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Race: Halfling
 
Race: Halfling
 
Class: Rogue
 
Class: Rogue
Level: 2
+
Level: 3
 
Experience: 1300
 
Experience: 1300
 
Alignment: Neutral Good
 
Alignment: Neutral Good

Revision as of 23:57, 1 December 2011

FemaleRogue

Basic Information

      Race: Halfling
     Class: Rogue
     Level: 3
Experience: 1300
 Alignment: Neutral Good
 Languages: Common, Dwarven, Elven, Halfling, Sylvan
     Deity: Illtas (Lord of Thieves. Protector of Travelers)


Abilities

STR: 10 +0 (2 pts) -2 racial
DEX: 16 +3 (5 pts) +2 racial
CON: 10 +0 (0 pts) 
INT: 13 +1 (3 pts)
WIS: 14 +2 (5 pts)
CHA: 16 +3 (5 pts) +2 racial 

Combat Statistics

(Max -2)      HP:  20 = [3d8 +0 CON) +0 FC] (Rogue) 

              AC:  19 = [10 +3 DEX +4 Armor +1 Shield +1 Size +0 Natural]
        AC Touch:  14 = [10 +3 DEX +1 Size +0 Misc]
   AC Flatfooted:  16 = [10 +4 Armor +1 Shield +1 Size +0 Natural]

            INIT: +03 = [+3 DEX +0 Misc]
 
             BAB: +02 = [+2 Rogue]
             CMB: +01 = [+2 BAB +0 STR -1 Size]
             CMD:  14 = [10 +2 BAB +0 STR +3 DEX -1 Size]

       Fortitude: +02 = [+1 Rogue +0 CON +1 racial]
          Reflex: +07 = [+3 Rogue +3 DEX +1 racial]
            Will: +04 = [+1 Rogue +2 WIS +1 racial] (+2 vs Fear)

           Speed:  20' 

Damage Reduction:  00/Any
Spell Resistance:  00

Weapon Statistics

Mithril Rapier: Attack: +07 = [BAB (02) + DEX (03) + Size (01) + Masterwork (01)]
                Damage: 1d4, Crit: 18-20/x2, Special: considered a silver weapon)

        Dagger: Attack: +06 = [BAB (02) + DEX (03) + Size (01) + Magic (00)]
                Ranged: +06 = [BAB (02) + DEX (03) + Size (01) + Magic (00)]
                Damage: 1d3, Crit: 19-20/x2, Special: Range 10'
 
Light Crossbow: Attack: +06 = [BAB (02) + DEX (03) + Size (01) + Magic (00)]
                Damage: 1d6, Crit: 19/x2, Special: Range 80'. 

Stake (wooden): Attack: +06 = [BAB (02) + DEX (03) + Size (01) + Magic (00)]
                Ranged: +06 = [BAB (02) + DEX (03) + Size (01) + Magic (00)]
                Damage: 1d2, Crit: 20/x2, Special: Range 10'

Racial Features

• Racial Abilities: +2 Dexterity, +2 Charisma, –2 Strength

• Small: +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: 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: +1 racial bonus on all saving throws.

• Keen Senses: +2 racial bonus on Perception skill checks.

• Sure-Footed: +2 racial bonus on Acrobatics and Climb skill checks.

• Weapon Familiarity: 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.

Class Features

Rogue
• Weapon and Armor Proficiency: Proficient with all simple weapons, hand 
crossbow,rapier, sap, shortbow, and short sword. Proficient with light armor, 
but not with shields.

• Sneak Attack: (+2d6) 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: (Follow the Clues) A rogue with this talent can use 
Perception to follow tracks as per the Survival skill.

Feats

• Weapon Finesse (1st level): 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.

Traits

• Well-Informed: You make it a point to know everyone and to be connected
  to everything around you. You frequent the best taverns, attend all of the
  right events, and graciously help anyone who needs it. Because of this, you
  gain a +1 trait bonus on Diplomacy checks to gather information and Knowledge
  (local) checks. One of these skills (your choice) is always a class skill
  for you.
• Rich Parents: You were born into a rich family, perhaps even the nobility, 
  and even though you turned to a life of adventure anyway, you enjoy a 
  one-time benefit to your initial finances—your starting cash increases 
  to 900 gp.

