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| languages  = dwarven, fey
| languages  = dwarven, fey
| wealth      = 1 GP
| wealth      = 1 GP
| last_kill  = Spider Swarm (2026-07-02)
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! Coin !! Total Value !! Bulk !! Invested
! Coin !! Total Value !! Bulk !! Invested
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| 1 GP || 29.819 gp || 7.7 / 7 enc / 12 max || 0/10
| 1 GP || 29.819 gp || 5.7 / 7 enc / 12 max || 0/10
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''Last synced: 2026-07-03 04:00''
''Last synced: 2026-07-11 00:40''
[[Category:Characters]]
[[Category:Characters]]

Revision as of 05:40, 11 July 2026

Shmidt Tricker

Shmidt Tricker
Redhead%20halfling.png?1783038056597#.webp
Level 1
Size Medium
Key Ability STR
Hero Points 1
Defenses & Combat
HP 15/15
AC 21
Saving Throws Fort +4, Ref +6, Will +5
Perception +5
Speed 25 ft.
Combat Record
Last Kill Spider Swarm (2026-07-02)
Attributes
STR +2
Languages dwarven, fey

Details

  • Ancestry: Halfling Halfling
  • Heritage: Observant Halfling Observant Halfling
  • Background: Criminal
  • Class: Rogue Rogue
  • Key Ability: STR
  • XP: 500
  • Hero Points: 1
  • Languages: dwarven, fey

Identity

  • Age: 21
  • Height: 2'11
  • Weight: 30 lbs
  • Nationality: Murt

Appearance

Red hair, blue eyes, light skin

⚔ Defense & Saves

  • HP: 15/15
  • AC: 21
  • Perception: +5 (Expert)
  • Speed: 25 ft. (land)
  • Fortitude: +4 (Trained)
  • Reflex: +6 (Expert)
  • Will: +5 (Expert)

📊 Ability Scores

STR DEX CON INT WIS CHA
+2 +1 +1 +3 +0 +0

🎓 Skills

Skill Modifier Proficiency
Acrobatics +4 Trained
Arcana +3 Untrained
Athletics +5 Trained
Crafting +6 Trained
Deception +3 Trained
Diplomacy +3 Trained
Intimidation +3 Trained
Medicine +3 Trained
Nature +0 Untrained
Occultism +3 Untrained
Performance +0 Untrained
Religion +3 Trained
Society +6 Trained
Stealth +4 Trained
Survival +3 Trained
Thievery +4 Trained
Underworld Lore +6 Trained

💰 Wealth & Carry

Coin Total Value Bulk Invested
1 GP 29.819 gp 5.7 / 7 enc / 12 max 0/10

✨ Feats & Features

Heritage
Observant Halfling Observant Halfling
Your finely honed senses quickly clue you in to danger or trickery. You gain a +1 circumstance bonus to your Perception DC, though not to your Perception checks.
Background Features
Criminal
As an unscrupulous independent or as a member of an underworld organization, you lived a life of crime. You might have become an adventurer to seek redemption, to escape the law, or simply to get access to bigger and better loot.

Choose two attribute boosts. One must be to Dexterity or Intelligence, and one is a free attribute boost.

You're trained in the Stealth skill and the Underworld Lore skill. You gain the Experienced Smuggler skill feat.

Feats
Cat Fall Cat Fall (general, skill)
Your catlike aerial acrobatics allow you to cushion your falls. Treat falls as 10 feet shorter. If you're an expert in Acrobatics, treat falls as 25 feet shorter and 50 feet if you're a master. If you're legendary in Acrobatics, you always land on your feet and don't take damage, regardless of the distance of the fall.
Experienced Smuggler Experienced Smuggler (general, skill)
You often smuggle things past the authorities. When the GM rolls your Stealth check to see if a passive observer notices a small item you've Concealed, the GM uses the number rolled or 10—whichever is higher—as the result of your die roll, adding it to your Stealth modifier to determine your Stealth check result. If you're a master in Stealth, the GM uses the number rolled or 15, and if you're legendary in Stealth, you automatically succeed at hiding a small concealed item from passive observers. This provides no benefits when a creature attempts a Perception check while actively searching you for Hidden items.

PFS Note This feat allows you to Earn Income with Underworld Lore with tasks of your level -1 (instead of the normal level -2).

