|Height:||3 ft 2 inch|
|Played by Ravensfaire|
|Ability||Score||Mod||Temp Score||Temp Mod|
Temp Mod Used to track Magic Item bonuses etc
|Total||Base 10 + 5 (Dex) + 1(size) + 3(Armor)= 19|
|Dex = +5|
|Skills||Ranks||Stat Bonus||Synergy||Magical Bonuses||Total|
|X||Decipher Script (Int)||+4||+4||+0||+0||+8|
|X||Disable Device (Int)||+4||+4||+0||+0||+8|
|X||Escape Artist (Dex)||+4||+5||+0||+0||+9|
|X||Gather Information (Cha)||+4||+2||+0||+0||+6|
|-||Handle Animal (Cha)||+0||+2||+0||+0||+0|
|X||Knowledge (Dungeoneering, Arcana) (Int)||+4||+4||+0||+0||+8|
|X||Move Silently (Dex)||+4||+5||+2||+0||+11|
|X||Open Lock (Dex)||+4||+5||+0||+0||+9|
|X||Sense Motive (Wis)||+0||+0||+0||+0||+0|
|X||Sleight of Hand (Dex)||+4||+5||+0||+0||+9|
|-||Speak Language (n/a)||+0||+0||+0||+0||+0|
|X||Use Magic Device (Cha)||+0||+2||+0||+0||+2|
|X||Use Rope (Dex)||+0||+5||+0||+0||+5|
Where X is a Class Skill
Languages Known: Common, trade tongue, Sylvan, Goblin, Giant, Squeak Speak
Skill Tricks go here
Skill Point Total:
1st - 48,
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues 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 any time 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 it 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 sap (blackjack) 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.
A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. 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 or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
+2 Dexterity, +2 Intelligence, -2 Strength: Halflings are nimble creatures and quick of wit, but not physically powerful.
Small: Halflings gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they use smaller weapons and armour than medium creatures use, and their lifting and carrying limits are three-quarters of those of a Medium character.
Slow Speed: Halflings have a base speed of 20 feet.
Natural Cunning: +2 racial bonus on Climb, Jump, Listen, and Move Silently checks.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear.
Good Aim: +1 racial bonus on attack rolls with thrown weapons and slings.
Blessed: +1 racial bonus to all saving throws.
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 Trade Tongue. Halflings with high Intelligence scores can choose from the following: Giant, Runnertongue, Squeak Speak, Sylvan, and Goblin.
|Weapon||Attack Bonus||Damage||Crit||Damage Type|
|Light Crossbow||+6||1d6+0||19/20 x2||Piercing|
|Morningstar||+3||+1d6+2||x2||Bludeoning and Piercing|
|Dagger||+3||1d3+2||19-20/x2||Piercing or Slashing|
|Armour / Shield||Armour/Shield Bonus||Max Dex||Armour Check||Arcane Spell Failure||Movement Speed||Weight|
|Head||Item name goes here||Brief item description|
|Face||Item name goes here||Brief item description|
|Neck||Item name goes here||Brief item description|
|Shoulders||Item name goes here||Brief item description|
|Torso||Item name goes here||Brief item description|
|Arms||Item name goes here||Brief item description|
|Hands||Item name goes here||Brief item description|
|Right Ring||Item name goes here||Brief item description|
|Left Ring||Item name goes here||Brief item description|
|Waist||Item name goes here||Brief item description|
|Feet||Item name goes here||Brief item description|
|Pack||Item name goes here||Brief item description|
List of Items Here: Crossbow Bolts x 40, Daggers x 6, Darts x 40, Backpack, Bedroll, tent, Rations x 10 days, Sunrods x 6, Waterskin, 50ft Silk Rope, Belt Pouch x 4, Acid Flask x 3, Smoke Stick x 3, Shiny White Rock, Brass Button, Piece of Silver Ribbon, Vibrantly Colored Parrot Feather,
Statistics of Items Here:
Acid - You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.
Smokestick - This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10-foot cube (treat the effect as a Fog Cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally.
Sunrod - This 1-foot-long, gold-tipped, iron rod glows brightly when struck. It clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It glows for 6 hours, after which the gold tip is burned out and worthless.
Spells per Day:
Born in the Freehold of Killian in Autumn Land, Nyri had a relatively normal, uneventful life… For a halfling that is. She grew up a single child with her parents who were simple merchants and traders, ever curious as halflings are wont to be, she often found herself in 'sticky' situations. With her parents too busy counting their goods or tending the family's trade stall in Killian's designated trade district, she was often left on her own to find herself out of said trouble. Ultimately, it proved good practice for the young halfling who managed to garner quite the smattering of skills from her little ordeals. However, there was one skill in particular that got her into more trouble than most: Sleight of Hand. It wasn't that Nyri liked stealing, nor did she have theft in mind whenever objects would 'happen' into her possession but her inquisitiveness and insatiable curiosity often led her to 'examine' peculiar objects. Everything from intriguing stones she may find lying on the side of the roads or littering the city streets to odd coins and various 'shiny' things. On more than one occasion she's been known to approach people with said 'things' on their person and for no reason other than wanting a better look at it, she would simply take the items from the person's possession barely even knowing what she was doing. Of course, this little 'trait' of hers doesn't tend to sit well with many despite the fact that she will always be more than willing to give back anything she's taken; once she remembers she's taken it that is. Some people; however, aren't so easily assuaged. Especially when they never caught sight of the agile little halfling!
Items would be reported missing and after a fashion of years, it became customary for the Killian guard to simply come knocking on the family's door to request said items. Her accidental antics became rather well known, especially by the city guard who would periodically arrest her only to make patrols of the jails and find the curious little halfing had managed to escape her cell to investigate some new 'object' nearby. It was easy to tell the little halfling meant no harm and so the guard always went easy on her, simply taking back the items she'd 'find' which were always somewhere in her room, lying forgotten and usually out in plain view once she'd grown bored of them. No matter what her parents did, it was a habit they simply could not break. too inquisitive for her own good, they cautioned her against going out into the world. Fearful that other towns and cities would not take so kindly to her penchant of 'looking at' items that may or may not belong to other people. Nyri was restless however, eager to explore and see new sights and so it was that she left her little 'safe haven' of the Killian Freehold, taking a ship across the ocean to the land of Summer Country where whispers spoke of a town full of oddities, Avalon… Strangely enough, she happened to gain an assortment of new possessions along the way…