Cold-Honed (from Arctic Region): Can move through natural snow and ice at their normal speed and gain a +4 racial bonus on Fortitude saves to
avoid nonlethal damage from cold environments. This racial trait replaces the elven immunities racial trait.
Adaptability: receive Skill Focus as a bonus feat at 1st level.
Keen Senses: +2 racial bonus on Perception checks.
Low-Light Vision: See twice as far as humans in conditions of dim light.
Elf Blood: Count as both elves and humans for any effect related to race.
Multitalented: Choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those
classes.
Class Features:
Weapon and Armor Proficiency: 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. 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: 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.
Favored Class Bonuses: Add a +½ bonus on Bluff checks to feint and Diplomacy checks to gather information.
Feats:
Dodge: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this
feat. Dex must be 13
Skill Focus
[spoiler=Traits]
Northern Ancestry: One of your parents came from the North, and the tales of the frozen lands at the top of the world that you grew up
listening to excited your imagination. Alternatively, maybe one of your ancestors passed on the blood of some frost-rimed creature. You feel most alive
during the chill of winter, and as a child, you spent hours playing in the snow. You rarely feel the cold, and you’ve always had a restless longing to
travel north. You gain a +1 trait bonus on Fortitude saves, as well as cold resistance 2; this resistance does not stack with cold resistance gained from
any other source.
Poverty-Stricken: You gain a +1 bonus on Survival checks, and Survival is always a class skill for you.
Basic Attacks:
Spear: +2, 1d8+3 damage, crit x3, 20 ft P Brace
Dagger: +3, 1d4+2 damage, crit 19-20/x2, Slash or Pierce
Dagger: (thrown 10'): +3, 1d4+2 damage, crit 19-20/x2, Slash or Pierce
Shortbow: +3, 1d6 damage, crit x3, 60 ft Pierce
Mace, Light: +2, 1d4+2 damage, crit x2, Blunt
Encumbrance: 54.5/58 lbs (116/175)
Gear:
Spear [6 lbs] 2GP 1d8 x3 20ft P Brace
Shortbow [2lbs] 30 GP 1d6 x3 60ft P
Arrows (20) [3lbs] 1GP
Dagger [1 lbs] 2GP 1d4 19-20/x2 10 ft P or S
Mace, Light [4 lbs] 5GP 1d4 x2 B
MW Backpack [4 lbs] 50GP
Bedroll [5 lbs] 1SP
Waterskin [4 lbs] 1GP
Pouch, belt [.5 lbs] 1GP
Rations, trail x3 [3 lbs] 5SP}15SP
Flint and steel [0 lbs] 1GP
Torch [1 lb] 1CP x 5
Whetstone [1 lb] 2CP
Snow goggles [0 lbs] 12 GP
Leather Armor 10GP +2AC
Explorer's outfit
Thieves Tools [1 lb] 30 GP
Money:
PP:
GP: 74
SP:4
CP:1
Background:
Sia was a lonely child after her mother left. She was forced to spend many nights alone in the dark, sheltering herself from the snow. Her earliest memories are her freezing and nearly starving to death. She would hide in a shallow cave that was near her home, at least she did until her father found her one night. That was probably one of the worst beatings she got from him. She would beg for him to leave her alone, that it wasn’t her fault that Mother left. The truth never helped her.
When she was old enough to run away and actually survive for more than a few weeks in the snow covered land, she left. She didn’t say any goodbyes. She had told him that she was going on a hunting trip with some of the other locals, but when that morning came she vanished without a trace. She headed south, away from the snow. Away from her father.
In the beginning of her journey, Sia had to steal in order to survive. She would do practically anything to ensure that she did not have to return to her village. She would rather die than be forced to be near her father again. If only she knew where her mother went and why…