. . Adamantine Dagger ATK: (1d20 + 12) Range: 10ft
. . DMG: (1d4+2) (19-20/x2)
-------------------- Str 15, Dex 22, Con 13, Int 15, Wis 11, Cha 12
Base Atk +6/+1; CMB +8; CMD +24
Skill Focus (+6 Stealth),
Dodge (+1 AC),
Weapon Finesse (+6 DEX used instead of STR on attack rolls of light weapons)
Weapon Focus (Rapier): You gain a +1 bonus on all attack rolls you make using the selected weapon.
Dazzling Display: While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.
Two-Weapon Fighting: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
Mobility: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Traits: Dirty Fighter (+1 damage when flanking), Bully (+1 Intimidate)
+1 Cloak of Resistance,
+2 Belt of Incredible Dexterity,
+2 Noqual Chain Shirt,
+2 Ring of Protection,
(2) Spring-loaded wrist sheaths,
+1 Mithril rapier,
(6) Masterwork Dagger,
Masterwork Shortbow (+2STR),
(1) Tanglefoot Arrow,
Masterwork Hand Crossbow,
(20) Hand Crossbow Bolts,
Combat Trained Horse
Bag of Holding:
Cloak of Shadow-Walking,
Scroll of Teleportation,
Thieves tools (Masterwork),
Disguise kit (7 uses),
Flint & steel,
Silk rope (50 ft),
(6) Trail rations,
(2) Acid flasks,
(6) Oil of Shillelagh,
(1) Vials of anti-toxin,
Book: Endless Night: A Horizonwalker’s Guide to the Plane of Shadow.
582gp, 8sp, 8cp
Blue Whinnis (3),
Id Moss (1),
Oil of Taggit (1),
Rainbow Jellyfish Toxin (1),
-------------------- Low-Light Vision: Half-Elves can see twice as far as humans in conditions of dim light.
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.
Weapon Familiarity: All simple weapons.
Languages: Half-Elves begin play speaking Common and Elven. Half-Elves with high Intelligence scores can choose from the following: Any.
Hero Points (3) Hero Points can be spent at any time to grant a variety of bonuses.
Sneak Attack: 4d6
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.
Multitalented: (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.
Evasion: If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor.
Finesse Rogue: Gain Weapon Finesse as a bonus feat.
Uncanny Dodge: Starting at 4th level, a rogue can react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to AC if immobilized. A rogue with this ability can still lose his Dexterity bonus to AC if an opponent successfully uses the feint action against him.
Improved Uncanny Dodge: A rogue of 8th level or higher can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
Trap Sense: At 3rd level, a rogue gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when he reaches 9th level, to +4 when he reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.
Quick Disguise: A rogue with this talent can use the items at hand and seemingly innocuous material hidden on his person to create startlingly effective disguises, reducing the amount of time it takes to create a disguise using the Disguise skill. The time needed for the rogue to alter his appearance in this manner is based on the complexity of the disguise, as noted on the following table. The times are cumulative, so if a female rogue wants to disguise herself as a male of a different race, that takes 2 minutes.
Deft Palm: A rogue with this talent can make a Sleight of Hand check to conceal a weapon while holding it in plain sight, even while he is being observed.
Combat Trick: Mobility.
Born on the dirty streets of the port city of Veir, the half-blood Anga Facion had to learn quick that the only way to stay ahead was to cheat your way there. The son of an unknown Feraweni sailor and a common dock whore, Anga was granted no help in his raising, everything learned was by trial and error. Mostly error, as the many minor scars on his face and chest could attest to. Being on a bay and the capitol of Erenon, Veir saw it's shares of scum and villanny, though it wasn't the worst a place as there could be. Growing up as fast as he could Anga was able to use the cutthroat atmosphere to pull himself out of the gutter and make a life for himself as a spy of house Rudianos, and when called for, assassin of it's enemies.