kittenofdoom: (Default)

Female Elf Rogue 1
CN Medium Humanoid (elf)

Init +4 Senses Low-Light


AC 14, touch 14, flat-footed 14; +2 vs enchantments
hp 9
Fort 0, Ref 7, Will 2
Immune Sleep


Speed 30 ft.
Melee Dagger+2, ranged +4
Special qualities
Elven Immunities : Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic:  Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Low Light Vision: You can see 2x as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Keen Senses:   Elves receive a +2 bonus on Perception skill checks.
Trapfinding : You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.


STR 14 (+2)DEX19(+4) CON 10 INT 18 (+4) WIS14 (+2) CHA 15 (+2)
Base attack +4; CMB +2; CMD 16
Feats Armor Proficiency (Light); Simple Weapon Proficiency; Weapon finesse
Traits Charming, Deft Dodger
Skills: Acrobatics (+8); Bluff (+6); Disguise (+6); Escape Artist (+8); Perception (+8), Trapfinding (+9), Sleight of Hand (+8); Stealth (+8)
Languages Elven, Common
Inventory Dagger, Leather, Explorers Outfit, Potion of Cure Light Wounds (1), Sickle, 44gp remaining

Special Abilities
Sneak Attack (ex) +1d6 :   If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

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