Jump to content

Characters/Schmidt Tricker

From TheRaspyDragon
Revision as of 09:00, 6 September 2026 by Oracle (talk | contribs) (Auto-sync: PF2e character exporter.)

Schmidt Tricker

Schmidt Tricker
Redhead%20halfling.png?1783038056597#.webp
Level 2
Size Medium
Key Ability DEX
Hero Points 1
Defenses & Combat
HP 24/24
AC 19
Saving Throws Fort +5, Ref +9, Will +7
Perception +7
Speed 25 ft.
Combat Record
Last Kill Globster (2026-09-06)
Last Downed By Pirate (2026-07-14)
Attributes
STR +1
Languages dwarven, fey

Details

  • Ancestry: Halfling Halfling
  • Heritage: Observant Halfling Observant Halfling
  • Background: Criminal
  • Class: Rogue Rogue
  • Key Ability: DEX
  • XP: 712
  • Hero Points: 1
  • Languages: dwarven, fey

Identity

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

Personality & Beliefs

Attitude
Rebellious, Playful, Intrepid
Edicts
"I'll make people see what I'm worth through my own chosen destiny."
Fight dirty, smile bright
Honor the fam
Anathema
"Don't fuck around if you aren't ready to find out."
Unnecessary lethal force may be necessary
Likes
Warm meals, lazing outside, final blows
Dislikes
Unkemptness, slimes and sludges
Catchphrases
"My mom said-"

Appearance

Schmidt Tricker is not much to look at—literally. She takes up little space at 2 feet and 11 inches tall, and is surprisingly scrawny for the halfling sized portions she scarfs down. The most striking features on her person are her auburn-red hair and green eyes that don't seem like they'd fit a rogue thought to cling to the shadows. Her hair is cut at a bob, a result of personal style and damaged length from the happenings of her home environment. Her light complexion seems only colored by the warmth of sun and blood dappled across her skin, both features that tend to betray her in their volatility more often than not. Despite her youth, her build reflects the hard-work and rough-housing of her tumultuous childhood, littered with callouses and scars from daily household labor and petty fights.

⚔ Defense & Saves

  • HP: 24/24
  • AC: 19
  • Perception: +7 (Expert)
  • Speed: 25 ft. (land)
  • Fortitude: +5 (Trained)
  • Reflex: +9 (Expert)
  • Will: +7 (Expert)

🗡 Attacks

Weapon Traits Attack Bonus Damage
Bladed Gauntlet Bladed Gauntlet (Trained) Agile, Finesse, Free-Hand, Modular +7/+3/-1 1d4+1 slashing
Dagger Dagger (Trained) Agile, Finesse, Thrown-10, Versatile-S +7/+3/-1 1d4+1 piercing
Bladed Gauntlet Bladed Gauntlet (Trained) Agile, Finesse, Free-Hand, Modular +7/+3/-1 1d4+1 slashing
Halfling Sling Staff Halfling Sling Staff (Trained) Halfling, Propulsive +7/+2/-3 1d8 bludgeoning

📊 Ability Scores

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

🎓 Skills

Skill Modifier Proficiency
Acrobatics +9 Expert
Arcana +3 Untrained
Athletics +5 Trained
Crafting +7 Trained
Deception +4 Trained
Diplomacy +4 Trained
Intimidation +4 Trained
Medicine +5 Trained
Nature +1 Untrained
Occultism +3 Untrained
Performance +0 Untrained
Religion +5 Trained
Society +7 Trained
Stealth +7 Trained
Survival +5 Trained
Thievery +7 Trained
Underworld Lore +7 Trained

💰 Wealth & Carry

Coin Total Value Bulk Invested
6 GP, 7 CP 42.6 gp 7.8 / 6 enc / 11 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
Brutal Beating Brutal Beating (rogue)
Your critical hits shakes your foes' confidence. Whenever your Strike is a critical hit and deals damage, the target is Frightened 1.
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.
Scout Dedication Scout Dedication (archetype, dedication)
You are a highly skilled scout, capable of guiding your allies, detecting imminent threats, and avoiding the attention of dangerous enemies. You can perform the Scout exploration activity at the same time as the Avoid Notice exploration activity. The bonus to initiative you grant when you Scout is +2 instead of +1.
Scout
Slippery Prey Slippery Prey (general, skill)
You're able to escape bonds more easily than others. When you attempt to Escape using Acrobatics or Athletics, you reduce the multiple attack penalty for repeated attempts to –4 and –8 if you're trained in the skill. The penalty becomes –3 and –6 if you're a master in the appropriate skill. If you're legendary in the skill, you don't take penalties for multiple Escape attempts in the same turn. Regardless of your training, your attempts to Escape still have the attack trait and incur a multiple attack penalty with other actions.
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
Dagger Dagger 1 0.1 0 2 sp
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 29 0.1 0 1 cp
Equipment
Item Qty Bulk Level Price
Clothing (Ordinary) Clothing (Ordinary) 1 0 0 1 sp
Healer's Toolkit Healer's Toolkit 1 1 0 5 gp
Thieves' Toolkit Thieves' Toolkit 1 0.1 0 3 gp
Thieves' Toolkit (Replacement Picks) Thieves' Toolkit (Replacement Picks) 1 0 0 3 sp
Torch Torch 5 0.1 0 1 cp
Bags & Storage
Item Qty Bulk Level Price
Backpack Backpack 1 0 0 1 sp
  • Crowbar Crowbar
  • 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
Bloodstone Bloodstone 1 0 0 25 sp
Copper Pieces Copper Pieces 7 1 0 1 cp
Gold Pieces Gold Pieces 6 1 0 1 gp

Last synced: 2026-09-06 04:00