Halfling (P), Rogue (P) 4th, Wizard (P) 5th			
Small Humanoid (Halfling)			
Alignment: Neutral Evil
Hit Dice: 4d8+4, 5d6+5 (52 hp)
Initiative: +8
Speed: 20' (4 sq) (light enc.)
Space/Reach: 5 ft./5 ft.

AC: 17 (+4 Dex, +1 Size, +2 Deflection), Touch 17, Flat-Footed 17

Saves: Fort +4, Ref +10, Will +8	

Abilities: Str 8, Dex 18, Con 13, Int 20, Wis 14, Cha 18

Base Att/CMB/CMD: +5 / +3(+5*) / 19							

Single Attack:
Dagger: +11 melee (1d3/19-20)

Full Attack:
Dagger: +11 melee (1d3/19-20)

────┤ FEATS ├────
Scribe Scroll, Improved Initiative, Spell Penetration, Deft Hands, Silent Spell,
Weapon Finesse, Spell Focus: Conjuration, Augment Summoning.

────┤ SKILLS ├────
Acrobatics +13-4, Appraise +16, Bluff +12, Climb +1, Diplomacy +12, Disable Dev +16+2,
 Disguise +11, Escape Art +11, Fly +11, Heal +2, Intimidate +4, Perception +11+2, 
Ride +4, Sense Mot +9, Slt of Hand +13+2, Spellcraft +13, Stealth +20, Survival +2, 
Swim -1, Kn:Arcana +13, Kn:Dungeon +17, Kn:Eng +11, Kn:History +13, Kn:Local +17.

────┤ WIZARD (P) SPELLS ├────

Spells per Day: (4/5/3/2; save DC 15+spell level):
Level 0 - Acid Splash, Detect Magic, Detect Poison, Light.
Level 1 - Charm Person, Magic Missile, Mage Armor, Vanish, Summon Monster I.
Level 2 - Invisibility, Scorching Ray, Summon Monster II.
Level 3 - Fireball, Gaseous Form.

────┤ Racial Traits: Halfling (P) ├────
Keen Senses: Gain a +2 racial bonus on Perception skill checks
Halfling Luck: Gain a +1 racial bonus on all saving throws
Sure-Footed: Gain a +2 racial bonus on Acrobatics and Climb skill checks
Weapon Familiarity: Proficient with slings. Treat any weapon with the word
    “halfling” in its name as a martial weapon

────┤ Class Features: Rogue (P) 4th ├────
Sneak Attack: +2d6 damage
Evasion (Ex): Take no damage on successful Reflex save
Uncanny Dodge (Ex): Retain Dex bonus to AC even if flat-footed
Rogue Talents: 2x talents available.  *: Affects sneak att, max. one per sneak
    • Fast Stealth (Ex): Move at full speed using Stealth without penalty
    • Finesse Rogue: Gain the Weapon Finesse feat

────┤ Class Features: Wizard (P) 5th ├────
Concentration check: 1d20+10
Cantrips: You can cast your Cantrips at will
Bonus Feat: Scribe Scroll
Arcane Bond (Sp): Bonded Object: Ring
Arcane School: Universal
Hand of the Apprentice (Su): 8/day   < OOOOOOOO >
    As a std action, strike a foe within 30' with your melee weapon at 
    +10 to attack, and -1 to damage

────┤  Conditional Bonus - Feats  ├────
+5 to CMB when using finesse weapons [Weapon Finesse]

────┤  Conditional Bonus - Rogue (P) Class  ├────
+2 to Perception to locate Traps [Trapfinding]
+2 to Disable Device versus Traps [Trapfinding]
+1 to Reflex to avoid traps [Trap Sense]
+1 to AC vs attacks made by traps [Trap Sense]

────┤  Conditional Bonus - Halfling (P) Race  ├────
2 racial bonus on all saves vs fear [Fearless]

────┤  Conditional Skill and Synergies  ├────
-4 on Acrobatics checks made to jump [Base Speed]

────┤ Languages (x6) ├────
Common, Halfling, Draconic, Goblin, Infernal, Undercommon, Elven, Orc

────┤ EQUIPMENT ├────
Basic Equipment List, Scroll Organizer, Potion Belt, 
2xWizard's Spellbook, Masterwork Thieves' Tools, Traveler's Outfit, Dagger, 
Handy Haversack, 3xPotion of CLW, Potion of Darkvision, Potion of Fly, 
Potion of Invisibility

Headband of Intellect +2
Boots of Levitation
Ring of Protection +2
Ring of Sustenance
Cloak of Elvenkind

────┤ Description for the Magical Items Worn ├────
Headband of Intellect +2: +2 enhancement bonus to Intelligence
Boots of Levitation: Allow the wearer to levitate as the levitate spell
Ring of Protection +2: +2 deflection bonus to armor class
Ring of Sustenance: Provides its wearer with life-sustaining nourishment
Cloak of Elvenkind: +5 competence bonus on Stealth-p checks

28,729 gp									


Nertilla was a halfling born a slave and sold to a prostitution house at a young age. From there the unlucky girl earned her keep for several years in her special niche. When she turned 17 she greatly pleased an elderly human wizard, who in exchange promised to teach her a thing or two about magic. Although he was careful, she was able to pretend stupidity and act impressed whenever he showed her something. Once she understood the rudiments, she made copies of the spells and studied them diligently.

Eventually she knew enough to impress a member of the Thieves Guild and she worked her way up the ranks until she got a better offer from the Stonehands. From there, she began working with viomancy and became an assistant to Estonas. After Estonas vanished, she tried to coordinate with the Stonehands to discover his whereabouts. Although they came close to discovering exactly what happened, her efforts were interrupted by a group of adventurers seeking to thwart the Stonehands entirely. At first she tried to squash these nuisances, but they survived, so then she turned to diplomacy. The proper puppet strings were pulled and eventually the adventurers were brought to terms by the powers that be, but by then a new threat was rising.