Halfling Weapon Familiarity Halfling Weapon Familiarity (halfling)
You favor traditional halfling weapons, so you've learned how to use them more effectively. You gain access to all uncommon weapons with the halfling trait. You have familiarity with weapons with the halfling trait plus the sling and shortsword—for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.

At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.

Keen Eyes Keen Eyes (halfling)
Your eyes are sharp, allowing you to make out small details about Concealed or even Invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find Hidden or Undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.
Rogue's Racket Rogue's Racket (rogue)
You've begun to develop your techniques and approach to a job, while building your reputation in rogues' circles. Choose a rogue's racket from the list below.

Eldritch Trickster

Mastermind

Ruffian

Scoundrel

Thief

Ruffian Ruffian (rogue)
You prefer the direct approach: strong-arming or intimidation. You might be an enforcer for organized crime, a highway bandit, or a noble who bullies others with threats of your family's power.

You use whatever tools you have to get the job done. You can deal sneak attack damage with any weapon, not just the weapons listed in the sneak attack class feature. This benefit doesn't apply to a simple weapon with a damage die greater than d8 or a martial or advanced weapon with a damage die greater than d6. (Apply any abilities that alter the damage die size first.) Critical hits you make with these weapons gain the weapon's critical specialization benefit if the target is Off-Guard to you.

You're trained in Intimidation and medium armor. You can choose Strength as your key attribute. When you gain light armor expertise, you also gain expert proficiency in medium armor, and when you gain light armor mastery, you also gain master proficiency in medium armor.

Sneak Attack Sneak Attack (rogue)
When your enemy can't properly defend itself, you take advantage to deal extra damage. If you Strike a creature that has the Off-Guard condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon attack, or a ranged unarmed attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.

As your level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.

Surprise Attack Surprise Attack (rogue)
You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven't acted are Off-Guard to you.
Twin Feint Twin Feint (rogue)
Requirements You are wielding two melee weapons, each in a different hand.

You use an attack with one weapon to distract your foe from a second attack coming at a different angle. Make one Strike with each of your two melee weapons, both against the same target. The target is automatically Off-Guard against the second attack. Apply your multiple attack penalty to the Strikes normally.

Actions
Feint Feint (mental)
Requirements You are within melee reach of the target you attempt to Feint.

With a misleading flourish, you leave an opponent unprepared for your real attack. Attempt a {Deception} check against your target's Perception DC.

Critical Success You throw your enemy's defenses against you entirely off. The target is Off-Guard against melee attacks that you attempt against it until the end of your next turn.

Success Your foe is fooled, but only momentarily. The target is off-guard against the next melee attack that you attempt against it before the end of your current turn.

Critical Failure Your feint backfires. You are off-guard against melee attacks the target attempts against you until the end of your next turn.

🎒 Inventory

Weapons
Item Qty Bulk Level Price
Bladed Gauntlet Bladed Gauntlet 1 0.1 0 5 gp
Bladed Gauntlet Bladed Gauntlet 1 0.1 0 5 gp
Halfling Sling Staff Halfling Sling Staff 1 1 0 5 gp
Armor & Shields
Item Qty Bulk Level Price
Scale Mail Scale Mail 1 2 0 4 gp
Ammunition
Item Qty Bulk Level Price
Sling Bullets Sling Bullets 19 0.1 0 1 cp
Equipment
Item Qty Bulk Level Price
Clothing (Ordinary) Clothing (Ordinary) 1 0 0 1 sp
Thieves' Toolkit Thieves' Toolkit 1 0.1 0 3 gp
Thieves' Toolkit (Replacement Picks) Thieves' Toolkit (Replacement Picks) 1 0 0 3 sp
Bags & Storage
Item Qty Bulk Level Price
Backpack Backpack 1 0 0 1 sp
  • Crowbar Crowbar
  • Torch Torch ×5
  • Waterskin Waterskin
  • Doll (Surprise) Doll (Surprise)
  • Bedroll Bedroll
  • Rope Rope
  • Flower Press Flower Press
  • Rations Rations ×2
  • Soap Soap
  • False-Bottomed Mug False-Bottomed Mug
  • Chalk Chalk ×10
  • Disguise Kit Disguise Kit
  • Flint and Steel Flint and Steel
  • Hygiene Kit Hygiene Kit
Treasure & Currency
Item Qty Bulk Level Price
Gold Pieces Gold Pieces 1 1 0 1 gp

Last synced: 2026-07-11 00:40