort +7* Ref +13* Will +7* | CMD 22, 24 vs steal | Init +8 | Perc +20, vs traps +30, trap spotter | Effects: ]
Male halfling rogue (filcher) 13 (Pathfinder RPG Advanced Race Guide 64)
CG Small humanoid (halfling)
Init +8; Senses Perception +20
Limited abilities
Free d20 reroll (one; 2014 Christmas present from Oladon)
Attunement with Jametor (1/battle; target of Jametor's directed spell requiring an attack roll is denied Dex bonus to Randall's attacks for one round; granted here
Slippers of Spider Climb; 10 minutes/day (0 used)
Daredevil Cat's Paws; 10 rounds/day (0 used)
Gloves of Reconnaissance; 10 rounds/day (1 used)
Defense AC 24, touch 17, flat-footed 19 (+6 armor, +1 deflection, +4 Dex, +1 dodge, +1 natural, +1 size)
hp 81 (13d8+13) -13 due to CON drain Fort +8 -1 due to CON drain, Ref +15, Will +9; +2 vs. fear, +1 vs spells or spell-like effects
Defensive Abilities improved evasion, combat expertise (+3/-3)
Offense Speed 20 ft.
Melee +1 short sword +15/+10 (1d4-1/19-20)
Ranged +1 light crossbow +15 (1d6+1/19-20)
Special Attacks sneak attack +7d6 +7 bleed
Statistics Str 10, Dex 19, Con 12 10 due to drain, Int 15, Wis 14, Cha 16
Base Atk +9; CMB +8 (+12 steal); CMD 24 (26 vs. steal)
Feats Combat Expertise, Dodge, Extra Rogue Talent[APG], Feint Partner[UC], Greater Steal[APG], Improved Initiative, Improved Steal[APG], Outflank[APG], Shadow Strike[APG], Weapon Finesse
Traits fast-talker, vagabond child (urban)
Skills Acrobatics +19, Appraise +22, Bluff +20, Climb +5, Diplomacy +9, Disable Device +27 (including +6 trapfinding), Escape Artist +18, Knowledge (dungeoneering) +18, Knowledge (local) +7, Linguistics +6, Perception +20 (added +4 to hear the details of a conversation or to find concealed or secret objects (including doors and traps), +6 added from trapfinding), Sense Motive +9, Sleight of Hand +20, Stealth +23, Swim +4, Use Magic Device +17; Racial Modifiers +2 Perception
Languages Common, Elven, Halfling, Sign language
SQ filch, quicker than the eye, rogue talents (bleeding attack +7, canny observer[APG], combat trick, fast stealth, improved evasion, trap spotter), rummage, trapfinding +6
Other Gear +1 light crossbow, +1 short sword, amulet of natural armor +1, belt of incredible dexterity +2, gloves of reconnaissance, handy haversack, headband of vast intelligence +2, ioun torch ioun stone[APG], ring of feather falling, ring of protection +1, daredevil slippers of spider climbing, masterwork thieves' tools, 150 gp
In Handy Haversackcloak of elvenkind, +2 shadow mithral chainmail
Special Abilities Bleeding Attack +7 (Ex) Sneak attacks also deal 7 bleed damage/round.
Canny Observer (Ex) +4 Perception to overhear conversations or find concealed or secret objects.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Daredevil Softpaw Slippers of Spider Climb Aura faint transmutation and faint enchantment; CL 4th; When worn, a pair of these slippers enables movement on vertical surfaces or even upside down along ceilings, leaving the wearer's hands free. Her climb speed is 20 feet. Severely slippery surfaces—icy, oiled, or greased surfaces—make these slippers useless. The slippers can be used for 10 minutes per day, split up as the wearer chooses (minimum 1 minute per use).
. . Also, as a free action, the wearer can click her heels together to grant herself a +5 competence bonus on Acrobatics checks made to move through threatened squares or to move through an enemy's space without provoking attacks of opportunity for up to 10 rounds per day. The rounds need not be consecutive. Furthermore, anytime the wearer of the boots successfully moves though the space of an enemy without provoking an attack of opportunity, she gains a +2 bonus on attack rolls against that enemy until the end of her turn.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Fearless +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Feint Partner When ally successfully feints, opponent loses Dex bonus against your next attack
Gloves of Reconnaissance Aura faint divination; CL 3rd; On command, the wearer can use the gloves to see and hear though solid material no more than 15 feet thick by placing both hands on that material. The gloves can be used for 10 rounds each day. The rounds need not be consecutive.
Greater Steal Foe doesn't realize you've stolen from him until after combat.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Improved Steal You don't provoke attacks of opportunity when stealing.
Noqual Agile Breastplate Cost 8400 gp; Weight 6.25#; Treat as light armor; Maximum Dexterity bonus +5; Armor check penalty -1 except for Climb and Jump checks, which are 0; Spell failure chance is 40% for anything cast by the wearer. The wearer of a suit of noqual armor gains a +1 circumstance bonus on all saving throws against spells and spell-like abilities
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Quicker Than the Eye +13/-6 (Ex) Bonus when use Sleight of Hand as a move & draw hid item quick. Foes take perception penalty.
