Elven Rogue Swashbuckler/5; HP 38/38; AC 21; T 16 /FF 17 /CMD 18; Fort +2 /Ref +8 /Will +1; Init +6 ; Perc +10; Sense Motive +0
About Filios Philandril
FILIOS PHILANDRIL CR 2
Male Elf Rogue (Swashbuckler) 5
CN Medium Humanoid (Elf)
Init +6; Senses Low-Light Vision; Perception +10
Prestige Points: 12
AC 21 (+2 Off. Def.), touch 16, flat-footed 17(+5 armor, +4 Dex. +1 Dodge, +1 Natural)
HP 38 (1d8+1) Current HP: 38/38
Fort +2, Ref +8, Will +1
Immune sleep; Resist Elven Immunities
Spd 30 ft.
+1 Keen Elven Curve Blade +9 (1d10+4/15-20/x2)
Dagger +7 (1d4+2/19-20/x2)
Unarmed Strike +7 (1d3+2/20/x2)
Special Attacks Sneak Attack +3d6
Str 14, Dex 19 Con 12, Int 10, Wis 10, Cha 12
Base Atk +3; CMB +5; CMD 19
Feats Elven Weapon Proficiencies, Rogue Weapon Proficiencies, Weapon Finesse, Weapon Focus (Elven Curveblade), Dodge, Power Attack
Traits Fast-Talker, Warrior of Old
Skills Acrobatics +12, Bluff +9, Climb +7 (+9), Disable Device +10, Diplomacy +7, Escape Artist +3, Fly +3, Intimidate +9, Perception +10, Ride +4, Sleight of Hand +10, Stealth +11, Swim +2 Modifiers Silent Hunter, Daring
Languages Common, Elven
Combat Gear +1 Curve blade, elven, Dagger, +1 Chain Shirt; Other Gear Pathfinder's Kit(Backpack, Belt Pouch, Clay Mug, Dagger, 2 Fishhooks, Flint and Steel, Sewing Needle, Signal Whistle, 50 Feet String, 50 Feet Thread, Waterskin, Trail Rations - One week, Whetstone), 50 Foot Hempen Rope, Chronicler's Supplies (Map case, 2 Vials Ink, 2 Inkpens, 10 Sheets of Paper, 2 Blank Journals, Pound of Fine Powder, 20 Foot Measuring Cord), Cold Weather Outfit, Blanket,, Climber's Kit MW Thieve's Tools, Scroll of Lesser Restoration, Air Crystals (2 - 1 minute air), Courtier's Outfit with 50GP Jewelry, Potion of Cure Moderate (2), Potion of Invisibility (2), Amulet of Natural Armor +1
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Silent Hunter Reduce Steath penalty for moving by -5, can make Stealth checks while running (at -20 - includes reduced penalty).
Warrior of Old As a child, you put in long hours in combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble.
Benefit: You gain a +2 trait bonus on Initiative checks.
Fast-Talker You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age.
Benefit: You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Martial Training (Ex): At 1st level, the swashbuckler may select one martial weapon to add to her list of weapon proficiencies. In addition, she may take the combat trick rogue talent up to two times. This ability replaces trapfinding.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Weapon Training (Rogue Talent 1): A rogue that selects this talent gains Weapon Focus as a bonus feat.
Daring (Ex)At 3rd level, a swashbuckler gains a +1 morale bonus on Acrobatics checks and saving throws against fear. This bonus increases by +1 for every 3 levels beyond 3rd. This ability replaces trap sense.
Dodge:+1 Dodge Bonus to AC
Uncanny Dodge:Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
Offensive Defensive (Rogue Talent 2):When a rogue with this talent hits a creature with a melee attack that deals sneak attack damage, the rogue gains a +1 dodge bonus to AC for each sneak attack die rolled for one round.
Harvestman's Bane:Word spreads of your involvement in the elimination of the cult of Zyphus in Taldor. You get a +2 bonus on intimidate checks against worshipers of Zyphus.
Fence Contact Once per game session, when selling an item, you may use a Scarzani fence gets you an additional 10% return on its sale. This additional value is calculated at 10% of the normal resale value for the item.
Greased Palm In any city of at least 5,000 inhabitants, you may locate a corrupt offiocial,. If you're imprisoned or fined for crimes committed in the city's jurisdiction, you may take advantage of this contact, paying no fines and escaping sentencing if you can make a DC 15 Diplomacy Check. You can use this ability once per game session. Note that DC 15 represents mundane crimes - at the GMs discretion, particularly heinous crimes can increase the DC to avoid jil time or even execution by 10 points or more.
Power Attack (-1/+3) You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.