Post by Richard Loh on Feb 25, 2013 20:50:42 GMT 8
Karast Moonshadow
Female Daemon-Spawn Tiefling Rogue 12
CG Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +15
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Defense
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AC 25, touch 16, flat-footed 20 (+7 armor, +4 Dex, +2 natural, +1 deflection, +1 dodge)
hp 99 (12d8+36)
Fort +10, Ref +17 (+4 bonus vs. traps), Will +8
Defensive Abilities evasion, improved evasion, improved uncanny dodge, trap sense +4; Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee +1 agile keen rapier +14/+9 (1d6+6/15-20) and
+1 holy shortsword +13/+8 (1d6+2/19-20 plus 2d6 vs. evil) and
alchemical silver morningstar +11/+6 (1d8+2) and
cold iron rapier +15/+10 (1d6+2/18-20) and
sap +14/+9 (1d6+2 nonlethal) and
sap +14/+9 (1d6+2 nonlethal)
Ranged composite shortbow +14/+9 (1d6+2/×3)
Special Attacks sneak attack +6d6
Spell-Like Abilities (CL 12th; concentration +13)
1/day—death knell (DC 12)
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Statistics
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Str 14, Dex 21, Con 14, Int 14, Wis 10, Cha 12
Base Atk +9; CMB +11; CMD 28
Feats Armor of the Pit, Dodge, Improved Two-Weapon Fighting, Sap Adept, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (rapier)
Traits blade of the society, fast-talker
Skills Acrobatics +18, Appraise +6, Bluff +17, Climb +5, Diplomacy +5, Disable Device +26, Disguise +5, Escape Artist +18, Knowledge (dungeoneering) +7, Knowledge (local) +7, Linguistics +6, Perception +15 (+21 to locate traps), Profession (gambler) +4, Sense Motive +15, Sleight of Hand +20 (+22 to steal items without being noticed), Stealth +18, Swim +4, Use Magic Device +16
Languages Abyssal, Common, Elven, Orc, Osiriani
SQ rogue talents (combat trick, improved evasion, offensive defense, powerful sneak, slow reactions, trap spotter), trapfinding +6
Combat Gear duelist's vambraces, mask of the mantis, wand of infernal healing (50 charges), caltrops; Other Gear +1 elven chain, +1 agile keen rapier, +1 holy shortsword, alchemical silver morningstar, arrows (20), cold iron rapier , composite shortbow, sap, sap, belt of physical might +2 (Dex, Con), blood reservoir of physical prowess, boots of speed, cloak of resistance +4, handy haversack, chalk (10), flint and steel, grappling hook, mess kit, mirror, piton (10), rope (50 ft.), thieves' tools, torch (10), trail rations (5), waterskin, 259 pp, 6 gp, 4 sp, 6 cp
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Special Abilities
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Blade of the Society You gain a +1 trait bonus to damage rolls from sneak attacks.
Blood reservoir of physical prowess (4 charges) Use 1 to physical ability dam or use all for 2x charges bonus to ability score for 1 rd.
Boots of speed (10 rounds/day) Affected by haste
Darkvision (60 feet) You can see in the dark (black and white vision only).
Duelist's vambraces (1/round) Reduce two weapon fighting penalty for 1 off hand attack by 2.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Improved Uncanny Dodge (Lv >=16) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 16+.
Mask of the mantis A mask of the mantis is the traditional headgear of the Red Mantis assassin. Designed both to mask the wearer's identity while on a job and to enhance the wearer's ferocious appearance, a mask of the mantis has 3 daily charges that can be used to gain additional bonuses. The wearer can spend a charge to gain darkvision to a range of 60 feet, the effects of see invisibility, the effects of deathwatch, or a +5 competence bonus on Perception checks. Once a charge is spent, the effect granted persists for 30 minutes before fading. Multiple effects can be active simultaneously. Charges replenish automatically in 24 hours.
Offensive Defense (Ex) Sneak attack grants a +1 dodge bonus to AC for each die rolled vs. that foe.
Powerful Sneak (Ex) During a full attack take -2 to hit for 1 rd. Sneak attack damage rolls of 1 increase to 2.
Sap Adept Gain bonus damage on nonlethal attacks,
Slow Reactions (Ex) Foes hit by a sneak attack can't make AoO for 1 rd.
Sneak Attack +6d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Thieves' Guild Can use Sleight of Hand for Day Job rolls. +2 to Sleight of Hand to steal.
Trap Sense +4 (Ex) +4 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +6 Gain a bonus to find or disable traps, including magical ones.
Wand of infernal healing (50 charges)
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