Skills

  • Please specify the nature of Miscellaneous or Special Adjustments.
  • Skills with a blank 'Total' may not be used untrained.
Skill Points: 30 = x3 {+10 [+8 Base + 1 INT +1 FC]} (Rogue level 3)

Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics              11     3       3       3     -0   +2 racial 
Appraise                01     0       0       1          +0
Bluff                   09     3       3       3          +0 
Climb                   06     1       3       0     -0   +2 racial
Diplomacy               10(11) 3       3       3          +1 ioun stone (+1 trait for gather info)
Disable Device          12     3       3       3     -0   +1 trapfinding, +2 tools
Disguise                03     0       0       3          +0
Escape Artist           07     1       3       3     -0   +0
Fly                     03     0       0       3     -0   +0
Handle Animal                  0       0       3          +0
Heal                    02     0       0       2          +0
Intimidate              03     0       0       3          (-4 for foes larger than self)
Knowledge (Local)       07     3       3       1          +1 trait +2 MW Book
Linguistics             07     2       3       1          +0
Perception              10(11) 3       3       2          +2 racial (+1 trapfinding)
Perform (   )    	03     0       0       3          +0
Ride                    03     0       0       3     -0   +0
Sense Motive            07     2       3       2          +0
Sleight of Hand         07     1       3       3     -0   +0
Spellcraft                     0       0       1          +0
Stealth                 12     2       3       3     -0   +4 small
Survival                02     0       0       2          +0
Swim                    00     0       0       0     -0   +0
Use Magic Device        08     3       3       3          +0

Equipment

Equipment                        Cost     Weight
Explorer's Outfit (small)         0 gp     0.00 lbs
Mithral Chain Shirt (small)    1100 gp     6.25 lbs
Mithral Buckler (small)        1015 gp     1.25 lbs

Mithral Rapier (small) 		520 gp     0.50 lbs
Dagger (small)			  1 gp     0.50 lbs
Stake (small)			  0 gp	   0.50 lbs
Darkwood Light Crossbow (small) 355 gp     1.00 lbs
  10 Bolts (small)                1 gp     0.50 lbs

Backpack (small)                  2 gp     0.50 lbs
Belt Pouch (small)                1 gp     0.125 lbs
Waterskin (small)                 1 gp     1.00 lbs
Silk Rope			 10 gp     5.00 lbs 
Ioun Torch                       75 gp     0.00 lbs
Masterwork Thieves' Tools       100 gp     2.00 lbs
Rations (2 days)                 --        0.50 lbs
Potion of CLW (x2)              100 gp     0.00 lbs
Masterwork Book (Know. (local))  50 gp     1.00 lbs
Cracked Pink and Green Sphere 
(+1 to Diplomacy)               200 gp     0.00 lbs
                               ---------------------
                  Totals       2590 gp    20.625 lbs

              Light       Medium         Heavy    
Max Weight: 0 - 24.75 / 25.5 - 49.5 / 50.25 - 75.0


Pony (combat Trained)		 45 gp

Saddle                           10 gp     12.50 lbs
saddle bags		          4 gp      4.00 lbs

                            Total Weight:  16.50 lbs

             Light       Medium    Heavy    
Max Weight: 0 - 100 / 101 - 200 / 201 - 300
A pony can drag 1,500 pounds.

Finances

PP:    0
GP:    8
SP:    5
CP:    5

Gems/Jewelry/Other:
4 gems (100gp each)
7 gems (10gp each)

Details

      Size: Small
    Gender: Female
       Age: 22
    Height: 2'8 ft
    Weight: 27 lbs
Hair Color: long black hair
 Eye Color: icy blue
Skin Color: tanned Complexion
Appearance: A small woman (well under 3ft) enters the establishment. She icy blue eyes gaze about the room before continuing within. She wears a full grey cloak claok, but beneath is a dark, near black, green armored shirt over dark green clothing. A small buckler on her left arm is the same dark green color. At the small figures side is a fine rapier and slung across her back is a dark color crossbow. A small object is orbiting the woman's head, green and pink in color.
  Demeanor: Go with the flow, happy, energetic, very curious.

Background

Saranna was born to one of the First Clans of Iradys, the Surefoot family. She grew up in a house of some wealth. At an early age the small Halfling child roamed the family’s estate. She would often hide herself to get out of doing whatever her governess wanted of her. Once caught, she could weave a tale that anyone might believe or convince them to be less harsh when caught red handed.

Once old enough the young Surefoot moved to the family’s townhouse in Iradys’ main trading port of Delanis. The young halfling soon found herself in trouble with the wrong sort of people. Not just a roguish sort, but thieves, murders, and blatant thugs. During one of the group’s activities Saranna ran afoul the lawmen of the city. At her questioning, an older Constable, Keevan Graveltoe. He sat down to talk with the Saranna and the floodgates were opened. She told the Constable all that she knew and how she so wanted help to leave this group alive. The older Halfling had a hunch and went with it and recruited her to gather information for them. He took her under his wing and taught her the art of investigation.

