Jemet Winderbole

Ukter Quickmug's page

3 posts. Organized Play character for Veniir.


Race

Male Halfling uRogue 1 | AC 17 T 15 FF 13 | Saves +2 +7 +1 | CMD 11 | HP 9/9 | Perception +6 | Init +4

Classes/Levels

| conditions: none

About Ukter Quickmug

STR 6, DEX 19, CON 12, INT 14, WIS 10, CHA 14

Male Halfling
Small Size
CG uRogue 1
BaB +0
Init +4; Senses: Perception +6, Sense Motive +0, Lowlight vision
CMB -3 (0BaB -2str -1 size)
CMD 11 (0BaB -2str +4dex -1 size)
Favored Class Rogue
FC bonus: +1 Skill point

Defense
AC 17, touch 15 flat-footed 13 (+2 Armor +4 Dex +1 size)
HP 9 (8 + 1 (1*1 con))
Fort +2 (+0 base +1 Con +1 racial)
Ref +7 (+2 base +4 Dex +1 racial)
Will +1 (+0 base +0 Wis +1 racial) (add 2 vs fear)

Offense
Speed 20 ft
Melee dagger +5 (1d3-2/19-20x2 piercing)
Melee full attack dagger +3/+3 (1d3-2/19-20x2 piercing) (1d3-2/19-20x2 piercing)
Ranged light crossbow +5 (1d6/20x2 piercing)
Sneak attack 1d6
Space 5 ft, Reach 5 ft

Other abilities and SQ
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.

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.

Helpful trait:
Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.

Traits:
Helpful

Feats:
Lvl 1 - Two-weapon fighting
Finesse Training - Weapon Finesse

Skills:
Acrobatics +10 (1 Ranks +4 Dex +3 CS +2 racial)
Bluff +6 (1 Ranks +2 Cha +3 CS)
Climb +4 (1 Ranks -2 Str +3 CS +2 racial)
Diplomacy +6 (1 Ranks +2 Cha +3 CS)
Disable Device +8 (1 Ranks +4 Dex +3 CS) (add 1 against traps)
Escape Artist +8 (1 Ranks +4 Dex +3 CS)
Intimidate +6 (1 Ranks +2 Cha +3 CS)
Knowledge (local) +6 (1 Ranks +2 Int +3 CS)
Perception +6 (1 Ranks +0 Wis +3 CS +2 racial) (add 1 against traps)
Stealth +12 (1 Ranks +4 Dex +3 CS +4 size)
UMD +6 (1 Ranks +2 Cha +3 CS)

Background skills:
Perform (flute) +6 (1 Ranks +2 Cha +3 CS)
Slight of Hand +8 (1 Ranks +4 Dex +3 CS)

Languages: Common, Halfling, Gnome, Goblin

Equipment:
Wealth: 41gp 8sp
Common items
Dagger x2, Leather armor
Backpack, Bedroll, Crowbar, Winter blanket, Belt pouch, Grappling hook, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin, Thieves' tools, Flute, Hooded lantern, Oil (1 pint)
Alchemical items
Acid x2, Sunrod x5
Magic items
Wands

Background:

Ukter Quickmug was born in a family of traveling merchants. Wanderlust was one of the first feelings he learned, and the joy of life was never lost to him. Being small in a world of human-sized people, however, brings many opportunities, most of which involve taking things that aren't, strictly speaking, his. These new habits, however, created a rift between him and his famliy.

Choosing a fun life, he decided he was old enough to leave and left to find his own path. Having no particular plan for life, he lived village to village, caravan to caravan. This went on until he talked himself onto a caravan to little town of Belhaim...