Dagger

Description:

Race: Halfling
Class: Rogue 15
Deity: Desna
Region: Korvosa
Alignment: Neutral Good
Movement: 40 = 30 + 10 (Boots)
Vision: Normal
Type: Medium Humanoid (Halfling)

Gender: Male
Age: 25
Height: 3’
Weight: 34 lb.
Hair: Brown
Eyes: Blue


ABILITY SCORES

Strength: 12(14)
Dexterity: 18(20)
Constitution: 12(14)
Intelligence: 16
Wisdom: 10
Charisma: 16

BASE ATTACK MODIFIERS

Melee: +13/+8/+3 = +11/+6/+1 (Base) + 2 (Strength)
Ranged: +16/+11/+6 = +11/+6/+1 (Base) + 5 (Dexterity)
Combat Maneuver Bonus: +13 = + 11 (Base) + 2 (Strength)

Initiative: +9 = +5 (Dexterity) + 4 (Improved Initiative)
Hit Points: 108/108 = 15d8 + 2 * 15 (Constitution)

ARMOR CLASS

Total: 28 = 10 + 4 (Armor) + 5 (Armor Enhancement) + 2 (Shield) + 1 (Shield Enhancement) + 5 (Dexterity) + 1 (Natural)
Touch AC: 19
Flat-footed AC: 28

+5 Mithral Shirt, Improved Shadow (+4 armor bonus, 10% arcane spell failure, +6 max DEX, no armor check penalty)
+1 Darkwood Shield, light fortification (+2 shield bonus, no armor check penalty)

+2 dodge bonus to AC as a swift action from Dodge feat.
+5 dodge bonus to AC against attacks made by traps.
25% chance for normal damage on a critical hit or sneak attack.

SAVING THROWS

Fortitude: 11 = 5 (Base) + 2 (Constitution) + 1 (Racial) + 3 (Resistance)
Reflex: 19 = 9 (Base) + 5 (Dexterity) + 1 (Racial) + 1 (Background) + 3 (Resistance)
Will: 9 = 5 (Base) + 0 (Wisdom) + 1 (Racial) + 3 (Resistance)

+2 racial bonus on all saving throws against fear.
+5 bonus to Reflex to avoid traps.

EXPERIENCE

Total XP: 0
Next Level: 3,000


WEAPONS

Rapier +2, keen, life-stealing
  • Attack Bonus: +18/+13/+8
  • Damage: 1d6 + 4
  • Critical: 15-20/x2
  • Type: Piercing
  • Notes/Ammunition:

Dagger +1
  • Attack Bonus: +17/+12/+7 (+17/+12/+7 Ranged)
  • Damage: 1d4 + 3
  • Critical: 19-20/x2
  • Range Increment: 10 ft.
  • Type: Piercing
  • Notes/Ammunition:

Dagger, Masterwork
  • Attack Bonus: +17/+12/+7 (+17/+12/+7 Ranged)
  • Damage: 1d4 + 2
  • Critical: 19-20/x2
  • Range Increment: 10 ft.
  • Type: Piercing
  • Notes/Ammunition:

Dagger, Alchemical Silver, Masterwork
  • Attack Bonus: +16/+11/+6 (+16/+11/+6 Ranged)
  • Damage: 1d4 + 2
  • Critical: 19-20/x2
  • Range Increment: 10 ft.
  • Type: Piercing
  • Notes/Ammunition:

Dagger, Cold Iron, Masterwork
  • Attack Bonus: +17/+12/+7 (+17/+12/+7 Ranged)
  • Damage: 1d4 + 2
  • Critical: 19-20/x2
  • Range Increment: 10 ft.
  • Type: Piercing
  • Notes/Ammunition:

Dagger
  • Attack Bonus: +16/+11/+6 (+16/+11/+6 Ranged)
  • Damage: 1d4 + 2
  • Critical: 19-20/x2
  • Range Increment: 10 ft.
  • Type: Piercing
  • Notes/Ammunition:

Alchemist’s Fire
  • Attack Bonus: +16
  • Damage: 1d6
  • Critical: x2
  • Range Increment: 10 ft.
  • Type: None
  • Notes/Ammunition:

SKILLS

  • Acquired Skills
    • Acrobatics = 25 = 15 + 3 + 5 (Dexterity) + 2 (Racial)
    • Appraise = 21 = 15 + 3 + 3 (Intelligence)
    • Bluff = 20 = 15 + 3 + 2 (Charisma)
    • Diplomacy = 20 = 15 + 3 + 2 (Charisma)
    • Disable Device = 23 = 15 + 3 + 3 (Intelligence) + 2 (Tools)
    • Knowledge (local) = 21 = 15 + 3 + 3 (Intelligence)
    • Linguistics = 21 = 15 + 3 + 3 (Intelligence)
    • Perception = 23 = 15 + 3 + 0 (Wisdom) + 5 (Eyes of the Eagle)
    • Sense Motive = 18 = 15 + 3 + 0 (Wisdom)
    • Stealth = 32 = 15 + 3 + 4 (Dexterity) + 10 (Competence)
    • Sleight of Hand = 23 = 15 + 3 + 5 (Dexterity)
    • Use Magic Device = 20 = 15 + 3 + 2 (Charisma)
  • Unaquired
    • Climb = 4 = 2 (Strength) + 2 (Racial)

