Female Half-elf Rogue 2
Neutral Medium humanoid (elf, human)
Init +4;
Senses Perception +9, low-light vision
XP 2319
==DEFENSE==
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 armor)
hp 17 (8 [1st] + 6 [2nd] + 2 CON + 1 Favored Class)
Fort +1, Ref +5, Will -1
==OFFENSE==
Spd 30 ft./x3
Melee rapier +3 (1d6+2/18-20)
Melee or Ranged dagger +3 (1d4+2/19-20)
Ranged shortbow +3 (1d6/x3)
==STATISTICS==
Str 14, Dex 15, Con 12, Int 14, Wis 8, Cha 12
Base Atk +1, CMB +3 CMD 15
Traits
• Charming: Blessed with good looks, you’ve come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
• Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Feats
• Deceitful: You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
• Skill Focus (Perception): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Skills (21 ranks: 16 class + 4 Intelligence modifier + 1 favored class)
• Acrobatics* +7 [2]
• Appraise* +6 [1]
• Bluff* +8 (+9 vs. those attracted to her) [2]
• Climb* +6 [1]
• Craft* +2
• Diplomacy* +6 (+7 vs. those attracted to her) [2]
• Disable Device* +9 (+10 vs. traps; includes mwk tools bonus) [2]
• Disguise* +7 [1]
• Escape Artist* +6 [1]
• Fly
• Handle Animal
• Heal -1
• Intimidate* +1
• Knowledge (arcana)
• Knowledge (dungeoneering)* +6 [1]
• Knowledge (engineering)
• Knowledge (geography)
• Knowledge (history)
• Knowledge (local)* +6 [1]
• Knowledge (nature)
• Knowledge (nobility)
• Knowledge (planes)
• Knowledge (religion)
• Linguistics*
• Perception* +9 (+10 vs. traps) [2]
• Perform* +1
• Profession* -1
• Ride +2
• Sense Motive* +3 [1]
• Sleight of Hand* +6 [1]
• Spellcraft
• Stealth* +7 [2]
• Survival -1
• Swim* +2
• Use Magic Device* +5 [1]
Languages Common (Taldane), Elven, Chelaxian, Ancient Osiriani
Combat Gear rapier, daggers (4), shortbow (20 arrows), leather armor
Other Gear backpack, belt pouch, map case, waterskin, caltrops, silk rope 50’, grappling hook, masterwork thieves’ tools, acid (2 vials), jasmine perfume, 25gp
Party Loot 40 gp, two green stone mermaid medallions (25 gp each), Coral necklace (20 gp), 3 pearls (10 gp each), A silver bird pin (that Herral gave her), An ornate box desgined to carry the pin and the bracelet she had
Carries - 56 lbs
Light load: < 58 lbs
Medium load: 59-116 lbs
Heavy load: 117-175 lbs
Class Abilities
• Sneak Attack (+1d6): If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue 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 (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
• Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
• Trap Spotter: whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. The check should be made in secret by the GM.
Racial Abilities
• +2 to One Ability Score (Dexterity): Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
• Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
• Normal Speed: Half-elves have a base speed of 30 feet.
• Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
• Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
• Elf Blood: Half-elves count as both elves and humans for any effect related to race.
• Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
• Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
• Multitalented (Bard, Rogue): Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
• Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).