Unnamed Hero
Male Goblin Ranger (Trapper) 1 Rogue (Knife Master, Scout) 7
CN Small Humanoid (goblinoid)
Init +6; Senses Darkvision; Perception +13
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Defense
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AC 27, touch 18, flat-footed 21 (+9 armor, +6 Dex, +1 size, +1 deflection)
hp 76 (1d10+7d8+24)
Fort +7, Ref +14, Will +7
Defensive Abilities Blade Sense +2, Evasion
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Offense
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Speed 40 ft.
Melee +1 Bane (Animal) Dagger +13/+8 (1d3+2+2d6 vs. Animal/19-20/x2) and
Masterwork Dagger +13 (1d3+1/19-20/x2) and
Masterwork Dagger +15/+10 (1d3+1/19-20/x2) and
Sap +13/+8 (1d4/x2)
Ranged Shortbow +13/+8 (1d4/x3)
Special Attacks Offensive Defense, Scout's Charge, Sneak Attack +4d8/+4d4
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Statistics
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Str 11, Dex 21/23, Con 14, Int 12, Wis 14, Cha 7
Base Atk +6; CMB +5; CMD 22
Feats Iron Will, Rogue Weapon Proficiencies, Shadow Strike, Toughness +8, Two-weapon Fighting, Weapon Finesse, Weapon Focus (Dagger)
Traits Eye for Plunder, River Rat (marsh or river)
Skills Acrobatics +15 (+19 jump), Appraise +2, Bluff -2 (+0 vs. Humans), Climb +5, Diplomacy +2, Disable Device +21, Escape Artist +15, Intimidate +2, Knowledge (local) +5 (+7 vs. Humans), Perception +13 (+17 to locate traps, +15 vs. Humans), Profession (sailor) +15, Ride +12, Sense Motive +7 (+9 vs. Humans), Sleight of Hand +11, Stealth +20, Survival +8 (+10 vs. Humans, +9 to track), Swim +12
Languages Common, Goblin
SQ Bane (Animal), Compass, Earplugs, Favored Enemy (Humans +2), Hidden Blade +3, Track +1, Trapfinding +4, Wild Empathy -1
Combat Gear +1 Bane (Animal) Dagger, +1 Mithral Chain shirt, Arrows (20), Celestial armor, Masterwork Dagger, Masterwork Dagger, Sap, Shortbow; Other Gear Backpack, masterwork (4 @ 3.76 lbs), Belt of incredible dexterity +2, Belt pouch (3 @ 2 lbs), Besmara's tricorne (1/day), Boots of striding and springing, Cloak of resistance +1, Compass, Earplugs, Mug/tankard, Ring of protection +1, Signal whistle, Thieves' tools, masterwork, Waterskin
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Special Abilities
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Bane (Animal) +2 & +2d6 damage vs chosen type
Blade Sense +2 (Ex) +2 dodge bonus to AC vs. attacks made against you with light blades
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Eye for Plunder +1 to Perception to find concealed/secret objects (including doors/traps).
Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans).
Hidden Blade +3 +3 bonus on Slight of Hand checks to conceal a light blade.
Offensive Defense (Ex) Sneak attack grants you +1 AC vs. the target.
Scout's Charge (Ex) Charge attacks deal sneak attack damage.
Shadow Strike You can deal precision damage against targets with some concealment.
Sneak Attack +4d8/+4d4 +4d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.
Track +1 +1 to survival checks to track.
Trapfinding +4 +4 to find or disable traps.
Wild Empathy -1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
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Spent my nest egg on celestial armor, but it was worth it. Poor Chubs is one broke brother!