Ring of feather falling Feather fall activates if you fall more than 5 ft.
Rummage (Ex) You can make an Appraise check to rank value of target's carried items as a swift action.
Shadow Strike You can deal precision damage against targets with some concealment.
Sneak Attack +7d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Superior Filching Use your Sleight of Hand bonus when performing a steal maneuver.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +6 Gain a bonus to find or disable traps, including magical ones.
ROG12:
Status line:
(Naktor) Rogue 12 [ HP 75/75 (0 NL) | AC 28 Tch 17 FF 23 | Fort +6* Ref +13* Will +7* | CMD 24, 26 vs steal | Init +8 | Perc +19, vs traps +29, trap spotter | Effects: STR Damage 4]
Male Halfling Rogue (Filcher, favored) 12
CG Small Humanoid (Halfling)
Init +8; Senses Perception +19, Trap Spotter, Canny Observer
Languages Common, Halfling, Elven, Halfling Sign Language
DEFENSE AC 24, touch 17, flat-footed 19 (+6 armor, +1 Natural, +1 deflection, +4 Dex, +1 dodge, +1 size)
hp 75 (12d8; max at first, half +1 thereafter)
Fort +8, Ref +15, Will +9, +2 vs. fear, +1 vs. spells or spell-like abilitiesincluding +2 from cloak Fort +6, Ref +13, Will +7, +2 vs. fear, +1 vs. spells or spell-like abilitieswithout +2 from cloak
Improved Evasion
Combat Expertise (+3/-3)
OFFENSE Speed 30 ft.
Melee+1 medium agile dagger (treat as small short sword) +13/8 (1d4+5/19-20)
Melee mw dagger (small) +13/8 (1d3/19-20)
Melee dagger (small) +12/7 (1d3/19-20)
Ranged dagger (small/thrown) +12/7 (1d3/19-20)
Melee dagger (punching) (small) +12/7 (1d3/x3)
Ranged+1 medium hand crossbow (treat as small light crossbow) +13 (1d6+1/19-20)
drow poison bolts (29)
fire bolts (7)
acid bolts (17)
normal bolts (94)
+1 bolts (20)
Special Attacks Sneak Attack 6d6 + 6 bleed
Magic Item Spell-Like Abilitiesfeather fall, at will
STATISTICS Str 10 6, Dex 17 (+2 magic), Con 12, Int 13 (+2 magic), Wis 14, Cha 16
Base Atk +7;
CMB +12 (+26 for steal maneuvers; target does not gain +5 to CMD when he removes items fastened to them; +18 for disarm maneuvers - weapon snatch uses sleight of hand bonus)
CMD 24 (26 vs steal maneuvers)
Bleeding Attack (Ex) You can cause living opponents to bleed when hitting them with a sneak attack. This attack causes the target to take 6 additional points of damage each round. Bleeding creatures that that amount of damage every round at the start of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.
Canny Observer (Ex) When a rogue with this talent makes a Perception check to hear the details of a conversation or to find concealed or secret objects (including doors and traps), she gains a +4 bonus.
Fast Stealth This ability allows a rogue to move at full speed using the Stealth skill without penalty.
Fast-Talker You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
Fearless (Ex) Halflings receive a +2 racial bonus on saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck.
Filch (Ex) At 4th level, a filcher learns how pluck items off her opponents even in combat. She gains Improved Steal (Advanced Player’s Guide 163) as a bonus feat and can use her Sleight of Hand bonus instead of her CMB when performing a steal combat maneuver (Advanced Player’s Guide 322). If the filcher gains bonuses on combat maneuver checks from any feats, spells, magic items, or similar effects, they are added to the Sleight of Hand bonus when using the steal maneuver. This ability replaces uncanny dodge.
Fleet of Foot (Ex) Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.
Gloves of Reconnaissance Aura faint divination; CL 3rd; On command, the wearer can use the gloves to see and hear though solid material no more than 15 feet thick by placing both hands on that material. The gloves can be used for 10 rounds each day. The rounds need not be consecutive.
Halfling Luck (Ex) Halflings receive a +1 racial bonus on all saving throws.
Improved Evasion (Ex) The rogue takes no damage on a successful Reflex saving throw against an attack that normally would deal half damage on a successful save. Further, he takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
Keen Senses (Ex) Halflings receive a +2 bonus on Perception skill checks.
Noqual Agile Breastplate Cost 8400 gp; Weight 6.25#; Treat as light armor; Maximum Dexterity bonus +5; Armor check penalty -1 except for Climb and Jump checks, which are 0; Spell failure chance is 40% for anything cast by the wearer. The wearer of a suit of noqual armor gains a +1 circumstance bonus on all saving throws against spells and spell-like abilities.
