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Maelon Honestfingers - Level 3

Oct 28, 2019

Maelon Honestfingers
Female halfling unchained rogue 3 (Pathfinder Unchained 20)
CG Small humanoid (halfling)
Init +2; Senses Perception +9


Defense


AC 17, touch 14, flat-footed 15 (+3 armor, +1 deflection, +2 Dex, +1 size)
hp 28 (3d8+6) (currently 6)
Fort +3, Ref +6, Will +3; +2 racial bonus vs. domination and possession effects (stacks with halfling luck), +2 trait bonus vs. fear and death effects
Defensive Abilities danger sense +1, evasion


Offense


Speed 30 ft.
Melee (M) +1 dagger +4 (1d4+1/19-20) or
   rapier +6 (1d4+2/18-20)
Ranged sling +5 (1d3)
Special Attacks sneak attack (unchained) +2d6


Statistics


Str 11, Dex 15, Con 12, Int 12, Wis 12, Cha 15
Base Atk +2; CMB +1; CMD 14
Feats - Custom Feat -, Two-weapon Fighting, Weapon Finesse, Weapon Focus (rapier), Well-preparedAPG
Traits merchant, reincarnated, unbreakable survivor
Skills Acrobatics +7, Appraise +6 (+7 when bargaining for the price of goods), Artistry (choreography) +5, Bluff +8, Climb +5, Diplomacy +8, Disable Device +5, Disguise +6, Intimidate +7, Perception +9, Sense Motive +7 (+8 when bargaining for the price of goods), Sleight of Hand +7, Stealth +11, Survival +3, Use Magic Device +8; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Goblin, Halfling
SQ hedonistic, irrepressibleHA, rogue talent (weapon training), trapfinding +1
Combat Gear potion of cure light wounds, alchemist's fire (2), antitoxin, average invisible inkUE (2), caltrops (3), smokestick (2); Other Gear studded leather, +1 dagger, rapier, sling, sling bullets (20), boots of striding and springing, ring of protection +1, basic maps (major landmarks only), bedroll, belt pouch, blanketAPG, candle (5), cardsUE, chalk (5), flint and steel, halfling trail rationsUE (8), ink, inkpen (2), magnetAPG (3), manacles, marblesAPG (5), masterwork backpackAPG, mess kitUE, paper (2), poison lip paintUI, silent pitonUW (5), silk rope (50 ft.), soap, waterskin (2), whetstone, 55 gp, 16 sp, 7 cp


Special Abilities


Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Hedonistic If you do not gain a reward in a day, you are fatigued for 4h the next day (Fort DC 20 negates)
Irrepressible +2 to save vs. domination and possession effects.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Well-Prepared (Sleight of Hand, 1/day) DC 10+ gp cost check and you "happen" to have the desired item on your person.

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