Male human (Chelaxian) unchained rogue 7 (Pathfinder Unchained 20)
CG Medium humanoid (human)
Init +6; Senses Perception +10 (+11 vs. giant subtype creatures)
AC 22, touch 15, flat-footed 17 (+4 armor, +4 Dex, +1 dodge, +1 natural, +2 shield)
hp 62 (7d8+21)
Fort +5, Ref +10, Will +5; +2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol
Defensive Abilities danger sense +2, evasion, uncanny dodge; Resist fortified drinker
Speed 30 ft.
Melee +1 rapier +10 (1d6+5/18-20) or
:dagger +1 - with symbol of shax +10 (1d4+2/19-20) or
:light mace +9 (1d6+1) or
:sap +9 (1d6+1 nonlethal)
Ranged composite shortbow +9 (1d6+1/×3)
Special Attacks sneak attack (unchained) +4d6
Str 12, Dex 18, Con 14, Int 13, Wis 10, Cha 12
Base Atk +5; CMB +6; CMD 21
Feats Combat Expertise, Combat Reflexes, Dodge, Gang Up<sup>APG</sup>, Iron Will, Mobility, Outflank<sup>APG</sup>, Spring Attack, Weapon Finesse
Traits fortified drinker, giant slayer, reactionary
Skills Acrobatics +14 (+19 to make high or long jumps), Appraise +5, Bluff +5 (+6 vs. giant subtype creatures), Climb +11, Diplomacy +11, Disable Device +19, Disguise +5, Escape Artist +8, Intimidate +5, Knowledge (dungeoneering) +11, Knowledge (local) +11, Linguistics +5, Perception +10 (+11 vs. giant subtype creatures), Sense Motive +8 (+9 vs. giant subtype creatures), Sleight of Hand +8, Stealth +14, Swim +5, Use Magic Device +5
Languages Common, Halfling, Thassilonian
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talents (combat trick, esoteric scholar, fast getaway[APG]), trapfinding +3
Combat Gear caltrops; Other Gear +1 studded leather, +1 rapier, dagger +1 - with symbol of shax, arrows (20), composite shortbow (+1 Str), light mace, sap, amulet of natural armor +1, cloak of resistance +1, ring of force shield, ring of jumping, 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
Combat Expertise +/-2 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 +2 (Ex) +2 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.
Esoteric Scholar (Ex) Can attempt knowledge checks even when untrained.
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) +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Trapfinding +3 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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