Male Half-elf Rogue 1
NG Medium Humanoid (Elf, Human)
Init +10;
Senses low-light vision; Perception +7*
* +1 to find traps
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DEFENSE
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AC 16*, touch 14*, flat-footed 12*
* +2 armor, +4 dex
hp 10*
*1d8 +1 class, +1 con
Fort +1*, Ref +6*, Will +1*
* +2 vs. enchantments, +1 Trait bonus vs. arcane spells spells
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OFFENSE
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Speed 30 ft. (20 ft. in armor)
Melee
Dagger +0 1d4 (19-20/x2) – P/S
Shortsword +0 1d6 (19-20/x2) - P
Ranged
Dagger +4 1d4 (19-20/x2); Range 10' P/S
Shortbow +4 1d8 (19-20/x2); Range 60' P (Carried ammunition: 20)
Special Attacks sneak attack +1d6
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STATISTICS
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Str 10, Dex 18, Con 13, Int 14, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 14
Feats
Improved Initiative +4 bonus to initiative checks.
Skill Focus (Disable Device) +3 bonus to Disable Device checks; +6 bonus if you have 10 or more ranks in Disable Device.
Traits
Failed Apprentice: You gain a +1 trait bonus on saves against arcane spells.
Reactionary: You gain a +2 trait bonus on initiative checks.
Skills (10 points = 8 class + 2 Int)
ACP -3 medium encumbrance
+8* . . Acrobatics
+2 . . . Appraise
+0 . . . Bluff
+4* . . Climb
+4 . . . Diplomacy
+14* . Disable Device
+0 . . . Disguise
+8* . . Escape Artist
+4 . . . Fly
+1 . . . Heal
+0 . . . Intimidate
+6 . . . Know (Dungeon)
+7 . . . Perception
+4* . . Ride
+1 . . . Sense Motive
+8 . . . Sleight of Hand
+8* . . Stealth
+1 . . . Survival
+0* . . Swim
+4 . . . Use Magical Device
*ACP applies to these skills
Languages Common, Elven, Dwarven, and Undercommon