+2 racial bonus on sound-based Perception skill checks.
+5 competence bonus to Jump (Acrobatics) checks. +10 competence bonus to Stealth checks.

FEATS

  • Dodge (1st)
  • Weapon Finesse (Rogue Talent: Finesse Rogue)
  • Mobility (2nd)
  • Point Blank Shot (3rd)
  • Precise Shot (Rogue Talent: Combat Trick)
  • Quick Draw (4th)
  • Combat Expertise (5th)
  • Improved Feint (Advanced Talent: Feat)
  • Spring Attack (6th)
  • Improved Initiative (7th)
  • Vital Strike (8th)

SPECIAL ABILITIES

  • Rogue
    • Sneak Attack +8d6
    • Trapfinding
    • Evasion
    • Rogue Talent: Finesse Rogue
    • Rogue Talent: Bleeding Attack
    • Rogue Talent: Combat Trick (Precise Shot)
    • Rogue Talent: Slow Reactions
    • Rogue Talent: Minor Magic (Detect Magic)
    • Advanced Talent: Improved Evasion
    • Advanced Talent: Feat (Improved Feint)
    • Advanced Talent: Slippery Mind
    • Trap Sense +5
    • Uncanny Dodge
    • Improved Uncanny Dodge

LANGUAGES: Common, Halfling, Dwarven, Gnome, Goblin. (Elven, Varisian, Giant, Shoanti, Draconic, Orc, Gnoll, Sylvan, Undercommon, )


EQUIPMENT

  • Dagger x6
  • Dagger, Masterwork x1
  • Dagger, Alchemical Silver, Masterwork x6
  • Dagger, Cold Iron, Masterwork x6
  • Dagger +1 (Inflict Serious Wounds once)
  • Rapier +2, keen, life-stealing
  • Rapier, Masterwork (Medium-sized, Blackjack)
  • Mithral Shirt +5, Improved Shadow
  • Darkwood Shield +1, Light Fortification
  • Boots of Striding and Springing
  • Cloak of Resistance +3
  • Belt of Physical Perfection +2
  • Amulet of Natural Armor +1
  • Handy Haversack
    • Backpack
    • Grappling hook
    • Lantern, bullseye
    • Rope, silk (50 ft.)
    • Thieves’ tools, Masterwork
    • Potion of Cure Moderate Wounds x2
    • Potion of Cure Serious Wounds
    • Potion of Invisibility
    • Potion of Remove Disease
    • Wand of Invisibility (2 charges)
    • Rations, 4 weeks
    • Waterskin x4
    • Eyes of the Eagle
    • Goggles of Night

Wealth: 86,403 gp 9 sp 3 cp
Total Weight: 27.5 lb.
Load: Light


Bio:

Appearance

Dagger is a slim halfling youth wearing dirty clothes. Scars criss-cross through his body, covered and hidden underneath his garb. His wild, unwashed hair has been cut with an inexpert hand. His face and hands are grimy from life on the streets.

Personality

To his friends on the street, Dagger is compassionate and generous. He gives those weaker than himself portions of food that he had stolen, at great cost to himself. He shares money that he had “earned” to buy clothes and food for his friends.

To his enemies, however, there is no quarter. He engages enemies with a merciless attitude that is seen as strange on one with so small a body.

Dagger has a wit as sharp as his own blades and an easygoing manner.

Biography

Dagger literally grew up on the streets of Korvosa with no place to call home. Countless days in his youth were spent without a bite to eat as he scrounged as meager a living as he could. He always remembers those days of uncertainty and does what he can to help those also living on the streets.

Early in life, he found his way into Gaedren Lamm’s influence. With his clever hands and sharp intellect, Dagger quickly made it through the ranks as a competent sneak thief. However, his generous and compassionate nature did not sit well with the gang of thugs. Eventually, Dagger made too many enemies and was beaten and left for dead.

Dagger bears Gaedren Lamm an intense grudge and waits for the day when he can slip a blade between the man’s ribs.

These days, however, Dagger keeps a low profile, so as not to attract attention from Gaedren Lamm’s thugs. However, he harries their operations, by stealing from their marks before they get a chance to, picking the pockets of those who go on money runs, and so forth.

Dagger

The Secret Library airellian