![]()
About Alejandro DelfinStatistics:
STR: 14 = Base: 14
DEX: 23 = Base: 16; Racial: (+2) Half-elf; Misc: (+1) Ability Modifier (Level 4), (+4) User Modifier CON: 16 = Base: 12; Misc: (+4) User Modifier INT: 14 = Base: 14 WIS: 13 = Base: 13 CHA: 8 = Base: 8 Fort: +5 = Base: +1; CON: +3; Misc: (+1) User Modifier
AC: 19 = Base: (+10); Dexterity: (+3); Armor: (+4) Studded Darkleaf; Shield: (+1) Masterwork Buckler; Dodge: (+1) Dodge
BAB: 3
Init: +8 = Dexterity: +6; Misc: (+2) User Modifier
Attacks:
Melee +1 Sword, short +11 (1d6+7, 19-20/x2) +1 Sword, short +10 (1d6+7, 19-20/x2) (Combat Expertise) Sap +9 (1d6+2, x2) Dagger +9 (1d4+2, 19-20/x2) Ranged Crossbow, light +9 (1d8, 19-20/x2) Dagger +9 (1d4+2, 19-20/x2) Skills:
Acrobatics: 11 = +5 ranks; +6 DEX; Misc: (+3) Class Skill, (-3) ACP Appraise: 2 = +2 INT Bluff: 7 = +5 ranks; -1 CHA; Misc: (+3) Class Skill Climb: 12 = +5 ranks; +2 STR; Misc: (+5) User Modification, (+3) Class Skill, (-3) ACP Diplomacy: -1 = -1 CHA Disable Device: 13 = +5 ranks; +6 DEX; Misc: (+2) Trapfinding, (+3) Class Skill, (-3) ACP Disguise: -1 = -1 CHA Escape Artist: 8 = +2 ranks; +6 DEX; Misc: (+3) Class Skill, (-3) ACP Fly: 3 = +6 DEX; Misc: (-3) ACP Heal: 6 = +2 ranks; +1 WIS; Misc: (+3) Class Skill Intimidate: 3 = +1 rank; -1 CHA; Misc: (+3) Class Skill Knowledge (dungeoneering): 10 = +5 ranks; +2 INT; Misc: (+3) Class Skill Knowledge (local): 9 = +4 ranks; +2 INT; Misc: (+3) Class Skill Linguistics: 6 = +1 rank; +2 INT; Misc: (+3) Class Skill Perception: 14 = +5 ranks; +1 WIS; Misc: (+3) Class Skill, (+3) Skill Focus; Racial: (+2) Keen Senses Profession (Sailor): 10 = +5 ranks; +1 WIS; Trait: (+1) Sailor; Misc: (+3) Class Skill Ride: 3 = +6 DEX; Misc: (-3) ACP Sense Motive: 8 = +4 ranks; +1 WIS; Misc: (+3) Class Skill Sleight of Hand: 11 = +5 ranks; +6 DEX; Misc: (+3) Class Skill, (-3) ACP Stealth: 16 = +5 ranks; +6 DEX; Misc: (+5) User Modification, (+3) Class Skill, (-3) ACP Survival: 8 = +4 ranks; +1 WIS; Misc: (+3) Class Skill Swim: 5 = +2 ranks; +2 STR; Trait: (+1) Sailor; Misc: (+3) Class Skill, (-3) ACP Race Features:
Low-Light Vision (CRB 24): You can see twice as far in conditions of dim light.
Adaptability (CRB 24): You receive Skill Focus as a bonus feat.* Elf Blood (CRB 24): You are a humanoid with human and elf subtypes and count as both an elf and human for any effect related to race. Elven Immunities (CRB 24): You are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Keen Senses (CRB 24): You receive a +2 racial bonus on Perception skill checks.* Multitalented (CRB 24): You choose two favored classes at first level. Class Features:
Armor Proficiency: You are proficient in Light Armor. *
Weapon Proficiency: You are proficient with all Simple weapons. Additionally you are proficient with the following weapons: Crossbow, hand; Rapier; Sap; Shortbow; Sword, short Uncanny Dodge (Core 34): You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, even if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized or if an opponent successfully uses the feint action against you. Sneak Attack (Ex) (Core 68): When you are flanking your target, or when they are denied their Dexterity bonus to AC, you can deal an extra 3d6 damage. This is precision damage and is not multiplied on a critical hit. You can sneak attack with a ranged weapon if the target is within 30ft. If using a nonlethal weapon, your sneak attack does nonlethal damage. You cannot deal nonlethal sneak attack damage with a weapon that deals lethal damage. You must be able to see your target well enough to pick out a vital spot. You cannot sneak attack a creature with total concealment. Trapfinding (Core 68): You add +2 to Perception skill checks made to locate traps and to Disable Device skill checks*. You can use Disable Device to disarm magic traps. Finesse Training (Ex) (PU 20): You gain Weapon Finesse as a bonus feat.* When you make a successful melee attack with a Sword, short, you can use your Dexterity instead of Strength on the damage roll.* Evasion (Ex) (Core 68): If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you take no damage. A helpless character does not gain the benefit of evasion. Rogue Talents (Core 68): You have acquired new skills. Only one talent can be applied to any one attack.
Debilitating Injury (Ex) (PU 23): Whenever you deal sneak attack damage to a foe, you can also debilitate the target of your attack, causing them to take one of the following penalties for one round (this is in addition to any penalty from a talent or other ability). These penalties do not stack with themselves, but additional abilities that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty at a time - a new penalty removes the old penalty.
Traits:
Dirty Fighter (APG 328): 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.
Sailor (Custom): You gain a +1 bonus on Swim and Profession (sailor) checks* and Swim is a class skill for you. You may use Profession Sailor skill for balance and climb checks on board ship. Feats:
Dodge (Core 122): You gain a +1 dodge bonus to your AC.*
Improved Feint (Core 127): You can make a Bluff check to feint in combat as a move action. Weapon Focus (Sword, short) (Core 136): You gain a +1 bonus on all attack rolls you make with this weapon.* Combat Expertise (Core 119): You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 to your Armor Class. Skill Focus (Perception) (Core 134): You get a +3 bonus on all checks involving the chosen skill.* Weapon Finesse (Core 136): With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls*. If you carry a shield, its armor check penalty applies to your attack rolls*. Signature Skill (Acrobatics) (PU 82): You gain the following benefits:@@You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC by 5 (instead of 10). You aren't denied your Dexterity bonus when attempting Acrobatics checks with DC of 20 or lower. Equipment:
Masterwork Buckler, Leather, Short sword, Light crossbow, Sap, Dagger, 10 x Bolts, crossbow, Thieves' tools, Waterskin, Backpack, 4 x Rations, trail (per day), Compass, Fishing Kit, Flint and Steel, 5 x Torch, Bag, Waterproof, Signal whistle, 5 x Chalk, 1 piece, Mirror, small steel, Pot, iron, Pouch, belt
Headers:
Default: | HP 44/44 | AC: 22 Touch: 17 FF: 15 | CMB: 5 CMD: 22 | Fort: 5 Ref: 11 Will: 3 | Init: 8 | Low-light vision; Perc: +13 (+14 vs traps) SM: +7 |