Classes/Levels |
Rogue3/Wiz1 by training, Machiavellian by temperment |
Languages |
Common, Draconic, Dwarven, Elf , Gnome, Halfling, Orc, Undercommon, |
About Hon Semparatus
Hon Semparatus
About Hon Semparatus (20pt buy)
Male Human Rogue (3)/ Wizard(1)
Med. Humanoid
Driver!
Male Human (Varisian) Rogue 3/Wizard 1
LN Medium Humanoid (human)
Init +6; Senses Perception +7
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge)
hp 19 (3d8+1d6)
Fort +1, Ref +5 (+1 bonus vs. traps), Will +3
Defensive Abilities evasion, trap sense
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Offense
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Speed 20 ft.
Melee Dagger +3 (1d4+1/19-20/x2) and
. . Whip -1 (1d3+1/x2)
Ranged Sling +4 (1d4+1/x2)
Special Attacks sneak attack +2d6
Wizard Spells Prepared (CL 1):
1 (2/day) Animate Rope, Break (DC 15)
0 (at will) Mage Hand, Mending, Light
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Statistics
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Str 12, Dex 14, Con 10, Int 18, Wis 10, Cha 14
Base Atk +2; CMB +3; CMD 16
Feats Dodge, Improved Initiative, Scribe Scroll, Secret Signs
Traits Militia Veteran (any town or village) (Ride), Prehensile Whip
Skills Acrobatics +3 (-1 jump), Appraise +8, Bluff +6 (+10 to pass secret signs), Climb +2, Diplomacy +6, Disable Device +7, Disguise +6, Escape Artist +3, Fly +3, Handle Animal +7, Intimidate +6, Knowledge (arcana) +9,Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +10, Knowledge (nobles) +8 Linguistics +10, Perception +7 (+8 to locate traps), Profession (driver) +4, Ride +5, Sense Motive +7, Sleight of Hand +6, Spellcraft +9, Stealth +6, Swim +2, Use Magic Device +6
Languages Common, Draconic, Dwarven, Elven, Gnome, Halfling, Orc, Undercommon, Varisian
SQ arcane bonds (object [ring] [1/day]), hand of the apprentice (7/day), rogue talents (getaway artist), specialized schools (universalist), trapfinding +1
Combat Gear Sling bullets, softstone (20); Other Gear Quilted cloth armor, Studded leather armor, Dagger, Sling, Sling bullets (10), Sling bullets, softstone (20), Whip, Ring, Belt pouch (31 @ 14.62 lbs), Carriage (8 @ 26.5 lbs), Kite, cards, puzzle box, Mirror, Rope, Shovel, Thieves' tools, Twine (50'), Waterproof bag (empty), Waterskin, Wrist sheath, spring loaded Dagger(1 @ 1 lbs), Wrist sheath, spring loaded (empty), 71 GP, 1 SP, 9 CP
Carried Weight 53Lbs Medium load
Light: 43lb Med: 86lb Hvy: 130lb [/spoiler]
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Special Abilities
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Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Getaway Artist (Ex) +2 bonus on driving checks.
Hand of the Apprentice (7/day) (Su) Throw the melee weapon you are holding 7/day.
Secret Signs You can hide somatic components of spellcasting
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
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Horse, light (2 of them to pull carriage)
Horse
N Large Animal
Init +2; Senses low-light vision, scent; Perception +6
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Defense
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AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +5, Will +1
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Offense
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Speed 50 ft.
Melee Hooves x2 (Horse) -2 x2 (1d4+1/x2)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. Trip)
Feats Endurance, Run
Tricks Come [Trick], Heel [Trick], Riding [Trick], Stay [Trick]
Skills Acrobatics +2 (+10 jump, +6 to jump with a running start), Fly +0, Perception +6, Stealth -2, Swim +3 (+7 to resist nonlethal damage from exhaustion)
Languages
SQ riding [trick]
Other Gear You have no money!
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Special Abilities
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Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
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Description: