F +10, R +21, W +11; +4 vs. [air] or [electricity] spells, or electricity damage, danger sense +4, evasion, improved uncanny dodge | Init +14 | Per +23, trap spotter +30 | Speed 35', fly 35' |
Sylph Unchained Rogue 14 | HP 89/89 | AC 29, T 20, FF 22, CMD 30; +2 vs. non-magical ranged |
About Aria Vestrilkiage
Aria Vestrilkiage
Female sylph unchained rogue 14
CG Medium outsider (native)
Init +14; Senses darkvision 60 ft.; Perception +23
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Defense
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AC 29, touch 20, flat-footed 22 (+8 armor, +2 deflection, +7 Dex, +1 insight, +1 shield); +2 vs. non-magical ranged
hp 89 (14d8+16)
Fort +10, Ref +21, Will +11; +4 vs. [air] or [electricity] spells, or electricity damage
Defensive Abilities danger sense +4, evasion, improved uncanny dodge
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Offense
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Speed 35 ft., fly 35 ft. (good)
Melee +3 short sword +21/+16 (1d6+10/19-20 plus 7d6 sneak attack) or
+3 short sword +19/+19/+14/+14 (1d6+10, 1d6+6 (offhand)/19-20 plus 7d6 sneak attack) or
sap +17/+12 (1d6+7 nonlethal plus 7d6 sneak attack)
Ranged +1 shortbow +18/+13 (1d6+1/×3 plus 7d6 sneak attack)
Special Attacks sneak attack (unchained) +7d6
Rogue (Unchained) Spell-Like Abilities (CL 14th; concentration +13)
At will—Breeze
7/day—Vanish
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Statistics
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Str 10, Dex 25, Con 12, Int 16, Wis 14, Cha 8
Base Atk +10; CMB +11; CMD 30
Feats Airy Step[ARG], Combat Reflexes, Improved Initiative, Improved Two-weapon Fighting, Quick Draw, Two-weapon Defense, Two-weapon Fighting, Weapon Finesse, Weapon Focus (short sword), Wings Of Air[ARG]
Traits gold finger, reactionary
Skills Acrobatics +24 (+27 to jump), Appraise +11, Bluff +6, Climb +6, Diplomacy +3, Disable Device +34, Disguise +3, Escape Artist +24, Fly +28, Intimidate +3, Knowledge (dungeoneering) +7, Knowledge (local) +7, Linguistics +9, Perception +23, Profession (merchant) +19, Sense Motive +22, Sleight of Hand +25 (+27 to oppose the Perception check of someone observing or frisking you regarding items in the sheath, +27 to oppose the Perception check of someone observing or frisking you regarding items in the sheath), Stealth +28, Survival +2 (+4 to avoid becoming lost), Use Magic Device +16; Racial Modifiers +4 Stealth
Languages Aklo, Auran, Azlanti, Common, Elven, Infernal, Polyglot, Terran
SQ breeze-kissed[ARG], debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talents (combat trick, double debilitation, hide in plain sight[UC], major magic, minor magic, trap spotter, weapon training), sylph rogue/ninja, trapfinding +7
Combat Gear cold iron arrows (50), elixir of tumbling, mask of the mantis[ISWG], oil of bless weapon (6), potion of barkskin +2 (4), potion of haste, potion of heroism, potion of nondetection, potion of touch of the sea, wand of cure light wounds, wand of magic missile, wand of restoration (5 charges), alchemist's fire (5), antiplague[APG], antitoxin, bottled lightning[UE] (2), holy water (4), liquid ice[APG] (2); Other Gear +5 darkleaf cloth studded leather, +1 shortbow, +3 short sword, +3 short sword, arrows (20), sap, belt of incredible dexterity +4, cloak of resistance +5, cracked dusty rose prism ioun stone, dusty rose prism ioun stone, greater talisman of freedom[OA], handy haversack, headband of vast intelligence +2, lesser talisman of healing power[OA], lesser talisman of life's breath[OA], ring of protection +2, wayfinder[ISWG], belt pouch, chalk (10), flint and steel, masterwork thieves' tools, piton (10), potion sponge[ARG] (4), powder[APG] (10), silk rope (50 ft.), wrist sheath[UE], wrist sheath[UE], 9,474 gp, 1 cp
Special Abilities:
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Special Abilities
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+3 to Acrobatics checks to jump. Add a +1/2 bonus on Acrobatics checks to jump and a +1/2 bonus on Sense Motive checks.
Airy Step +2 bonus vs. effects with air or electricity descriptor. Ignore first 30 feet of any fall.
Breeze-Kissed (1/day) +2 AC versus nonmagical ranged attacks. Bull rush/trip with air 1/day within 30 ft.
Combat Reflexes (8 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Danger Sense +4 (Ex) +4 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-6 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-6 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Double Debilitation (Ex) When using debilitating injury, apply 2 effects.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fly (35 feet, Good) You can fly!
Hide in Plain Sight (Favored Terrain [Underground]) (Ex) In your selected terrain, you can use Stealth to hide, even while being observed.
Improved Uncanny Dodge (Lv >= 18) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 18+.
Major Magic (Vanish, 7/day) (Sp) Gain the chosen 1st-level spell as a spell-like ability.
Minor Magic (Breeze, At will) (Sp) Gain the chosen cantrip as a spell-like ability.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Sneak Attack (Unchained) +7d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +7 Gain a bonus to find or disable traps, including magical ones.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Wings of Air +4 bonus vs. effects with air or elctricity descriptor.
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Bot me:
Aria is definitely a maneuver and stab in the darkness kind of rogue. Two-weapon fighting when possible (quick draw for weapons). Hide in plain sight underground, if it comes up.
Single Weapon:
[dice=+3 short sword]d20 +21[/dice] for [dice=piercing]1d6+10[/dice] plus [dice=sneak]7d6[/dice]
[dice=+3 short sword]d20 +16[/dice] for [dice=piercing]1d6+10[/dice] plus [dice=sneak]7d6[/dice]
Two Weapons:
[dice=+3 short sword]d20 +19[/dice] for [dice=piercing]1d6+10[/dice] plus [dice=sneak]7d6[/dice]
[dice=+3 short sword]d20 +14[/dice] for [dice=piercing]1d6+10[/dice] plus [dice=sneak]7d6[/dice]
[dice=+3 short sword, offhand]d20 +19[/dice] for [dice=piercing]1d6+6[/dice] plus [dice=sneak]7d6[/dice]
[dice=+3 short sword, offhand]d20 +14[/dice] for [dice=piercing]1d6+6[/dice] plus [dice=sneak]7d6[/dice]
Nonlethal:
[dice=sap]d20 +17[/dice] for [dice=nonlethal bludgeoning]1d6+7[/dice] plus [dice=sneak attack]7d6[/dice]
[dice=sap]d20 +12[/dice] for [dice=nonlethal bludgeoning]1d6+7[/dice] plus [dice=sneak attack]7d6[/dice]
Ranged:
[dice=+1 shortbow[/dice]d20 +18[/dice] for [dice=piercing]1d6+1[/dice] plus [dice=sneak attack]7d6[/dice]
[dice=+1 shortbow[/dice]d20+13 [/dice] for [dice=piercing]1d6+1[/dice] plus [dice=sneak attack]7d6[/dice]