Quicker than the Eye (Ex) At 2nd level, a filcher develops an amazingly swift and delicate touch. When she uses Sleight of Hand, creatures take a penalty on their Perception checks to notice the attempt equal to half the filcher's class level. The filcher also subtracts her class level from the normal –20 penalty when attempting to make a Sleight of Hand check as a move action instead of as a standard action. Lastly, the filcher can withdraw an object hidden on her person, including a weapon, as a move action instead of the usual standard action. This ability replaces evasion.
Rummage (Ex) At 3rd level, a filcher learns how to assess the value of items at the quickest glance. She can even make startlingly accurate guesses about particular items merely by observing the bulges they make in pouches, backpacks, or similar containers. She gains a +1 bonus on Appraise checks and an additional +1 bonus every three levels thereafter.
As a swift action, a filcher can make an Appraise check in order to determine the relative value of each object carried by her target (DC = 10 + 1 for every object the filcher is trying to ascertain the relative value of ). Though she never learns the actual prices of items when using rummage, she does gain enough information to list these items in order, from the most valuable to the least valuable. She can, by taking a –20 penalty on the check, add to this assessment any items carried by her target that she cannot see. This ability replaces trap sense +1, +2, +3, +4, +5, and +6.
Daredevil Softpaw Slippers of Spider Climb Aura faint transmutation and faint enchantment; CL 4th; When worn, a pair of these slippers enables movement on vertical surfaces or even upside down along ceilings, leaving the wearer's hands free. Her climb speed is 20 feet. Severely slippery surfaces—icy, oiled, or greased surfaces—make these slippers useless. The slippers can be used for 10 minutes per day, split up as the wearer chooses (minimum 1 minute per use).
Also, as a free action, the wearer can click her heels together to grant herself a +5 competence bonus on Acrobatics checks made to move through threatened squares or to move through an enemy's space without provoking attacks of opportunity for up to 10 rounds per day. The rounds need not be consecutive. Furthermore, anytime the wearer of the boots successfully moves though the space of an enemy without provoking an attack of opportunity, she gains a +2 bonus on attack rolls against that enemy until the end of her turn.
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 6d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you 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, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. However, thanks to the Shadow Strike feat, you can sneak attack while striking a creature with concealment.
Superior Filching (Ex) At 8th level, a filcher becomes a master at separating owners from their property. He gains Greater Steal as a bonus feat, and opponents do not gain a +5 bonus to their CMD when she tries to remove items fastened to them.
Trapfinding (Ex) You add +5 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.
Trap Spotter (Ex) Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
Vagabond Child (urban) (Sleight of Hand) You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment. Select one of the following skills - Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
Weapon Familiarity (Ex) Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.
Backstory:
Randall doesn't know what happened to his father. And he doesn't know how he and his mother came to be in Riddleport. She spoke a few times of living a life somewhere else, a life she didn't like, and of his father whom she liked very much, but she would never discuss the gaps. Did his unnamed father come to Riddleport with her? Why isn't he here now? Asking such questions were the one thing that the young Randall knew of that would make her cry, so he stopped asking.
She worked very hard as a laundress for a few families of means, but it was hard to compete when the human women doing the same work could carry so much more than she could - by accident of nature, they could do so much more! For some reason, she did not want to be a maid or a cook in the fine homes. He was so sure life would be better if she had just done that... She was never able to get ahead, just keeping a little food on the table and a roof over their heads. Bless her heart, she worked herself into an early grave, leaving young Randall where he's grown up while she worked - on the streets of Riddleport.
With his quick hands and quick smile, he learned that he could make enough coin to keep from starving even if he was homeless, but he soon came to someone's attention. The dirty old human told Randall that he was working someone's turf and he had a choice of getting anchored in the harbor or giving what him what he'd earned. Randall handed over the coppers - and a silver! - he'd picked up that day, head down. The old human - Harvey, he said his name was - told him he'd done good and he could stay. After that, Randall would work his little cons, pick pockets when the opportunity arose, and sometimes Harvey would send him with someone to 'recover' something. That's where he learned about tripwires and poison needles and picking locks. Best of all, Harvey and "his kids" watched out for Randall. If someone caught him with his hand in their pocket, Harvey or one of the boys would distract the mark and Randall could escape. About a month ago, that stopped. Randall found out that Harvey lied, sort of - Randall had been working someone's turf, all right, but it wasn't Harvey's. Randall and one of the other boys found Harvey in the gutter, stone cold, the mark of a killer on his cheek. It didn't look like a good way to die. When Randall's mother died, she looked like she was sleeping, like she had found a peace she hadn't found before. She looked better. Harvey looked older and dirtier than ever. Mostly dirtier. He looked worse.
Since then, Randall has been trying to figure out how to get off the streets. He doesn't want to die like Harvey. He cleaned himself up and started hanging out with the 'runners' so he might get picked to run errands for a few coppers or a silver. There are even a couple of important men - they say they are - that have him run messages back and forth. They hand him a cylinder of wood or bone and make him promise not to open it. When he hands it, unopened, to the other man, he gets a silver. Yesterday's must have been very important because he got five silvers! Now he has a gold coin in his shoe and a plan. It all centers around a contest where you need a gold coin to get in...