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Jarret PAce

CHARACTER NAME PLAYER NAME DEITY

None
REGION

Chaotic Good
ALIGNMENT

Rogue 5
CLASS

Halfling
RACE

Small
SIZE

2' 11"
HEIGHT EYES
SUBDUAL DAMAGE

33 lbs.
WEIGHT HAIR
DAMAGE REDUCTION

Normal
VISION POINTS SPEED

5
Character Level
ABILITY NAME

15000 / 23000
EXP / NEXT LEVEL
PENALTY ABILITY EQUIPPED ABILITY ABILITY SCORE SCORE MODIFIER DAMAGE

23
AGE

Male
GENDER
WOUNDS/CURRENT HP

STR
Strength

9 21

-1 +5 +1 +2 +0 +2
TOTAL
BASE SAVE ABILITY MAGIC

hit points

HP

33 20
TOTAL :

Walk 20 ft.

DEX
Dexterity Constitution

AC
armor class

20
FLAT

16
TOUCH

10
BASE

4
ARMOR BONUS

0
SHIELD BONUS

5
STAT

1
SIZE

0
NATURAL ARMOR

0
DEFLECTION

0
DODGE

0
MISC MISS CHANCE

10

+0

0
SPELL RESIST

CON 12 INT 14
Intelligence

ARCANE ARMOR SPELL CHECK FAILURE PENALTY

INITIATIVE
modifier

+5
TOTAL

+5
DEX MODIFIER

+0
MISC MODIFIER

TOTAL SKILLPOINTS: 50

SKILLS
KEY ABILITY SKILL MODIFIER ABILITY MODIFIER

MAX RANKS: 5/5


RANKS MISC MODIFIER

SKILL NAME
   

WIS
Wisdom

11 15

BASE ATTACK
bonus

+3
Conditional Modifiers +2 vs. fear +1 Reflex to avoid traps

CHA
Charisma

SAVING THROWS

MISC

EPIC

TEMP

 

FORTITUDE
(constitution)

+3 +2

+1 +1

+ + +

+1 +5 +0
= = =

+ + +

+0 +0 +0

+ + +

+1 +1 +1

+ + +

+0 +0 +0
+ + +

+ + +
SIZE MISC EPIC TEMP

REFLEX
(dexterity)

+10 = +4
=

   

WILL
(wisdom)

TOTAL

BASE ATTACK BONUS

STAT

MELEE
attack bonus

+3 +9 +1
GRAPPLE TRIP

+3 +3 +3
DISARM

-1 +5 -1

+ + +

+1 +1 +0
+1

+ + +

+0 +0 -1

+ + +

+0 +0

+ + +

Acrobatics Acrobatics (Jump) Appraise Bluff Diplomacy Disable Device Disguise Escape Artist Perception Perception (Trapfinding) Sleight of Hand Stealth

DEX DEX INT CHA CHA DEX CHA DEX WIS WIS DEX DEX

15 11 10 10 12 15 10 13 10 12 13 17

= = = = = = = = = = = =

5 5 2 2 2 5 2 5 0 0 5 5

+ + + + + + + + + + + +

5 [5] 5 5 5 5 5 5 5 [5] 5 5

+ + + + + + + + + + + + + +

5 1 3 3 5 5 3 3 5 7 3 7

RANGED
attack bonus

CMB
attack bonus

= + = + : can be used untrained. #: exclusive skills. *: Skill Mastery.

SUNDER

BULL RUSH OVERRUN

Offense Defense

+1

+1

+1

+1 16
CRITICAL

+1 16
5 ft.

16

16

16
HAND

16
TYPE SIZE

Dagger, Punching
To Hit
1H-P 1H-O 2H

REACH Dam

Carried
2W-P-(OH) 2W-P-(OL) 2W-OH

P -5 -3 -9

M
To Hit

20/x3

Dam

+1 -3 +1

1d4-1 1d4-1 1d4-1

1d4-1 1d4-1 1d4-1


CRITICAL REACH

Special Properties

*Shortbow +1 (Small)
30 ft. 60 ft. 120 ft.

HAND

TYPE SIZE

Both +8 1d4

P
180 ft.

20/x3
240 ft.

5 ft. +4 1d4

TH Dam

+10 1d4

+10 1d4

+6 1d4

Special Properties
*: weapon is equipped 1H-P: One handed, in primary hand. 1H-O: One handed, in off hand. 2H: Two handed. 2W-P-(OH): 2 weapons, primary hand (off hand weapon is heavy). 2W-P-(OL): 2 weapons, primary hand (off hand weapon is light). 2W-OH: 2 weapons, off hand.

