Lantern Bearer

Aesar's page

No posts. Alias of Waffle House.


Full Name

Asear

Race

Drow/Init +3, Senses Perception +5 AC 16, touch 13, flat-footed 13 hp 9 Fort +1, Ref +5, Will -1

Classes/Levels

Rouge/1

Gender

Male

Size

Medium

Age

30

Alignment

C/N

About Aesar

Asear
Male Drow rogue 1
CN Medium humanoid (elf)
Init +3, Senses Perception +5
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DEFENSE
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex, )
hp 9 ((1d8)+1)
Fort +1, Ref +5, Will -1
Immunities sleep, SR 7;
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OFFENSE
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Speed 20 ft.
Melee dagger +3 (1d4-1/19-20)
Ranged dagger (thrown) +3 (1d4-1/19-20)
Melee dagger +3 (1d4-1/19-20)
Ranged dagger (thrown) +3 (1d4-1/19-20)
Ranged alchemist's fire (flask) +3 (1d6)
Ranged shortbow +3 (1d6-1/x3)
Special Attacks Sneak Attack 1d6,
Innate Spell-Like Abilities dancing lights (at will), darkness (1/day), faerie fire (1/day),

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TACTICS
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STATISTICS
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Str 9, Dex 17, Con 12, Int 14, Wis 9, Cha 16,
Base Atk +0; CMB -1; CMD 12
Feats Weapon Finesse
Skills Acrobatics +6, Acrobatics (Jump) +2, Bluff +7, Climb +0, Disable Device +5, Disguise +7, Escape Artist +4, Perception +5, Perception (Trapfinding) +6, Sleight of Hand +4, Stealth +4,
Traits Acrobat, Reckless,
Languages Common, Drow Sign Language, Elven, Undercommon
SQ keen senses, poison use, spell-like abilities, trapfinding, weapon familiarity,
Combat Gear alchemist's fire (flask) (2),
Other Gear dagger (3), dagger, studded leather, arrows (20) (2), shortbow, 35.0 gp
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SPECIAL ABILITIES
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Acrobat Having trained from a young age, you're capable of amazing feats of daring. You gain a +1 bonus on Acrobatics checks, and you take only a -2 penalty instead of the normal -5 penalty when using the Climb skill to attempt an accelerated climb.

Darkvision Drow can see in the dark up to 120 feet.

Drow Immunities (Ex) Drow are immune to magic sleep effects and get a +2 racial bonus to saves against enchantment spells.

Keen Senses (Ex) Drow receive a +2 racial bonus on Perception checks.

Light Blindness Abrupt exposure to bright light blinds drow for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.

Poison Use (Ex) Drow are skilled in the use of poison and never risk accidentally poisoning themselves.

Reckless You have a tendency for rash behavior, often disregarding your own safety as you move across the battlefield. You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you.

Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you 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, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

Spell-Like Abilities (Sp) Drow can use dancing lights At Will, darkness 1/day, and faerie fire 1/day .

Spell Resistance Drow possess spell resistance equal to 6 plus their class levels.

Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.

Weapon Familiarity (Ex) Drow are proficient with the hand crossbow, rapier, and short sword.