Male Halfling Rogue 7
NG Small Humanoid (Halfling)
Init + 4 Senses Perception + 14
AC 20, touch 15, flat-footed 16 (+ 5 armor, + 4 Dex, + 1 size)
hp 51 (7d8+ 14)
Fort + 6, Ref + 11, Will + 5
Defensive Abilities Evasion, Trap Sense + 2, Uncanny Dodge
Spd 20 ft.
Melee + 2 Mace, Heavy + 8 (1d6+ 2/20/x2)
Special Attacks Sneak Attack + 4d6
Str 10, Dex 18, Con 15, Int 15, Wis 13, Cha 15
Base Atk + 5, CMB + 8, CMD 18
Feats Agile Maneuvers, Childlike, Combat Reflexes (5 AoO/round), Deft Hands, Rogue Weapon
Skills Acrobatics + 12, Appraise + 11, Bluff + 11, Climb + 11, Craft (Sculpture) + 13, Diplomacy + 11, Disable Device + 20, Disguise +7, Escape Artist + 15, Heal + 4, Intimidate + 3, Knowledge (Dungeoneering) + 8, Knowledge (Geography) + 6, Knowledge (Local) + 8, Perception + 14, Ride + 6, Sense Motive + 12, Sleight of Hand + 11, Spellcraft + 4, Stealth + 16, Survival + 3, Swim + 5, Use Magic Device + 7 Modifiers Charmer (2/day)
Languages Common, Dwarven, Elven, Halfling
SQ Convincing Lie (5 days) (Ex), Fast Stealth (Ex), Fearless, Trapfinding +3
Combat Gear + 1 Mithral Chain Shirt, + 2 Mace, Heavy
Stone of Good Luck (Luckstone), Ruby Pendant of Beguiling: The ruby creates a charm monster (DC 16) effect on any creature within 30 feet that can see the pendant. The effect lasts for as long as the targets can see the pendant plus 10 minutes. The pendant is treated as a gaze attack except as noted below. A creature that fails its save is allowed a new save once the charm effect has ended and upon a new exposure to the pendant. However, once the target makes its save, the creature does not need to make another save against the pendant for the rest of the day.
In addition, as a result of targets being friendly to the wielder, the pendant also grants the wielder a + 10 circumstance bonus on all Bluff checks made to convince a charmed creature of the truth of the wielder’s words. The creature must be able to understand the wielder for this bonus to apply. (This bonus doesn’t apply to other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo.)
Agile Maneuvers Use DEX instead of STR for CMB
Charmer (2/day) (Ex) 1/day roll 2d20 for Diplomacy and take the better result.
Childlike + 2 Disguise to pose as a human child, take 10 on Bluff checks to appear innocent.
Combat Reflexes (5 AoO/round) You may make up to 5 attacks of opportunity per round, and may make
them while flat-footed.
Convincing Lie (5 days) (Ex) When a rogue with this talent lies, she creates fabrications so convincing
that others treat them as truth. When a rogue with this talent successfully uses the Bluff skill to convince
someone that what she is saying is true, if that individual is que
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Fearless + 2 morale bonus vs Fear saves.
Sneak Attack + 4d6 damage if you flank your target or your target is flat-footed.
Trap Sense (Ex) + 2 bonus on reflex saves and AC against traps.
Trapfinding + 3 to find or disable traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Description: Regis is barely 3’ tall with curly brown hair and a belly that hangs far over his belt. Personality: Regis is good-natured though lazy, and not malicious in the least. He’s quite sly and enjoying in fooling the foollish every once in a while. When the chips are down, his friends can count on Regis to come through for them.