Darius Finch

TIm Mill's page

80 posts. Alias of The Qin.


Full Name

Tim Mill

Race

Halfling

Classes/Levels

Rorght

Gender

Male

Size

small

Age

15

Alignment

Good

Languages

Common

Strength 15
Dexterity 17
Constitution 10
Intelligence 15
Wisdom 15
Charisma 11

About TIm Mill

Image of Tim HERE

Stats
rolled

Str=15 [+2][-2race]
Dex=17 [+3][+2Race]
Con=10 [+0]
Int=15 [+2]
Wis=15 [+2]
Cha=11 [+0]

Offence

Movement
Land 20'

Init +3 Perception +7

BAB+0 RBAB+3 MBAB+2

Unarmed strike TH+3 DMG1d3+2 B+NL [20 2x]
TH +3Light Mace 1d6+2 [19/20 2x]
Dagger TH+3 DMG 1d4+2 [19/20 2x]

CMB +2

Defiance
Senses perception +6

HP [6/6] 1x(6+0)=6

AC15 T13 FF12
10+2Armor+3Dex

CMD =15 [10+0BAB+2STR+3dex]

Saves:
F=0 [+0class+0Con]
R=4 [+1Class+3Dex]
W=2 [+0class+2Wis]

Resistance:

Feats and Traits

Feats
1:Weapon Finesse

Class
1:

Proficiency Weapon's
Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword.

Armor Proficiency
They are proficient with light armor, but not with shields.

Traits
1:Fates Favored [+1 to any luck bonus].
2:

Draw Back.
1:

Race
Standard Racial Traits
Ability Score Racial Traits: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
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.
Type: Halflings are humanoids with the Halfling subtype.
Base Speed (Slow Speed): Halflings have a base speed of 20 feet.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.
DEFENSE RACIAL TRAITS

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.
FEAT AND SKILL RACIAL TRAITS

Sure-Footed:
Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
OFFENSE RACIAL TRAITS

Weapon Familiarity:
Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
SENSES RACIAL TRAITS

Keen Senses:
Halflings receive a +2 racial bonus on Perception checks.

Skills

Skill Points [8+2]x1=[10]

+09 Acrobatics(+3dex, +1rank +2Race)
+02 Appraise (+2int, 0rank)
+00 Bluff (+0Cha +0Rank)
+04 Climb (+2str, +0rank +2Race)
+02 Craft [All](+2int, 0rank)
+02 Fly (+2dex, +0rank)
+07 Disable Device (+3int, +1rank)
+00 Diplomacy (+0Cha +0Rank)
+00 Disguise(+0cha, +0rank)
+07 Escape Artist(+3dex +1Rank)
+02 Heal (+2wis +0rank)
+00 Intimidate (+0Cha 0Rank)
+08 Perception (+2wis, +1rank +2Race)
+03 Ride (+3Dex +0ranks)
+00 Perform (+0Cha 0Rank)
+00 Profession () (+2Wis +0Rank)
+02 Sense Motive(+2wis, +0rank)
+03 Sleight of Hand(+3dex, +0rank)
+02 Spell craft(+2int, +0rank)
+07 Stealth(+3dex, +1rank)
+02 Survival(+2Wis 0rank)
+02 Swim (+2Str 0rank)
+00 Use Magic/Psionic Device(+0cha, +0rank)

Knowledge Cascade
+02 Knowledge (Dungeoneering) (+2int, +0rank +0class)<
+02 Knowledge (Engineering) (+2int, +0rank +0class)<
+02 Knowledge (Geography) (+2int, +0rank +0class)<
+02 Knowledge (History) (+2int, +0rank +0class)<
+02 Knowledge (Local) (+2int, +0rank +0class)<
+02 Knowledge (Nature) (+2int, +0rank +0class)<
+02 Knowledge (Nobility) (+2int, +0rank +0class)<
+02 Knowledge (Planes) (+2int, +0rank +0class)<
+02 Knowledge (Arcana) (+2int, +0rank +0class)<
+02 Knowledge (Religion)(+2int, +0rank +0class)<
+02 Knowledge (Mathematics) (+2int, +0rank +0class)<

+2 Linguistics (+2int, +0rank)

Concentration +2 (0ML+2INT)

< = Classfeat other Skill

Languages: Elven, Abyssal, Celestial, Common, Draconic, Infernal, Sylvan.

Rogue
Class Skills
Skill Ranks per Level: 8 + Int modifier.
The rogue’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Class Features
The following are class features of the rogue.
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. 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. See Precision Damage & Critical Hits FAQ for more information

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.