Halfling

Zababa's page

169 posts. Alias of Macharius.


Race

HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

Languages

Common, Dwarven, Elven, Goblin, Halfling

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

About Zababa

Male Halfling Rogue 2
CG Small Humanoid (halfling)

Init +3

Defense
CMD 13 AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
hp 16 (2d8+4)
Fort +3, Ref +7, Will +1; +2 vs. fear
Defensive Abilities evasion

Offense
Speed 20 ft.
Base Atk +1; CMB +0;
Melee Club +2 (1d4/x2), Dagger +5 (1d3/19-20/x2)
Ranged Sling +5 (1d3/x2)
Special Attacks sneak attack +1d6

Feats:

1-Weapon Finesse (Combat) 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. If you carry a shield, its armor check penalty applies to your attack rolls.

Skills:

Skills
*Acrobatics +10 (+6 jump)
*Appraise +8
*Climb +7
*Disable Device +9
*Escape Artist +8
Fly +5
Heal +0
*Intimidate
Knowledge (dungeoneering) +0 (+2 Circumstance bonus to avoid becoming lost when using a Compass)
Knowledge (history) +5
*Perception +7 (+12 to locate traps)
*Profession (Bookmaker) +5
*Sense Motive +0
*Sleight of Hand +8
*Stealth +12
Survival +0 (+2 Circumstance bonus to avoid becoming lost when using a Compass)
*Swim +5
*Use Magic Device +5

Equipment:

Combat Gear

  • Bullets, Sling (20) (.5 lb, 2sp)
  • Club (1.5 lb, -)
  • Dagger (.5 lb, 2gp)
  • Leather Armor (7.5 lb, 10gp)
  • Sling (- lb, -)

Other Gear


  • Backpack, Masterwork (1 lb, 50gp)
  • Bedroll (1.25 lb, 1sp)
  • Blanket (.25 lb, 2sp)
  • Case, map or scroll (.5 lb, 1gp)
  • Compass (.5 lb, 10gp)
  • Flint and steel (- lb, 1gp)
  • Ink (1 oz vial, black) (- lb, 8gp)
  • Inkpen (- lb, 1sp)
  • Pouch, belt (.125 lb, 1gp)
  • Rations, trail (per day) (3) (.75 lb, 1gp 5sp)
  • Thieves' tools (1 lb, 30gp)
  • Torch (3) (3 lb, 3cp)
  • Waterskin (1 lb, 1gp)

Status:

Encumbrance: 28.5 / 57 / 86.25, current 27.375
Wealth: 406gp, 22sp, 5cp NOTE: total wealth including worn items should be ~512gp minus services and non-equipment purchases (food, rental, etc)
Conditions: none

Tracked Resource:

Club - 0/1
Dagger - 0/1
Sling bullets - 8/20
Torch - 0/3
Trail rations - 0/3

Special Abilities:

Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.

Class Features:

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.

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.

Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.

  • Canny Observer (Ex) When a rogue with this talent makes a Perception check to hear the details of a conversation or to find concealed or secret objects (including doors and traps), she gains a +4 bonus.
  • 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.

    BACKGROUND:

    More interested in maps and stories of adventure than settling down to a "proper" Halfling life, Zababa had always been a source of embarrassment to his family. As a young adult, he'd all but given up hope of having any adventures himself and opted to instead satisfy his passion by becoming a book-maker.

    All was well for several years, and his family was becoming more comfortable with him as he slowly mainstreamed himself with the rest of the Halfling community (having a decent job in a respectable profession certainly helped).

    That changed, however, when a beautiful woman came to his shop to get an old book on Castle Whiterock re-bound. The woman, Lady Chauntessa, told many stories of the Castle and its history which rekindled his desire to explore and adventure, and the day after he finished binding her book, he closed his shop for the indefinite future and traveled with her to her Inn, the Slumbering Drake. Eager to explore and see for himself the lost Castle nearby, Zababa spends his time and slowly-dwindling coin hoard talking with Lady Chauntessa and hoping to find an adventuring party equally keen to go into the Castle.