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Swb/Inv
CLASS
Halfling, Strongheart
RACE
Small
SIZE
Male
GENDER
LG
ALIGNMENT DEITY
5/3
LEVEL ABILITY NAME ABILITY SCORE ABILITY MODIFIER
Humanoid(halfling)
TYPE TEMP. SCORE TEMP. MODIFIER
24
AGE TOTAL
6'0
HEIGHT
245
WEIGHT WOUNDS
blue
EYES
black
HAIR NON-LETHAL DAMAGE SPEED
STR
STRENGTH
12 23 14 18 10 15
+1 +6 +2
HP
HIT POINTS
59 22
TOTAL
20 ft/x4
=
DEX
DEXTERITY
AC
ARMOR CLASS
10
7
ARMOR BONUS
0
SHIELD BONUS
4
DEX MODIFIER
CLASS SKILLS
1
SIZE MODIFIER
0
NATURAL ARMOR
0
DEFLECT BONUS
0
MISC. BONUS
-1
ARMOR CHECK PENALTY DAMAGE REDUCTION
CON
CONSTITUTION
TOUCH
INT
INTELLIGENCE
+4 +0 +2
TOTAL BASE SAVE ABILITY MODIFIER
ARMOR CLASS
15
FLAT-FOOTED
ARMOR CLASS
18
+
SKILLS
SKILL NAME KEY ABILITY SKILL MODIFIER
MAX RANKS:
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
ABILITY MODIFIER
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
RANKS
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
MISC. BONUS
INITIATIVE WIS
WISDOM
+6
TOTAL
6
DEX MODIFIER
0
MISC. BONUS
Appraise
Balance Bluff
INT DEX* CHA STR* CON INT CHA CHA DEX* INT CHA WIS DEX* CHA STR* WIS DEX* CHA DEX INT WIS WIS WIS STR** DEX* DEX
CHA
CHARISMA
BASE ATTACK
MISC. BONUS TEMP. MODIFIER
+8/+3
CONDITIONAL MODIFIERS
Climb
Concentration
Craft skills Diplomacy
SAVING THROWS
FORTITUDE
CONSTITUTION
+7 +11 +2 +9
TOTAL
= = =
5 4 2 8
BASE ATTACK
+ + +
2 6 0 1
STR MODIFIER
+ + +
0 1 0 0
SIZE MODIFIER
+ + +
REFLEX
DEXTERITY
Disguise
Escape Artist
WILL
WISDOM
GRAPPLE
MODIFIER
0
MISC. BONUS
Hide
Intimidate
Jump ACTION POINTS
ABILITY MODIFIER SIZE MODIFIER MISC. BONUS TEMP. MODIFIER
SPELL RESISTANCE
MELEE
ATTACK BONUS
+10/+5 +13/+8
TOTAL ATTACK BONUS
= =
8 8
+ +
1 6
+ +
1 1
+ +
0 -2
+ +
Ride Search
Sense Motive Spot
RANGED
ATTACK BONUS
ATTACK 1
Survival
DAMAGE CRITICAL
+1 Kukri
RANGE WEIGHT TYPE
+15/+10
SIZE
1d3+2
SPECIAL PROPERTIES
15-20 X2
0 ft
1.5 lb
ATTACK 2
Small
AMMUNITION TOTAL ATTACK BONUS
Returning
DAMAGE CRITICAL
4 7 13 10 2 4 6 2 13 4 2 0 12 4 6 5 10 2 6 4 11 3 0 -1 18 14
4 6 2 1 2 4 2 2 6 4 2 0 6 2 1 0 6 2 6 4 0 0 0 1 6 6
0 0 11 8 0 0 0 0 8 0 0 0 3 0 8 3 3 0 0 0 11 3 0 0 11 8
0 1 0 1 0 0 4 0 -1 0 0 0 3 2 -3 2 1 0 0 0 0 0 0 -2 1 0
+1 Kukri
RANGE WEIGHT TYPE
+15/+10
SIZE
1d3+1
SPECIAL PROPERTIES
15-20 X2
0 ft
1.5 lb
ATTACK 3
Small
AMMUNITION TOTAL ATTACK BONUS
Returning
DAMAGE CRITICAL
= = = = = = = = = =
+1 Kukri(Thrown)
RANGE WEIGHT TYPE
+16/+11
SIZE
1d3+2
SPECIAL PROPERTIES
18-20/x2
0 ft
1.5 lb
ATTACK 4
Small
AMMUNITION TOTAL ATTACK BONUS
Returning
DAMAGE CRITICAL
RANGE
WEIGHT
TYPE
SIZE
SPECIAL PROPERTIES
AMMUNITION
ATTACK 5
RANGE WEIGHT TYPE
=
DAMAGE CRITICAL
= = = = =
SIZE
SPECIAL PROPERTIES
AMMUNITION
ATTACK 6
RANGE WEIGHT TYPE
DAMAGE
CRITICAL
= = = = =
SIZE
SPECIAL PROPERTIES
AMMUNITION
= = = = =
1
This skill can be used even if the character has zero skill ranks. This skill is a class skills for at least one of your classes. * Armor check penalty, if any, applies. ** Double the armor check penalty.
