Jemet Winderbole

Thomas Connor's page

1 post. Alias of Gwahir777.


Full Name

Thomas Connor

Race

Halfling

Classes/Levels

Unchained Rogue 1

Gender

Male

Size

Small

Age

24

Special Abilities

Sneak Attack, Trapfinding, Finesse Training

Alignment

Neutral

Location

Restov, Brevoy

Languages

Common, Halfling, Elven, Goblin, Orc

Strength 10
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 10
Charisma 12

About Thomas Connor

Thomas Connor

Charming Ne’er-do-well

Halfling Unchained Rogue 1
(Pathfinder Unchained)
N small humanoid (halfling )
Init +5; Perception +6

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DEFENSE
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AC 17, touch 14, flat-footed 14(+3 Armor; +3 Dex +1 Size)
hp 9 (1d8+1)
Fort +2, Ref +6, Will +1

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OFFENSE
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Speed 20 ft.
Melee TWF Dagger +2 (1d3/19-20x2) and
Melee TWF Dagger +2 (1d3/19-20x2) or

Melee Dagger +4 (1d3/19-20x2) or

Ranged Shortbow +4(1d4/x3) Range 60ft
Ranged Dagger +4(1d3/19-20x2)

Bonus Damage - 1d6 sneak attack if target is flanked or denied dex bonus. 30ft ranged

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STATISTICS
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Str 10, Dex 16, Con 13, Int 14, Wis 10, Cha 12
Base Atk +0; CMB +-1; CMD 12

Feats and Skills:

Two Weapon Fighting -When fighting with a light weapon or a finessable weapon in your off-hand the penalties are -2/-2.

Skills [8 (Rogue) + 2 (Int) + 1 (favored class)=11]
+8 Acrobatics= +1(Ranks) +3(Dex) +2(Racial Trait) -1 Armor Check +3(Class)
+5 Bluff= +1 (Ranks) +1 (Cha) +3 (Class) [+6 on bandits]
+5 Diplomacy= +1(Ranks) +1(Cha) +3(Class) [+6 on bandits]
+7 Disable Device= +1(Ranks) +3(Dex) +1 (Trapfinding) - 1 Armor Check +3(Class)
+5 Disguise= +1 (Ranks) +1 (Cha) +3(Class)
+6 Perception= +1(Ranks) +2 (Racial Trait) +3(Class) [+7 on finding traps]
+4 Sense Motive= +1(Ranks) +3 (Class) [+5 on bandits]
+10 Stealth= +1(Ranks) +3(Dex)+4 (Small Size), -1 Armor Check +3(Class)
+5 Survival= +1(Ranks) +1 (Poverty-stricken Trait) +3(Class)
+3 Swim= +1 (Ranks) -1 Armor Check +3 (Class)
+5 Use Magic Device= +1(Ranks) +1 (Cha) +3 (Class)

Background Skills [2]
+6 Craft(Armor)= 1(Ranks) +2 (Int ) +3 (Class)
+6 Craft(Weapon)= 1(Ranks) +2 (Int ) +3 (Class)

Languages, Wealth, and Gear:

Languages Common, Halfling, Elven, Goblin
Current Load: 23 lbs. [Light Load]

Gear/Possessions:

Starting gold: 150+100 (Bandit Campaign Trait.)
Current gold: 128
Current silver: 1
Current copper: 9

Studded Leather | 25gp | 10 lbs.
Shortbow | 30gp | 1 lb.
Arrows, Common (20) | 1gp | 1.5 lbs.
Dagger | 2gp | .5 lb.
Dagger | 2gp | .5 lb.

backpack | 2gp | .5 lb
belt pouch | 1gp | .125 lb
Flint and steel | 1gp | -
thieves' tools | 30gp | 1 lb
torch | 2cp | 1 lb
trail rations (1 days) | .5gp | .25 lbs
waterskin | 1gp | 4 lbs
Wire | 5gp | .5 lb
Outfit, Explorer's | - | 2 lbs.

Mule | 8gp | - (Rest of gear on mule)
bedroll | 1sp | 1.25 lbs
Iron pot | 8sp | 4 lbs
Mess kit | 2sp | 1 lb
rope (50ft) | 1gp | 10 lbs
soap | 1cp | 1 lb
trail rations (4 days) | 2gp | 1 lb
Torch (4) | 8cp | 4 lbs
Artisan Tools (armor) | 5gp | 5lbs
Artisan Tools (weapon) | 5gp | 5lbs
Feed (5) | 1sp | 50 lbs

Class Features:

Class Features:

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 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), 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 total concealment.

Trapfinding
A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training (Ex)
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Racial Traits:

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 CMB and CMD, 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 checks.

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.

Character Traits:

Reactionary
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

Poverty-Stricken
Your childhood was tough, and your parents always had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 bonus on Survival checks, and Survival is always a class skill for you.

Brigand (Campaign Player's Guide)
You come from a background of thieves and brigands. You may well be fleeing from trouble related to that. You begin the game with an additional 100gp in ill gotten gains, and gain +1 to bluff, intimidate, diplomacy, and sense motive when using these skills with bandits, thieves, and the like.

Background:

Thomas spent his early years in a minor lord’s manor in southern Brevoy. Not as a noble itself, but rather as the son of two servants. He grew up listening to stories of his grandfather, a slave who escaped Cheliax and become a very successful thief in the River Kingdoms. Inspired by this he got in trouble when he was 12 by trying to steal from the Lord. Rather than staying to face judgment, he fled to the south, hoping to follow in the footsteps of his grandfather.

He fell in with brigands working west of Restov, collecting a “Forest Tax” on passing caravan. He quickly discovered that whether it was a Lord or a Brigand Chief, most important people he met assumed being a halfling meant you were called to serve them. He found himself mending armor and cooking food. But by the time he had grown up he proved he was more skilled at scouting than anyone else in the camp. Things went well for a while until leadership changed hands. The new chief was greedier, and dumber. He decided to start slaughtering travelers on the road and taking all their belongings. Thomas may be a thief, but he was not comfortable killing for no reason. One day while scouting he narrowly evaded a group of adventurers hired to wreak vengeance on the bandits.

He fled to Restov. While there he discovered chartered adventurers were being called to establish a new kingdom in the stolen lands. It seemed like the perfect place to lay low. And besides, if he did manage to join a group of adventurers he might just be able to help create a nation where Halflings could truly rise above mere serving.