Race |
23/23 HP | AC 18/16/14 | F+3,R+5, W+3 | Perc +10/+11 (vTraps), Init. +5, DisDev+12 | CMD 14 | |
Classes/Levels |
Female Halfling Unchained Rogue 3 | Evasion & Twist Away | 1 HeroPoint |
About Shel Whispertongue
Shel Whispertongue
Female Halfling Unchained Rogue 3
Age: 22
NG
Small Humanoid
2' 7" tall; 23 lbs.
Init. + 5; Perception + 10/+11 to find traps.
_____________________________________________________
Defense
_____________________________________________________
AC 18 (Dex +3, Armor +2, Dodge +1, deflection + 1, size +1), touch 16, flat footed 14
HP: 23/23 (3d8 plus 3 Con + 2 FC)
Fort: +3 , Ref: +5, Will +3
+1 to saves versus charm and compulsion spells
+2 to saves versus Fear
Evasion
_____________________________________________________
Offense
_____________________________________________________
Speed 20'
Melee:
+6 Sm. Dagger,1d3+3 (19-20/x2), or
+6 Sm. Rapier, 1d4 (18-20/x2), or
+6 Sm. Sap, 1d4 (x2), or
+4/+4 Sm. Dagger, 1d3+3 (19-20/x2) with 2 weapon fighting.
Ranged: +6 Sling w/ 20 bullets, 1d3 (x2) 50' range
______________________________________________________
Statistics
______________________________________________________
STR 10, DEX 16, CON 12, INT 12, WIS 12, CHA 14
BAB: +2; CMB +1; CMD 14
Feats:
1b. Weapon Finesse--With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls.
1. Dodge
2. Combat Trick from Rogue Talent (2 Weapon Fighting)
3. Twist Away: can substitute Reflex save for Fort save and be staggered next round.
Skills:
(8 per level + 1 Int. Bonus + 1 FC) 28
Acrobatics +11 (3 rank + 3 Dex + 3 Class + 2 Racial)
Bluff +7/+8*(1 rank + 2 Cha + 3 Class +1 Trait)
*to pass secret messages
Climb +6 (1 rank + 0 Str + 3 Class + 2 racial)
Diplomacy +7 (2 rank + 2 Cha + 3 Class)
Disable Device +12 (3 rank + 3 Dex + 3 Class + 1 Trapfinding +2 Masterwork tools)
Escape Artist +8 (2 rank + 3 Dex + 3 Class)
Know. Dungeoneering +5 (1 rank + 1 Int + 3 Class)
Know. Local +8 (3 rank + 1 Int + 3 Class + 1 Trait)
Perception +10/+11* (3 rank + 1 Wis + 3 Class + 2 Racial +1Trapfinding*)
*bonus only to locate traps
Sense Motive +7 (3 ranks + 1 Wis + 3 Class)
Stealth +13 (3 rank + 3 Dex + 3 Class + 4 Racial)
Use Magic Device +8 (3 rank + 2 Cha + 3 Class)
Traits:
*Reactionary: +2 to Initiative.
*Veiled Disciple: +1 to Bluff to pass secret messages. +1 on saving throws versus charms and compulsions.
*Black Sheep (Bitter Nobleman): +1 to Knowledge Local, +1 to Bluff.
Languages:
Common, Elven, Halfling
Halfling Racial Traits:
*+2 Dexterity, +2 Charisma, –2 Strength: 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 Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
*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.
*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 Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.
Rogue Class 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 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.
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. Current sneak attack 2d6.
*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.
*Weapon Finesse & add Dex mod to damage with daggers.
*Rogue Talent: Combat Trick—2 weapon fighting.
Wealth: 32 gold, 9 silver
Gear:
Sm. Leather Armor, 10 gold,
Sm. Dagger x3, 6gold,
Sm. Rapier, 20 gold,
Sm. Sap, 1 gold,
Sling
20 bullets, 2 silver
Ring of Protection +1
Sm. Explorer's Outfit 4 lbs.--free
Backpack, 2 gold
Waterskin, 1 gold
Belt Pouch, 1 gold
5 day's rations, 2.5 gold
3 oil flasks, 3 silver
5 tindertwigs, - 5 gold
Fish hook -1 silver
Hemp Rope 25', 1 gold
Sm. masterwork thieves tools, 100 gold
Thieves Tools, 30 gold
Caltrops, 1 gold
Alchemist's Fire, 20 gold
Acid (flask), 10 gold
Appearance:
Shel is a cute, tiny, slender halfling. She has a kind nature and generally has an impish grin on her face. She has brown eyes and hair. She is always seen in her gray cloak with well worn leather armor underneath. If closely observed, a dagger and a Rapier can generally be seen at her belt. In contrast to her tough appearance, she carries a fine handkerchief she uses to clean her hands before and after her lockpick attempts. Shel speaks quietly, as if she doesn’t want anyone else overhearing anything she has to say. Shel possesses a huge heart, and is always willing to help someone in need.
Backstory:
Typical of halflings in Cheliax, Shel was born into the world as a slave to a minor noble family. Her mother passed during the complicated childbirth, and her father was traded away. resolving a debt the house owed to another noble house. Despite this fact, Shel always maintained her pleasant demeanor and concentrating on doing her jobs. Shel gained favor of the family and her experience grew much more pleasant over the years. She was in the family until the age of 16, when the noble was stripped of his title and home due to a accounting error causing a massive amount of debt that could not be paid.
Basically, thrown out on the streets by the circumstances, Shel had to fend for herself. She still kept some contact with her former family, and hopes to find a way to help them out of their miserable circumstances. She caught on to the life on the streets very easily with her instincts. By an amazing bout of luck, she met a kindly stranger (well, after being caught attempting to pick his pocket), who realized there was something about her. He took her into his employ, and has sent her to make deliveries to various towns. She’s been sent to Sandpoint, and plans to take in the Festival before returning.
Motivation, Strengths:
Shel sees herself as a 'big picture' type. She adventures to gain wealth, both for her and her former family. She is a natural leader and will try to take basic command of any party she joins while in a dungeon. Usually, not in a confrontational way, but manipulating others so that her suggestions are usually followed. She is obsessive about looking for traps to protect her friends, especially in dungeon type circumstances.
Shel’s strength is that she can do a little bit of everything. She can help on the front line a little, she is very skilled, and with her dexterity she can plunk some sling stones as well. She is good at the normal rogue type things. She tries to be the most prepared member of the party for all circumstances.