GEAR
ARMOR/PROTECTIVE ITEM
TYPE ARMOR BONUS MAX DEX BONUS
+3 Chain shirt
ACP SPELL FAILURE SPEED
Light
WEIGHT
+7
SPECIAL PROPERTIES
+4
20%
20
12.5
ARMOR BONUS WEIGHT CHECK PENALTY SPELL FAILURE
SHIELD/PROTECTIVE ITEM
SPECIAL PROPERTIES
OTHER POSSESSIONS
ITEM
Wgt
ITEM
Wgt
0 0 0 0 1 0 0 0 0 0
RACIAL ABILITIES Strength-2, Dexterity+2 Base land speed of 20 feet. +2 morale bonus on saving throws against fear +1 racial bonus on attack rolls with thrown weapons and slings. Favored Class: Rogue CLASS ABILITIES Proficient in light armor Proficient with all simple and martial weapons. Grace(Ex): When wearing light or no armor; and carrying a light load you gain a +1 competence bonus on Reflex saves. Insightful Strike(Ex): When wearing light or no armor; and carrying a light load you gain a +4 as a bonus on damage rolls with any light or finesseable weapons. You do not gain this bonus to damage against creatures immune to critical hits. Dodge Bonus(Ex): When wearing light or no armor; and carrying a light load you gain a +1 dodge bonus to AC against a designated foe. Dagger Sneak Attack(Ex): While using a dagger; kukri; or punching dagger any time a target would be denied his Dex bonus to AC you deal an additional 2d6 points of damage. Ranged attacks must be within 30 ft. Unfettered Defense(Ex): When not wearing armor and armed with a dagger; kukri; or punching dagger you can add +3 to your AC. Bleeding Wound(Ex): When you make a successful dagger sneak attack you can choose to deal a bleeding wound; sacrificing 1d6 points of sneak attack damage. The bleeding wound bleeds for 1 point of damage per round. Multiple wounds deal cumulative bleeding damage each round. The bleeding can only be stopped with a DC 15 Heal check or application of any cure or healing spell. Uncanny Feint(Ex): When armed with a dagger; kukri; or punching dagger; you can feint in combat as a move action rather than a standard action. FEATS Point Blank Shot(PH 98) : +1 bonus on ranged attack and damage within 30 ft. Far Shot(PH 94) : Increase range increment by 50% or 100%. Two-Weapon Fighting(PH 102) : Reduce two-weapon fighting penalties by 2. Improved Two-Weapon Fighting(PH 96) : Gain second off-hand attack. Weapon Finesse(PH 102) : Use Dex modifier instead of Str modifier on attack rolls with light melee weapons. Weapon Focus(PH 102) (Kukri) : +1 bonus on attack rolls with selected weapon. Daring Outlaw(CS 76) : Rogue and swashbuckler levels stack for grace, dodge bonus, and sneak attack. FLAWS Murky-Eyed (UA Pg 91) : When attacking an opponent that has concealment, roll your miss chance twice. If either misses the attack fails. Shaky (UA Pg 91) : -2 on all ranged attack rolls.
13.5
Common Halfling
1 2 3 4 5 6 7 8 9 # # # # # # # # # # # LIFT OVER LIFT OFF GROUND PUSH DRAG LIGHT LOAD MED LOAD HEAVY LOAD Turning/Re buking Most Powerful Undead Affected(Max HD) # of HD Turned/Rebuked Times/Day Used
CARRYING INFO
TURN/REBUKE ATTEMPTS
32.25
64.5
97.5
98
195
488
2d6 If your cleric level is double the HD of the undead or more, the undead are destroyed/commanded rather than turned/rebuked. Dispelling rebuking/turning works like turning/rebuking, but you must equal or exceed the check result of the cleric who rebuked/turned.