Full Name |
Aghurah Greywall |
Race |
Dahphir |
Classes/Levels |
Rogue 5 Shadowdancer 2 |
Gender |
Female |
Size |
6ft 1 155lbs |
Age |
121 |
Special Abilities |
Hide in Plain sight |
Alignment |
True Neutral |
Occupation |
Theif |
Strength |
14 |
Dexterity |
16 |
Constitution |
14 |
Intelligence |
14 |
Wisdom |
15 |
Charisma |
12 |
About Agurah Greywall
female dhampir rogue 5 / shadowdancer 2
None Medium humanoid (dhampir, dhampir)
Init +3; Senses darkvision 90 ft., low-light vision, Perception +14
DEFENSE
AC 19, touch 14, flat-footed 19 (+5 armor, +3 Dex, +1 dodge)
hp 57 (7d8+19)
Fort +4, Ref +8, Will +4, +1 Reflex to avoid traps
Defensive Abilities evasion, hide in plain sight, improved uncanny dodge, trap sense +1, uncanny dodge
OFFENSE
Speed 30 ft.
Melee rapier +2 +8 (1d6+4/18-20)
Ranged crossbow +1 (heavy) +8 (1d10+1/19-20)
Melee dagger +1 +7 (1d4+3/19-20)
Ranged dagger +1 (thrown) +8 (1d4+3/19-20)
Special Attacks Bleeding Attack, Sneak Attack 3d6, Sniper's Eye,
Spell-Like Abilities: detect undead ( 1/day)
STATISTICS
Base Atk +4; CMB +6; CMD 20
Feats Armor Proficiency, Light, Combat Reflexes, Dodge, Mobility, Spring Attack
Languages Abyssal, Common, Draconic, Elven
SQ darkvision, darkvision, low-light vision, manipulative, spell-like ability, trapfinding, weapon and armor proficiency,
Gear goggles of minute seeing; rapier +2; belt of mighty constitution +2; mithral shirt +1; rations (trail/per day) (x15); dagger +1; potion of cure moderate wounds (x5); thieves' tools (masterwork); Backpack, Masterwork [ Bolt, Crossbow (x50); ]; Crossbow +1 (Heavy) ; Ring of shadows: +10 enhancement bonus to stealth. greater invisibility 2/day. deeper darkness 2/day. darkness 3/day
SPECIAL ABILITIES
Bleeding Attack (Ex) You can cause living opponents to bleed when hitting them with a sneak attack. This attack causes the target to take 3 additional points of damage each round. Bleeding creatures that that amount of damage every round at the start of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.
Darkvision (Ex) Range 90 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Darkvision
Darkvision (Ex) At 2nd level, a shadowdancer gains darkvision out to a range of 60 feet. If she already has darkvision, the range increases by 30 feet.
Dirty Fighter You wouldn't have lived to make it out of childhood without the aid of a sibling, friend, or companion on whom you could always count to distract your enemies long enough to do a little bit more damage than normal. When you hit a foe you are flanking, you deal an additional 1 point of damage (this damage is added to your base damage, and is multiplied on a critical hit). This additional damage is a trait bonus.
Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.
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. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
Hide in Plain Sight (Su) A shadowdancer can use the Stealth skill even while being observed. As long as she is within 10 feet of some sort of shadow, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.
Improved Uncanny Dodge (Ex) You can no longer be flanked. This defense denies a rogue the ability to sneak attack you by flanking you, unless the attacker is a rogue of at least level 11.
Light Sensitivity
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Low-Light Vision
Manipulative (Ex) Dhampirs receive a +2 racial bonus on Bluff and Perception checks.
Resist Level Drain
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 3d6 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.
Sniper's Eye (Ex) A rogue with this talent can apply her sneak attack damage on ranged attacks targeting foes within 30 feet that benefit from concealment. Foes with total concealment are still immune.
Spell-Like Ability (Sp) Dhampirs can use detect undead 1/day as a spell-like ability.
Trapfinding (Ex) You add +2 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.
Trap Sense (Ex) You gain a +1 bonus on Reflex saves made to avoid traps, and a +1 dodge bonus to AC against attacks made by traps.
Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.
Undead Resistance
Weapon and Armor Proficiency Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.