ARMOR

TYPE

AC

MAXDEX

CHECK

SPELL FAILURE

*Chain Shirt (Small/Mithral)

Light

+4

+6

+0

10

30 hp/inch, hardness 15

Character: Jarret PAce Player:

PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill & Dekker. Created using PCGen 5.16.4 on Oct 31, 2011 at 12:29:21 PM

Page 1

EQUIPMENT
ITEM

Special Qualities
QTY WT 1 6.25 2 1 1 COST 1100.0 Camouflage (Ex) [Paizo Publishing LLC Advanced Player's Guide, p.130] Once per day, a rogue with this talent can craft simple but effective camouflage from the surrounding foliage. The rogue needs 1 minute to prepare the camouflage, but once she does, it is good for the rest of the day or until the rogue fails a saving throw against an area effect spell that deals fire, cold, or acid damage, whichever comes first. The rogue gains a +4 bonus on Stealth checks while within terrain that matches the foliage used to make the camouflage. This ability cannot be used in areas without natural foliage. Charmer (Ex) [Paizo Publishing LLC Advanced Player's Guide, p.130] 2/day, the rogue can roll two dice while making a Diplomacy check, and take the better result. She must choose to use this talent before making the Diplomacy check. A rogue can use this ability one additional time per day for every 5 rogue levels she possesses. Evasion (Ex) [Paizo Publishing - Core Rulebook] You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion. Fearless (Ex) [Paizo Publishing - Core Rulebook, p.26] Halflings receive a +2 racial bonus on saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck. Halfling Luck (Ex) [Paizo Publishing - Core Rulebook, p.26] Halflings receive a +1 racial bonus on all saving throws. Keen Senses (Ex) [Paizo Publishing - Core Rulebook, p.26] Halflings receive a +2 bonus on Perception skill checks. Sure-Footed (Ex) [Paizo Publishing - Core Rulebook, p.26] Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks. Trapfinding (Ex) [Paizo Publishing - Core Rulebook, p.68] You add +2 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps. Trap Sense (Ex) [Paizo Publishing - Core Rulebook] You gain a +1 bonus on Reflex saves made to avoid traps, and a +1 dodge bonus to AC against attacks made by traps. Uncanny Dodge (Ex) [Paizo Publishing - Core Rulebook] You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you. Weapon Familiarity (Ex) [Paizo Publishing - Core Rulebook, p.26] Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.

Chain Shirt (Small/Mithral)


30 hp/inch, hardness 15

LOCATION Equipped Carried Equipped Equipped

Dagger, Punching Cold-Weather Outfit


+5 circumstance bonus on Fortitude saves vs cold weather

1.0 2.0 (4.0) (2.0) 7.0 8.0 1.0 9.25 lbs. 2330.0 3442.0 gp

Shortbow +1 (Small)
0 lbs.

TOTAL WEIGHT CARRIED/VALUE

WEIGHT ALLOWANCE
Light 22 Lift over head 67 Medium 45 Lift off ground 135 Heavy 67 Push / Drag 337

LANGUAGES
Common, Elven, Gnome, Halfling

Special Attacks
Sneak Attack (Ex) [Paizo Publishing - Core Rulebook, p.68] If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 3d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you 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, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

Character: Jarret PAce Player:

PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill & Dekker. Created using PCGen 5.16.4 on Oct 31, 2011 at 12:29:21 PM

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Feats
Persuasive [Paizo Publishing - Core Rulebook, p.131] You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. Quick Draw [Paizo Publishing - Core Rulebook, p.131] You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat. Well-Prepared [Paizo Publishing LLC Advanced Player's Guide, p.173] Once per day, when confronted with a situation that calls for a particular mundane item of equipment, you may make a Sleight of Hand check with a DC of 10 plus the item's cost in gold pieces to "happen" to have such an item on your person. For example, having a crowbar would be DC 12, whereas a f lask of acid would be DC 20. The item must be something you can easily carry-if you are on foot and have only a backpack, for example, you could not have a large iron cauldron. You cannot have magical items using this feat, nor can you have specif ic items, such as the key to a particular door. If you are stripped of your equipment or possessions, you lose the benef its of this feat until you have at least a day to resupply and "acquire" new items. You must pay of these items normally. Special - At the GM's option, a character can substitute the Survival skill for Sleight of Hand with this feat. Such a choice is permanent. Armor Proficiency, Light [Paizo Publishing - Core Rulebook, p.118] When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks. Simple Weapon Proficiency [Paizo Publishing - Core Rulebook, p.133] You make attack rolls with simple weapons without penalty.

PROFICIENCIES
Bayonet, Blowgun, Cestus, Club, Crossbow (Hand), Crossbow (Heavy), Crossbow (Light), Dagger, Dagger (Punching), Dart, Gauntlet, Gauntlet (Spiked), Grapple, Javelin, Longspear, Mace (Heavy), Mace (Light), Morningstar, Quarterstaff, Rapier, Rock, Sap, Shortbow, Shortspear, Sickle, Sling, Spear, Spear (Boar), Spells (Ray), Spells (Touch), Stake, Sword (Short), Unarmed Strike

TEMPLATES

Character: Jarret PAce Player:

PCGen Character Template by Frugal, based on work by ROG, Arcady, Barak, Dimrill & Dekker. Created using PCGen 5.16.4 on Oct 31, 2011 at 12:29:21 PM

Page 3

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