Saranna learned quickly and was able to move through both worlds, that of law and order and the other of crime and chaos. Her budding skills earned her respect from all. She investigated whatever Keevan asked of her and she dove right in enjoying the thrill.

It was less than a year ago when Saranna came across an interesting bit if information. Someone of power was quietly recruiting sailors for some clandestine trip. She pursued the small leads and it was not long before she was noticed. One dark evening found Saranna captured and bound to a chair in a dark place, a warehouse of some sort from what she could tell. From the sounds of waves it she could tell it was close to the sea as well.

Several darkened cloaked figures approached. A female voice of some authority asked of another, “Do you believe she is competent?” There was but a nod from the fellow at the female’s side. “Very well. Lady Surefoot, you have stumbled upon events that did not concern you, or your Clan. But now that you are here, I suppose I could use a Halfling of your talents. Be warned young Surefoot, that much danger lies before you, should you accept. Should you not, you will be returned home and will remain there. I will reveal no more until you decide.”

Several months later Saranna found herself as an Emissary of the Light of Iradys, the Matriach who rules the Isles of Iradys. She was at the head of a fleet of five ships bound for human lands in the south. The trip was expected to take months as they crossed the Great Ocean and perils within.

Almost three months later, with only three ships, the small fleet was docked in Venza. One vessel was damaged in an attack by Sahuagin raiders. Another vessel, and most of Saranna’s belongings went down with a ship after a rather nasty storm. But here they were, the human lands, and trade would commence.

Simple notes of the Isle of Iradys:

The Isles of Iradys are a grouping of islands that six clans of Halflings fled to just as the Great Curse afflicted many of their kin. They fled on ships and after months of travel by sea landed upon a pristine land. Taking stock of the situation the Clans came together and made the High Priestess of Shocaun, who saw the need to flee and that they would find refuge across the sea, as their Ruler. She was named the Light of Iradys. A matriarchy was established with the Five Clans (Bramblewood, Fehllen, Garis, Revall, and Surefoot) as a council.

When the Halflings arrived they found dwarves and elves in conflict over resources and territory. The Light of Iradys and the Five Clan leaders were able to act as mediators and settle the disputes to a grudging truce. The Halflings have good relations with both factions and still act as go between today.

As a thank you the dwarves refitted an old citadel, now the seat of power for the Isles. It has been named Ralan, and is along the Ralanii River that flows to the trading port of Delanis.

There is one human village on the Isles of Iradys, Turus. Mostly sailors who have run afoul storms and found themselves on the shores of the Isles. They may travel the Isles as they will but most find the comfort of their own.

(This will be done up as a full proposal soon)

Adventure Log

Replacement Character for Therella Woodsoul

      XP Received: 1300
Treasure Received: 850 GP (1000 gp for level 2 + {900-150 starting}) - 900 starting wealth


Uncertain Whereabouts

      XP Received: 1876
Treasure Received: 1868 gp, 5 sp, 5 cp
            Items: Masterwork book (knowledge (local)) (50gp)
                   Masterwork Theives Tools (100 gp)
                   Cracked Pink and Green Sphere (+1 Competence Bonus for Diplomacy) (200 gp)

Level Ups

Level 2
    Class: Rogue (2nd level)
      BAB: +0 to +1
     Fort: +0 to +0
      Ref: +2 to +3
     Will: +0 to +0
     Feat: n/a
 Features: Evasion
           Rogue Talent (Follow the Clues)
       HP: 8 to 14 (Max -2)
Skill Pts: +20 = +8 (Class) +1 (Int) +1 (FC Bonus) +10 (Old Total)
           +1 Acrobatics, +1 Bluff, +1 Climb, +1 Diplomacy, +1 Disable Device, 
           +1 Knowledge (Local), +1 Linguistics, +1 Perception, +1 Sense Motive, 
           +1 Use Magical Device
Language : Sylvan

Level 3
    Class: Rogue (3rd level)
      BAB: +1 to +2
     Fort: +0 to +1
      Ref: +3 to +3
     Will: +0 to +1
     Feat: Qucikdraw
 Features: Sneak Attack 2d6
       HP: 14 to 20 (Max -2)
Skill Pts: +30 = +8 (Class) +1 (Int) +1 (FC Bonus) +20 (Old Total)
           +1 Acrobatics, +1 Bluff, +1 Diplomacy, +1 Disable Device, 
           +1 Escape Artist, +1 Knowledge (Local), +1 Perception, 
           +1 Slight of Hand, +1 Stealth, +1 Use Magical Device
 

Approvals

  • Approval (4 August 2011) (Systole / Non-judge) level 1
  • Approval (9 August 2011) (Satin Knights) level 1