Post by defiNately on Jan 6, 2019 22:35:48 GMT 8
Jinx Ue
Female half-elf unchained rogue 5 (Pathfinder Unchained 20)
CN Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +8
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 38 (5d8+10)
Fort +2, Ref +8, Will +1; +2 vs. enchantments
Defensive Abilities danger sense +1, evasion, uncanny dodge; Immune sleep
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Offense
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Speed 30 ft. (20 ft. in armor)
Special Attacks sneak attack (unchained) +3d6
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Statistics
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Str 10, Dex 19, Con 12, Int 13, Wis 10, Cha 14
Base Atk +3; CMB +7; CMD 17
Feats Agile Maneuvers, Combat Expertise, Combat Reflexes, Skill Focus (Sense Motive), Weapon Finesse
Traits poverty-stricken, reactionary
Skills Acrobatics +9 (+5 to jump), Appraise +5, Bluff +6, Climb +4, Diplomacy +8, Escape Artist +7, Intimidate
+10, Linguistics +7, Perception +8, Sense Motive +11, Sleight of Hand +5, Stealth +9, Survival +9, Use Magic
Device +6; Racial Modifiers +2 Perception
Languages Common, Elven, Elven, Gnome, Goblin, Undercommon
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, elf blood, rogue
talents (distracting attackAPG, powerful sneak), trapfinding +2
Combat Gear caltrops; Other Gear mithral shirt, backpack, bedroll, belt pouch, chalk (10), flint and steel,
grappling hook, hemp rope (50 ft.), mess kitUE, mirror, piton (10), pot, soap, thieves' tools, torch (10), trail
rations (5), waterskin, 13,850 gp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs.
striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs.
striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft
step) for 1 rd.
Distracting Attack (Ex) Forgo sneak attack damage to leave the target flat-footed against someone else.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Powerful Sneak (Ex) During a full attack take -2 to hit for 1 rd. Reroll Sneak attack damage rolls of 1 (take
2nd).
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
p2
Female half-elf unchained rogue 5 (Pathfinder Unchained 20)
CN Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +8
—————
Defense
—————
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 38 (5d8+10)
Fort +2, Ref +8, Will +1; +2 vs. enchantments
Defensive Abilities danger sense +1, evasion, uncanny dodge; Immune sleep
—————
Offense
—————
Speed 30 ft. (20 ft. in armor)
Special Attacks sneak attack (unchained) +3d6
—————
Statistics
—————
Str 10, Dex 19, Con 12, Int 13, Wis 10, Cha 14
Base Atk +3; CMB +7; CMD 17
Feats Agile Maneuvers, Combat Expertise, Combat Reflexes, Skill Focus (Sense Motive), Weapon Finesse
Traits poverty-stricken, reactionary
Skills Acrobatics +9 (+5 to jump), Appraise +5, Bluff +6, Climb +4, Diplomacy +8, Escape Artist +7, Intimidate
+10, Linguistics +7, Perception +8, Sense Motive +11, Sleight of Hand +5, Stealth +9, Survival +9, Use Magic
Device +6; Racial Modifiers +2 Perception
Languages Common, Elven, Elven, Gnome, Goblin, Undercommon
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, elf blood, rogue
talents (distracting attackAPG, powerful sneak), trapfinding +2
Combat Gear caltrops; Other Gear mithral shirt, backpack, bedroll, belt pouch, chalk (10), flint and steel,
grappling hook, hemp rope (50 ft.), mess kitUE, mirror, piton (10), pot, soap, thieves' tools, torch (10), trail
rations (5), waterskin, 13,850 gp
—————
Special Abilities
—————
Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs.
striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs.
striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft
step) for 1 rd.
Distracting Attack (Ex) Forgo sneak attack damage to leave the target flat-footed against someone else.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Powerful Sneak (Ex) During a full attack take -2 to hit for 1 rd. Reroll Sneak attack damage rolls of 1 (take
2nd).
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
p2