Bill the Rogue


Level 5 Rogue (Knife Master)

Str 10 +0
Dex 22 +6
Con 12 +1
Int 14 +2
Wis 12 +1
Cha 16 +3

BAB = 6
CMB = 9
CMD = 21

Weapons: + 1 Acid Dagger + 13 (+ 10 TWF), + 1 Acid Dagger + 13(+ 11 TWF), Heavy Crossbow + 11
Armor: +1 Studded Leather Armor, Ring of Protection, Small, Dodge,
Sneak Attack = 4D8

AC: 23(24if bigger)
I: + 7
+2 to confirm crits

Traits: Dirty fighting (+ 1 damage when flanking), Reactionary (+ 2 I)
Feats: Two weapon fighting, Dodge, Mobility
Rogue Talents: Combat Trick (weapon focus: Dagger), Finesse Rogue (Weapon Finesse), Offensive Defense (+ 3 to AC when you hit with sneak attack), Fast Stealth, Canny Ovserver, Obfuscate Story.

Languages: Common, Halfling, Goblin, Elven

Saves: Fort + 5, Ref + 14, ill + 5
Hit Points: 67

Skills: (10)
Acrobatics: + 18
Bluff: + 15
Diplomacy: + 15
Disable Device: + 17
Escape Artist: + 18
Knowledge (Local): + 14
Perception: + 19
Sense Motive: + 11
Slight of hand: + 18
Stealth: + 22

Special Ability:
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 the halfling luck racial trait.

Small: 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 Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.

Slow Speed: Halflings have a base speed of 20 feet.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.

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 the sure-footed racial trait.

Rogue: Choose a weapon from the following list: sling, dagger, or any weapon with “halfling” in its name. Add a +1/2 circumstance bonus on critical hit confirmation rolls with that weapon (maximum bonus of +4). This bonus does not stack with Critical Focus.

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.

Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage.

Sneak Stab (Ex): When she makes a sneak attack with a dagger he uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s
instead of d6s. This ability is identical in all other ways to sneak attack, and supplements that ability.

Blade Sense (Ex): At 3rd level, a knife master is so skilled in combat involving light blades that she gains a +1 dodge bonus to AC against attacks made against her with light blades. This bonus increases by +1 for every three levels, to a maximum of +6 at 18th level. This ability replaces trap sense.

Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her. If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Improved Uncanny Dodge: Can not be flanked. Never lose Dex bonus.

Offensive Defense:
When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for one round.

Magic Items: Ring of protection, Cloak of Resistance, Handy Haversack, Ioun Stone, 3 CLW potions, 1 CMW Potion


Bill met Saed during his time away from the group working as a caravan guard. They became good friends and Bill decided to accompany Saed back to Katapesh.

Bill loves crackers and long walks on the beach, but not with anyone else! He walks the beach alone.

Bill has a very visual memory and tries to explain everything by drawing pictures. He is horrible at drawing.

Bill the Rogue

Pathfinder: Legacy of Fire (online) Christophero55