Rufus Cornellius
Male human (Chelaxian) unchained rogue 5 (Pathfinder Unchained 20)
CG Medium humanoid (human)
Init +6; Senses Perception +8 (+9 vs. giant subtype creatures)


Defense


AC 21, touch 15, flat-footed 16 (+4 armor, +4 Dex, +1 dodge, +2 shield)
hp 46 (5d8+15)
Fort +4, Ref +9, Will +4; +2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol
Defensive Abilities danger sense +1, evasion, uncanny dodge; Resist fortified drinker


Offense


Speed 30 ft.
Melee +1 rapier +8 (1d6+5/18-20) or
:light mace +7 (1d6+1) or
:sap +7 (1d6+1 nonlethal)
Ranged composite shortbow +7 (1d6+1/×3)
Special Attacks sneak attack (unchained) +3d6


Statistics


Str 12, Dex 18, Con 14, Int 13, Wis 10, Cha 12
Base Atk +3; CMB +4; CMD 19
Feats Combat Expertise, Combat Reflexes, Dodge, Gang Up<sup>APG</sup>, Iron Will, Mobility, Outflank<sup>APG</sup>, Weapon Finesse
Traits fortified drinker, giant slayer, reactionary
Skills Acrobatics +11, Appraise +5, Bluff +5 (+6 vs. giant subtype creatures), Climb +8, Diplomacy +9, Disable Device +15, Disguise +5, Escape Artist +7, Intimidate +5, Knowledge (dungeoneering) +9, Knowledge (local) +9, Linguistics +5, Perception +8 (+9 vs. giant subtype creatures), Sense Motive +4 (+5 vs. giant subtype creatures), Sleight of Hand +7, Stealth +11, Swim +4, Use Magic Device +5
Languages Common, Halfling, Thassilonian
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talents (combat trick, fast getaway[APG]), trapfinding +2
Combat Gear caltrops; Other Gear mwk chain shirt, +1 rapier, arrows (20), composite shortbow (+1 Str), light mace, sap, cloak of resistance +1, ring of force shield, backpack, bedroll, belt pouch, chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), hip flask<sup>UE</sup>, masterwork thieves' tools, mess kit<sup>UE</sup>, mirror, piton (10), pot, soap, torch (10), trail rations (5), waterskin, 7 gp


Special Abilities


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.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Getaway (Ex) After a sneak attack or Sleight of hand check, can withdraw as a move action.
Gang Up You are considered to be flanking your target if two allies threaten that target
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
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.

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