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- Name: Andrel Warray
- Gender: Male
- Race: Halfling
- Age: 23
- Height: 3 ft. 2 in.
- Weight: 35 lbs
- XP: 2803
- Alingment: Neutral Good
- Class(es)
- Favored Class: Rogue
- Deity: Desna
- Init +3; Senses Normal Perception +1
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- STATISTICS
- STR 10(+0), DEX 16(+3), CON 12(+1), INT 12(+1), WIS 12(+1), CHR 14(+2)
- Base Attack 0 CMB +3; CMD 13
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- DEFENSES
- AC 16, Touch 13, flat footed 13 [Armor, Shield,Natural]
- (+3 Dex, +3 armour, +0 feats)
- hp 17 (hitdie)
- Fort +1, Ref +5, Will +1
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- OFFENSE
- Speed 20
- Melee
- Single Attack
- [Dagger, +3 (1d4+0)]
- Full Attack
- [Dagger +0/0 (damage)]
- Ranged
- Single Attack
- [Crossbow, +3 (1d4+0)]
- Full Attack
- [Crossbow +0/0 (1d4+0)]
- Special Attacks
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- Class/racial traits
- Standard Racial Traits
- Ability Score Racial Traits: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
- Size: 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.
- Base Speed (Slow Speed): Halflings have a base speed of 20 feet.
- Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.
- Defense Racial Traits
- Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
- Underfoot Halflings must train hard to effectively fight bigger opponents. Halflings with this racial trait gain a +1 dodge bonus to AC against foes larger than themselves and a +1 bonus on Reflex saving throws to avoid trample attacks. This racial trait replaces halfling luck.
- Feat and Skill Racial Traits
- Swift as Shadows: Halflings possess incredible stealth even while moving through obstructed areas. Halflings with this racial trait reduce the penalty for using Stealth while moving by 5, and reduce the Stealth check penalty for sniping by 10. This racial trait replaces sure-footed.
- Offense Racial Traits
- Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
- Senses Racial Traits
- Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
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- Class Features/Extraordinary Abilities (Ex)
- 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 (called "precision 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.
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- Feats
- Weapon Finesse
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- Skills
- Acrobatics------------------------------------------------------Dex|+7|
- Appraise--------------------------------------------------------Int|+5|
- Bluff-----------------------------------------------------------Cha|+6|
- Climb-----------------------------------------------------------Str|+0|
- Craft-----------------------------------------------------------Int|+0|
- Diplomacy-------------------------------------------------------Cha|+6|
- Disable Device--------------------------------------------------Dex|+0|
- Disguise--------------------------------------------------------Cha|+0|
- Escape Artist---------------------------------------------------Dex|+7|
- Fly-------------------------------------------------------------Dex|+0|
- Handle Animal---------------------------------------------------Cha|+0|
- Heal------------------------------------------------------------Wis|+0|
- Intimidate------------------------------------------------------Cha|+0|
- Knowledge (arcana)----------------------------------------------Int|+0|
- Knowledge (dungeoneering)---------------------------------------Int|+0|
- Knowledge (engineering)-----------------------------------------Int|+0|
- Knowledge (geography)-------------------------------------------Int|+0|
- Knowledge (history)---------------------------------------------Int|+0|
- Knowledge (local)-----------------------------------------------Int|+5|
- Knowledge (nature)----------------------------------------------Int|+0|
- Knowledge (nobility)--------------------------------------------Int|+0|
- Knowledge (planes)----------------------------------------------Int|+0|
- Knowledge (religion)--------------------------------------------Int|+0|
- Linguistics-----------------------------------------------------Int|+0|
- Perception------------------------------------------------------Wis|+0|
- Perform---------------------------------------------------------Cha|+0|
- Profession------------------------------------------------------Wis|+5|
- Ride------------------------------------------------------------Dex|+0|
- Sense Motive----------------------------------------------------Wis|+0|
- Sleight of Hand-------------------------------------------------Dex|+7|
- Spellcraft------------------------------------------------------Int|+0|
- Stealth---------------------------------------------------------Dex|+7|
- Survival--------------------------------------------------------Wis|+0|
- Swim------------------------------------------------------------Str|+0|
- Use Magic Device------------------------------------------------Cha|+0|
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- Spells
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- Inventory
- Dagger
- Dagger
- Dagger
- Dagger
- Studded Leather Armor
- Switchblade Knife
- Bladeboot
- Crossbow, Light
- Bolts, Crossbow (80)
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- Money: 235 GP
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- Backstory:
- Andrel was born in a small obscure and out-of-the-way village were he was raised by his mother and his father.
- He grew up adventurous, and rather curious about the outside world.
- In his youth, he found joy going just on the outskirts of the village, and exploring the forest and nearby caves, abandoned camps and ruins.
- Sometimes, he found monsters and traps, but he never confronted these trap, for surely he would perish.
- His father raised him to be a merchant, while his five older brothers worked on the farms.
- His mother, however, wanted him to stay home and help with the farm, since going outside of the safety of their village was dangerous.
- Andrel, however, did not want to stay home to tend to the farm, nor did he want to sell the plants grown in the family farm. Rather, he wanted to explore the world, and experience it all.
- When he came of age, he left the comfort of his village, to seek out the adventure he so craves...
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