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Bingo Underbough's page

248 posts. Alias of normanak.


Full Name

Bingo Underbough

Race

Halfling

Classes/Levels

Rogue 4 HP : 34/34

Gender

Male

Size

Small

Age

25

Special Abilities

Fearless, Trapfinding +1, Brigand, Sneak Attack +2d6, Self-sufficient, Trap Sense +1, Evasion

Alignment

Lawful Neutral

Deity

Erastil

Location

Candlemere

Languages

Common, Dwarven, Elven, Halfling, Goblin

Strength 11
Dexterity 17
Constitution 14
Intelligence 14
Wisdom 12
Charisma 16

About Bingo Underbough

Bingo Underbough is a youngish halfling with long blond hair tied back in a ponytail. He jogs along on his pony, Fern, humming along with the elf's tune. His skin is weathered and, even though he seems carefree enough, his eyes never stop scanning the underbrush along their path.

Bingo Underbough
Male Halfling Rogue 4
LN Small humanoid (halfling)
Init +3; Senses Perception +11
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Defense
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AC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)
hp 34 (4d8+11)
Fort +5, Ref +9 (+1 bonus vs. traps), Will +4; +2 vs. fear
Defensive Abilities evasion, trap sense, uncanny dodge
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Offense
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Speed 15 ft.
Melee +1 rapier +8 (1d4+1/18-20) and
. . dagger +7 (1d3/19-20) and
. . masterwork cold iron sickle +8 (1d4) and
. . masterwork dagger +8 (1d3/19-20)
Ranged composite shortbow +7 (1d4/x3) and
. . sling +7 (1d3)
Special Attacks sneak attack +2d6
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Statistics
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Str 11, Dex 17, Con 14, Int 14, Wis 12, Cha 16
Base Atk +3; CMB +2; CMD 15
Feats Alertness, Self-sufficient, Weapon Finesse
Traits brigand, devotee of the green
Skills Acrobatics +13 (+5 jump), Appraise +8, Bluff +10, Climb +3, Craft (traps) +6, Diplomacy +10, Disable Device +6, Disguise +7, Escape Artist +0, Fly +2, Handle Animal +4, Heal +3, Intimidate +7, Knowledge (geography) +5, Knowledge (local) +8, Knowledge (nature) +8, Linguistics +6, Perception +11 (+13 to locate traps), Profession (trapper) +5, Ride +0, Sense Motive +9, Stealth +9, Survival +6, Swim -3, Use Magic Device +7; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception, rogue talents (charmer [1/day], finesse rogue), brigand
Languages Common, Dwarven, Elven, Goblin, Halfling
SQ fearless, trapfinding +2
Combat Gear Potion of cure moderate wounds, Sling bullets, little starstone (10), Sling bullets, sharpstone (10), Sling bullets, spongestone (10); Other Gear +1 Leather armor, Studded leather armor, +1 Rapier, Arrows (20), Dagger, Masterwork Cold Iron Sickle, Masterwork Dagger, Shortbow, Comp. (Str +0), Sling, Sling bullets (10), Sling bullets, little starstone (10), Sling bullets, sharpstone (10), Sling bullets, spongestone (10), Boots of elvenkind, Cloak of resistance +1, Artisan's tools (Craft [traps]), Backpack (12 @ 11.25 lbs), Belt pouch (5 @ 1.5 lbs), Candle, Cold weather outfit, Fishhook, Flint and steel, Mirror, Sack (empty), Sack (empty), Thieves' tools, Trail rations (5), Traveler's outfit (2), Twine (50'), Waterskin, Whetstone, 259 GP, 9 SP
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Special Abilities
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Brigand +1 Bluff, Diplomacy, Intimidate, and Sense Motive when dealing with brigands, theives, bandits, etc.
Charmer (1/day) (Ex) Can roll 2d20 for Diplomacy check and take the better result.
Cold weather outfit +5 Fort save vs. cold weather.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fearless +2 racial bonus vs Fear saves.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

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FERN CR 1
Male Horse, Pony
NN Medium Animal
Init +1; Senses Low-Light Vision, Scent; Perception +5
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
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Spd 40 ft.
Melee Hooves x2 (Horse, Pony) +2 x2 (1d3+1/20/x2) and
Unarmed Strike +2 (1d3+1/20/x2)
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Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. Trip)
Feats Endurance, Run
Tricks Come [Trick], Heel [Trick], Riding [Trick], Stay [Trick]
Skills Perception +5
Languages
SQ Riding [Trick]
Other Gear Bit and bridle, Fishing net, 25 sq. ft., Grappling hook, Saddle (Riding), Saddlebags (4 @ 11 lbs), Tent, Torch (3)
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Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run You run faster than normal.
Scent (Ex) Detect opponents within 15+ feet by sense of smell

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BACKGROUND
Jamis and Chamira were two halfling slaves who escaped from Galt when their master's family met the Gray Gardeners. They found their way to Daggermark, in the River Kingdoms, where they took employment with the Assassin's Guild and were moderately successful. Over the years, they had several children, one son, the eldest, Kaleel, and three daughters, Bellis, Marra and Sephanie. As a result, Chamira took fewer jobs for the Assassins, while the children, as they became older, served as lookouts and distractions when needed.

In the year 4705 AR, Jamis was given an assignment in Razmiran. He refused to take Kaleel or the girls with him, forbidding them from following after. He never returned.

Several months after Jamis' disappearance, Kaleel returned to his family's house to find the front door ajar. Drawing his two daggers, he cautiously entered. That caution saved his life. Sensing danger, the young halfling ducked under the mace swinging for his head and sheathed his daggers in the gut of his attacker, a gold-masked follower of Razmiran. The priest dropped his weapon, bending low enough for Kaleel to slit his throat and end his pain. Ignoring the dying assassin, Kaleel sped through the house, seeking his family.

He found his mother and sisters in the basement storage room. What he saw there haunts his dreams to this day. They'd been tortured most cruelly, with blade and flame. Kaleel's faith died that day, along with his family. He dragged the dead priest down to the basement and built a funeral pyre for his mother and three sisters, placing their killer at their feet.

He assembled supplies and, as night fell, said good-bye to his family and promised their spirits he would do everything in his power to see that those responsible for their deaths would pay. Thrusting a torch into the pyre, he left the house and, shortly thereafter, left Daggermark for ever.

He now calls himself Bingo Underbough and travels the River Kingdoms, looking and waiting for the chance to pay his family's debt.