Jalko    (Halfling Male Halfling)
Character Information   
Name: Jalko XP/Next lvl: 550 / 800
Class: Halfling HP:curr/max 17 / 17
Alignment: Chaotic Good AC:reg/rear/no shield 1 / 4 / 2
Race: Halfling Level: 3
Age: 22 Height: 3'
Weight: Lean Gender: Male
Encumbrance: Movement:
Languages: Common, Halfling
Ability Scores   
STR: 14 (+1)
INT: 11 ()
WIS: 12 ()
DEX: 16 (+2)
CON: 13 (+1)
CHR: 9 ()

Saving Throws   
Death, Paralysis,
Poison:
Petrification,
Polymorph:
Rod, Staff
or Wand:
Breath: Spell:
+13 +11 +12 +8 +10

Notes:

Description and Background   
Description:
His lean frame is taut with tension, weathered by hardship, his short black hair clinging to a brow furrowed by too many sleepless nights. His grey eyes scan the group - sharp, but heavy with something like grief. When he speaks, his voice is quiet, rough-edged.

Background:


Weapons
Weapon Att/Rnd Range Speed Damage sm/l Spec. Dbl. spec. THAC0 Projectiles
Left
Notes
Sling 1d4/ n n
Short Sword 1d6/ n n
Equipment
Qty Item Location
1 Backpack
20 Sling Bullets
5 Fresh Rations
1 Waterskin
5 Torches
1 Short Sword
1 Shield, Normal
1 Sling
1 Leather Armor
1 Chain Mail +1 (+1 bonus to the Halfling's Unobtrusive ability when used somewhere it is relatively dark (so at night outside, or in a dungeon lit only by lantern or torchlight) due to its dark color.)


Wealth   Enter negative number to subtract
PP GP EP SP CP
Magic Items
Qty Item Location


Gems and Jewelry
Qty Item Location
Memorized Spells



Spell Book



Notes
Skills
First Aid: Wis+1
Sense Motive: Wis+1
Intimidation: Cha +1
Smithing: ?
Special Abilities
Small: Halflings’ small size makes it hard for larger creatures to hit them. Halflings gain a –2 bonus to armour class against attacks from creatures of larger than human size.

Nimble: A halfling’s natural agility gives it a +1 bonus to attack rolls when using any missile weapon and a +2 bonus to initiative rolls.

Unobtrusive: In outdoor surroundings, a halfling who remains still can hide by succeeding in a check with a bonus of +17, providing there are bushes, rocks or trees that can be used as cover. Indoors, a halfling who remains still can hide by succeeding in a check with a bonus of +6, as long as there is cover or shadow available. Halflings use this ability to hide in natural daylight, but magical light such as that from a Continual Light spell prevents this ability from working.

Spell Resistance: At 9th level and higher, a halfling only takes half damage from all spells and spell-like abilities. If the attack normally allows a saving throw for half damage then the halfling only takes a quarter of normal damage if they save successfully.

Multiple Attacks: At 11th level, a halfling is able to make two attacks per round against any creature that they are able to hit by rolling a 2+ on the attack roll (after modifiers). At 18th level, this rises to three attacks. See Chapter 10 – Combat for details of
multiple attacks.

Smash: At 11th level, a halfling gains the ability to make smash attacks in melee. At the beginning of the round, the halfling’s player declares that their character is making a smash attack. The halfling automatically loses initiative, and takes a –5 penalty to their attack roll for the attack. However, if the attack hits then the halfling gets to add their strength score to the damage done by the attack as well as their strength bonus. See Chapter 10 – Combat for details of smash attacks. their attack roll for the attack. However, if the attack hits then the halfling gets to add their strength score to the damage done by the attack as well as their strength bonus. See Chapter 10 – Combat for details of smash attacks.

Parry: At 11th level, a halfling can choose to use the parry action. The halfling’s player declares that their character is parrying at the beginning of the round before initiative is rolled. Th e halfling makes no attacks during the round (and therefore needs no initiative score), but all incoming attacks are made at a –4 penalty.

Breath Evasion: At 15th level and higher, a halfling only takes half damage from all breath weapons such as those used by dragons. If the attack normally allows a saving throw for half damage then the halfling only takes a quarter of normal damage if they save successfully.
Weapon Feats
Short Sword - 1
Sling (Skilled) - 2

vs. Armed

Proficiency: Skilled
To-hit Bonus: +2
Damage: 1d6
Ac Bonus –1 vs 2
Stun S/M
Missile Range 40/80/160

vs. Unarmed

Proficiency: Skilled
To-hit Bonus: +1
Damage: 1d6
Stun S/M
Missile Range 40/80/160