Okay. Here's my (big) character sheet, with no equipment:
(spoilerd cuz it's...
big)
[spoiler]
Mustave the Magnificent (or Motherfuckin Mustave)Halfling Rogue 4/Beguiler 1/Jester* 1
CN Medium Humanoid (Halfling)
Init: +4;
Senses: Listen + 5, Spot + 4
Languages: Common, Halfling, Elven, Goblin
_____________________________________________________________
AC: 14, touch 14, flat-footed 10 (+1(size) +4(dex) -1(flaw))
hp: 28 (5d6 + 1d4 + 12 - 6(flaw))
fast heal: -
regeneration: -
DR: -
Immune: -
Resist: -
SR: -
Other: +2 morale bonus on saving throws against fear
Fort: +4,
Ref: +9,
Will: +5
(+1 racial bonus on all saving throws, figured in)_____________________________________________________________
Speed: 30ft.
Melee: Dagger; +1, 1d3-1 19-20/x2 Piercing/Slashing
Melee: Light mace; +1, 1d4-1 20/x2 Bludgeoning
Ranged (Thrown:) Flask/pie; +9 touch, 1d6 20/x2 Acid
Ranged (Thrown:) Dagger; +9, 1d3-1 19-20/x2 Piercing/Slashing
Ranged: Light Crossbow; +8, 1d6 19-20/x2 Piercing
Space: 5ft.;
Reach: 5ft.
Base Atk: +3;
Grp: -3
Atk Options: Sneak Attack +3d6
Special Actions: Trapfinding
_____________________________________________________________
Abilities: Str 8, Dex 18, Con 14, Int 14, Wis 8, Cha 12
SQ: Armored Mage(light), Evasion, Uncanny Dodge, Trap Sense +1
Feats: Point Blank Shot, Precise Shot, Rapid Shot, Quick Draw, Two Weapon Fighting
Flaws: Noncombatant, Vulnerable
Traits: Quick, Skinny
Skills: Balance +15, Bluff +10, Climb +1, Craft (Alchemy) +3, Craft (Cooking) +3, Diplomacy +3, Disable Device +3, Disguise (in character) +3, Escape Artist +12, Gather Information +3, Hide +9, Intimidate +3, Jump +8, Listen +5, Move Silently +7, Open Lock +5, Perform (Juggle) +9, Search +6, Sleight of Hand +10, Spellcraft +6, Spot +4, Tumble +15, Use Magic Device +10, Use Rope (bindings) +6
Racial Bonus: +2 to Climb, Jump, Listen, Move Silently Size Bonus: +4 Hide
Skill Ranks: Balance 9, Bluff 9, Craft (Alchemy) 1, Craft (Cooking) 1, Disable Device 1, Escape Artist 7, Gather Information 2, Hide 1, Jump 5, Listen 4, Move Silently 1, Open Lock 1, Perform (Juggle) 8, Search 4, Sleight of Hand 4, Spellcraft 4, Spot 5, Tumble 9, Use Magic Device 9
Skill Synergies: Diplomacy (Bluff), Disguise to stay in character (Bluff), Intimidate (Bluff), Sleight of Hand (Bluff), Use Rope for bindings (Escape Artist), Tumble (Jump), Balance (Tumble), Jump (Tumble), Spellcraft for scrolls (Use Magic Device)_____________________________________________________________
Possessions: _____________________________________________________________
Spells: Beguiler 2 (Caster Level 2)
Spells per day (bonus): 0 6,
1 4(+1)
Spells Known:
0: Dancing Lights, Daze, Detect Magic, Ghost Sound, Message, Open/Close, Read Magic
1: Charm Person, Color Spray, Comprehend Languages, Detect Secret Doors, Disguise Self, Expeditious Retreat, Hypnotism, Mage Armor, Obscuring Mist, Rouse, Silent Image, Sleep, Undetectable Alignment, Whelm
_____________________________________________________________
Weapon and Armor Proficiency: Simple weapons, hand crossbow, rapier, sap, shortbow, and short sword. Light armor.
Sneak Attack (Ex):Trapfinding (Ex):Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.
Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.
Armored Mage (Ex): A beguiler does not suffer arcane spell failure when wearing light armor. This only applies to beguiler spells, and not spells from another class.
Carrying Capacity(Light): 19.5 lbs
* Jester is a modified PrC based on the Unseen Seer that focues on Enchantment instead of Divination.
[/spoiler]
Backstory to come later.
Edit: I also put it in
sheet form.