Rhonda

Rhonda
14th level Halfling Rogue
396,780xp (Fast Progression)

Str: -1 (9)
Con: +3 (16)
Dex: +8 (26)
Int: +2 (15)
Wis: +1 (13)
Cha: +6 (22)

Fort: +13 (3 Con + 4 base + 1 racial + 5 enhancement)
Ref: +23 (8 Dex + 9 base + 1 racial + 5 enhancement)
Will: +11 (1 Wis + 4 base + 1 racial + 5 enhancement)
Init: +12 (8 Dex + 4 Improved Initiative)
BAB: +10/+5

AC: 38 (10 base, +8 Dex, +1 size, +6 armor, +5 Natural, +5 enhancement, +1 dodge, +2 deflection)
HP: 127 (14d8 + 42 + 15 favored class)

Attacks
Attack: +23 (+8 Dex, +10 BAB, +1 size, +1 Weapon Focus, +3 enhancement)
Damage: 1d4 + 2 (+7d6 Sneak Attack)
Full Attack: +21/+18/+16/+13

Armor Check Penalty: -2
Speed: 30 ft.

Feats
Combat Expertise: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Two-Weapon Feint: While using Two-Weapon Fighting to make melee attacks, you can forgo your first primary-hand melee attack to make a Bluff check to feint an opponent.
Improved Two-Weapon Feint: When you make a two-weapon feint, it lasts until the end of your turn.
Two-Weapon Fighting: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.
Improved Two-Weapon Fighting: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.
Weapon Focus (dagger): Gain a +1 attack bonus when using daggers.
Deceitful: Gain +4 bonus to Bluff and Disguise
Dodge: +1 to AC against a designated target.
Improved Initiative: +4 to initiative.
Combat Reflexes: Make up to 8 attacks of opportunity per round.

Skills
Acrobatics = +25 = 14 ranks + 8 Dex + 3 trained
Bluff = +37 = 14 ranks + 6 Cha + 3 trained + 10 competence + 4 feat
Diplomacy = +23 = 14 ranks + 6 Cha + 3 trained
Disguise = +27 = 14 ranks + 6 Cha + 3 trained + 4 feat
Escape Artist = +25 = 14 ranks + 8 Dex + 3 trained
Intimidate = +23 = 14 ranks + 6 Cha + 3 trained
Perception = +20 = 14 ranks + 1 Wis + 3 trained + 2 racial
Slight of Hand = +25 = 14 ranks + 8 Dex + 3 trained
Stealth = +29 = 14 ranks + 8 Dex + 3 trained + 4 small
Use Magic Device = +23 = 14 ranks + 6 Cha + 3 trained

Abilities
Fearless (racial): Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck (racial): Halflings receive a +1 racial bonus on all saving throws.
Fleet of Foot (racial): Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.
Keen Senses (racial): Halflings receive a +2 racial bonus on Perception checks.
Sneak Attack: 7d6 damage
Trap Sense: +4
Evasion: Take no damage instead of half on successful Reflex saves
Improved Uncanny dodge: Can't be flanked or caught flat-footed
Rouge Talents:

  • Finesse Rogue: A rogue that selects this talent gains Weapon Finesse as a bonus feat.
  • Combat Trick: Gain a bonus combat feat.
  • Weapon Training: Gain Weapon Focus as a bonus feat.
  • Underhanded: A rogue with this talent gains a +4 circumstance bonus on all Sleight of Hand checks made to conceal a weapon. Furthermore, if she makes a sneak attack during the surprise round using a concealed weapon that her opponent didn’t know about, she does not have to roll sneak attack damage, and the sneak attack deals maximum damage. A rogue can only use the underhanded talent a number of times per day equal to her Charisma modifier (3 times).

Advanced Talents:

  • Opportunist: Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as an attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can't use the opportunist ability more than once per round.
  • Feat: Gain a bonus feat.
  • Improved Evasion: This works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Gear
Belt of Incredible Dexterity +6 (36,000gp)
Dagger +3 (18,000gp)
Defending Dagger +2 (18,000gp)
Cloak of Resistance +5 (25,000gp)
Celestial Armor (22,400 gp)
Mask of Stony Demeanor (500gp)
Amulet of Natural Armor +5 (50,000gp)
Ring of Protection +2 (8,000gp)
Pirate's Eye Patch (2,600gp)
Magical Breasts/Arm (15,000gp)
Potion of Waterbreathing x 2 (750gp each)
Cure Serious Wounds (750gp) (3d8 + 5 healed)
100 ft. silk rope, masterwork thieve's tools, bedroll, 2 sunrods, waterskin, 5 days trail rations, flint and steel, disguise kit, caltrops, 20 daggers, marbles, sling, bullets
52,798gp

Max Light Load: 30lbs.
Current Load: ??lbs.

Max HP: 127
Current HP: 127

Languages: Common, Halfling, Gnome, Goblin, Dwarven

Description
Height: 3'4"
Weight: 35lbs.
Age: 31 years old
Hair: Red
Skin: Pale white

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