About Ascoe TannerAscoe Tanner Male Half-Elf rogue 8, NG medium humanoid (elf, human) Init +4; Senses Low-Light Vision, Perception +17, Languages Abyssal, Common, Draconic, Dwarven, Elven, Infernal, Polyglot, Undercommon AC 21, touch 14, flat-footed 17, hp 80 (8HD) Fort +4, Ref +11, Will +4, +2 Reflex to avoid traps, +2 racial saving throw bonus against enchantment spells and effects., +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol Defensive Abilities Danger Sense +2, Evasion, Immunities Sleep, Speed 40 ft. (8 squares) Ranged +1 light crossbow +11/+6 (1d8+1/19-20)
Base Atk +6; CMB +8; CMD 22 Atk Options Sneak Attack 4d6, Abilities Str 14, Dex 18, Con 12, Int 16, Wis 12, Cha 12 Special Qualities Adaptability, Curse Sense, Debilitating Injury, Disable Curse, Elf Blood, Elven Immunities, Finesse Training, Innocuous Servant, Keen Senses, Low-Light Vision, Minor Magic (Detect Magic), Multitalented, Rogue's Edge, Skill unlock disable device 5 Ranks, Trapfinding, Trap Spotter, Weapon Choice (Dagger), Feats Double Slice, Fast Learner, Outflank, Quick Draw, Skill Focus (Perception), Two-Weapon Fighting, Weapon Finesse Skills:
Possessions 1581gp; +3 mithral shirt; cloak of resistance +1; boots of striding and springing; thieves' tools (masterwork); +1 short sword; +1 Light Crossbow ; Handy Haversack [ Traveler's Any-Tool; Disguise Kit; Gear Maintenance Kit; Grooming Kit; Mess Kit; Perfume Kit; Survival Kit (Masterwork); Blanket, Winter; Bedroll; Grappling Hook, Common; Rope, Spider Silk (50 ft.); Piton (x6); Waterproof Bag; Waterproof Bag; Elven Trail Rations (x10); Oldlaw Whiskey (Bottle); Chocolate (Bar) (x2); Alchemy Crafting Kit; Scrivener's Kit; Paper (x21); ]; Waterproof Bag [ Soap; ]; Waterproof Bag [ Coffee (Cup) (x12); Coffee Pot; Honey (Jar); Powdered Milk; ]; Canteen ; Pouch, Belt [ Compass; Glass Cutter; Sewing Needle; String (50 ft.); Wire Saw (Adamantine); ]; Wrist Sheath, Spring Loaded [ +1 Adamantine Dagger; ]; Wrist Sheath, Spring Loaded [ Cold Iron/+1 Dagger; ]; Adaptability Half-elves receive Skill Focus as a bonus feat at 1st level. Ancient Explorer - Polyglot (Knowledge (History)) Curse Sense (Ex) A relic raider adds +4 on Perception checks to notice haunts and on Spellcraft checks to identify cursed items (using detect magic or similar effects). In addition, the relic raider gains a +2 bonus on saving throws against curses and haunts and a +2 dodge bonus to AC against attacks by haunts. Danger Sense (Ex) You gain a +2 bonus on Reflex saves to avoid traps and a +2 dodge bonus to AC against attacks by traps. In addition, you gain a +2 bonus on Perception checks to avoid being surprised by a foe. This ability counts as trap sense for any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (if you have trap sense from another class). Debilitating Injury (Ex)
Disable Curse (Su) A relic raider can attempt to disable a curse as she would a magical trap. This ability acts as remove curse, except instead of a caster level check, the relic raider attempts a Disable Device check (DC = 15 + the DC of the curse). Disabling a curse takes 2d4 rounds, and the relic raider cannot take 10 or 20 on this check. A relic raider can use this ability 1 times per day. Elf Blood Half-elves count as both elves and humans for any effect related to race. Elven Immunities Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. 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. Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level. Immunity to Sleep (Ex) You are never subject to sleep effects. Innocuous Servant (Ex) The rogue is an expert at appearing to be an unimportant servant, be it an attaché, bodyguard, driver, maid, kitchen assistant, or similar staff member. The rogue gains a +4 bonus on Disguise checks to appear to be a servant, but not to impersonate a particular servant. She also gains a +4 bonus on Bluff checks to lie to maintain this guise. While disguised as a servant, she gains a +4 bonus on Diplomacy checks to gather information among servants. Because she is easily overlooked as a servant, she can gather information from those she serves without asking them questions directly or alerting them to her interest. Doing so takes 1d4 days and requires a successful Bluff check instead of a Diplomacy check. Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol. Keen Senses Half-elves receive a +2 racial bonus on Perception skill checks. Low-Light Vision Half-elves can see twice as far as humans in conditions of dim light. Minor Magic (Detect Magic) (Sp) You can cast Detect Magic. This spell can be cast at will as a spell-like ability. The caster level for this ability is 8. The save DC for this spell is 13. Multitalented Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. Rogue's Edge (Ex) You have mastered a single skill beyond that skill's normal boundaries, gaining results that others can only dream about. You gain the skill unlock powers as appropriate for the number of ranks you have. Skill unlock disable device 5 Ranks Reduce the time required to disarm a trap or open a lock by taking a -5 penalty on your Disable Device check for each step by which you reduce the time required: 2d4 rounds, 1d4 rounds, 1 round, a standard action, a move action, a swift action. 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 4d6 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. Trapfinding (Ex) You add +4 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 Spotter (Ex) Whenever you come within 10 feet of a trap, you receive an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
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