Full Name |
Balaxxius |
Race |
Drow |
Classes/Levels |
Rogue (Burglar) 7; HP 45/45, Init+6, AC 26, Touch 17, FF 19, Perception +19 (+3 for traps), Darkvision 120',Fort +2, Ref +11 (+2 bonus when set off a trap with a failed DD check), Will +3; +2 vs. enchant, +1 Luck vs. traps |
Gender |
Male |
Size |
Medium |
Special Abilities |
Darkvision 120' |
Alignment |
Chaotic Neutral |
Deity |
Calistra |
Location |
Unknown |
Strength |
10 |
Dexterity |
22 |
Constitution |
10 |
Intelligence |
14 |
Wisdom |
12 |
Charisma |
10 |
About Balaxxius Trapmaster
Balaxxius Trapmaster
Drow rogue (burglar) 7 (Pathfinder RPG Advanced Player's Guide 132, Pathfinder RPG Advanced Race Guide 102)
CN Medium humanoid (elf)
Init +6; Senses darkvision 120 ft., low-light vision; Perception +19
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Defense
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AC 22, touch 17, flat-footed 15 (+5 armor, +6 Dex, +1 dodge)
hp 45 (7d8+7)
Fort +2, Ref +11 (+2 bonus when set off a trap with a failed Disable Device check), Will +3; +2 vs. enchantments, +1 Luck bonus vs. traps
Defensive Abilities evasion, trap sense +2; Immune sleep; SR 13
Weaknesses light blindness
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Offense
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Speed 30 ft.
Melee +1 cold iron rapier +12 (1d6+1/18-20)
Ranged +1 hand crossbow +12 (1d4+1/19-20)
Special Attacks sneak attack +4d6
Spell-Like Abilities (CL 7th; concentration +7)
. . 1/daydancing lights, darkness, faerie fire
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Statistics
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Str 10, Dex 22, Con 10, Int 14, Wis 12, Cha 10
Base Atk +5; CMB +5; CMD 22
Feats Deft Hands, Dodge, Mobility, Spring Attack, Weapon Finesse
Traits blood of dragons, criminal
Skills Acrobatics +16, Bluff +10, Climb +10, Craft (traps) +6, Disable Device +24 (+29 to disarm traps), Escape Artist +16, Knowledge (dungeoneering) +12, Perception +19, Sense Motive +5, Sleight of Hand +13, Stealth +16, Survival +1 (+6 when tracking), Swim +6, Use Magic Device +10; Racial Modifiers +2 Perception, careful disarm
Languages Common, Drow Sign Language, Elven, Undercommon
SQ poison use, rogue talents (finesse rogue, quick disable, trap spotter), trapfinding +3
Combat Gear potion of cure light wounds, wand of shield (50 charges), caltrops; Other Gear +1 mithral chain shirt, +1 cold iron rapier, +1 hand crossbow, belt of incredible dexterity +2, lenses of detection, ring of feather falling, trapspringer's gloves, backpack, bedroll, belt pouch, chalk (10), flint and steel, grappling hook, masterwork thieves' tools, mess kit, mirror, piton (10), silk rope (150 ft.), soap, trail rations (5), waterskin, 11 gp, 9 sp
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Special Abilities
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Careful Disarm (Ex) Failed disarm only triggers a trap if fail by 10 or more, and double trap sense if it is.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Drow Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Lenses of detection +5 to track with Survival
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Quick Disable (Ex) Use disable device to disable traps in half the normal time (min 1 rd).
Ring of feather falling Feather fall activates if you fall more than 5 ft.
Sneak Attack +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Resistance (13) You have Spell Resistance.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Trapspringer's gloves +5 to Disable Device against traps, +1 luck bonus to saves vs traps.
Wand of shield (50 charges) Add this item to create a wand of a chosen spell.
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