Human Init +4 AC 18 T14 FF 14 HP 17/17 Fort+2 Ref+6 Will+2 Spd30 Per+7
Médium (5'10", 170 lbs)
Common, Dwarf, Draconic, Azlant
About Corgrim Taïlas
Class/ Level Rogue 2
FC +1 to Skills
BUFFS AND CONSUMABLES
AC 18 , touch 14 flat-footed 14
(+ 4 Armor, + 4 Dex, +0 Shield, +0 Other)
Hp 17/17 Temp hp 
Fort+2 , Ref+6 , Will+2
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
Short sword, +2, 1d6+1, Crit 19-20 (*2) P
Dagger, +2 1d4+1, Crit 19-20 (*2) P/S
Short bow, +5, dmg 1d6, range 60 ft, Crit 20 (*3)
Str 13, Dex 16 Con14 , Int 12 Wis10 , Cha 10
Racial bonus:+2 Dex
Base Atk +1 CMB +2 CMD16
L1 Iron Will (+2 to will saves)
Hu-Alertness (+2 to Per/SM)
Religious: Scholar of the great beyond: Your great interests as a child did not lie with current events or the mundane -— you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease. You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (Know Planes) is always a class skill for you.
Faction: Librarian You are trained to manage and maintain books, and you find it easy to procure information from tomes. You gain a +1 bonus on Linguistics or Profession (librarian) checks, and one of these skills (Linguistics) becomes a class skill for you. Once per day when you would gain a bonus on a skill check from reading a book, you can increase that bonus by 1.
SKILLS (Base 8+1 Int+1 FC+1 race= 11 total)
Appraise +6 rank 2
Disable device +9 Rank 2
Know Dungeonering +5
Know Local +6 Rank 2
Linguistics +6 Rank 2
Perception +5 (+7) rank 2
Sleight of hand +9 rank 2
Stealth +9 rank 2
Craft - Books +5
Use magic Device +4
Linguistic: Draconic, Azlant
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue 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 (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Evasion:At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Bleeding Attack* (Ex): A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.
EQUIPMENT AND GOLD
Armor ( 12.5 ) Mithral chain shirt
Weapons ( 8 ) Short sword, Dagger, Short bow, 20 arrows
Gear ( 24 ) Backpack, silk rope, 4 days rations, waterskin, thieves tools, msw thieves tools, 2 flasks of alchemcic fire, 2 sunrods, grappling hook, writing kit (10 parchment sheets, inkpen, vial of ink), CLW potion, CLW Wand (50/50)
Less than 6 feet tall, bushy beard and mustach, eyes and hair brown. Casual clothes.
Region of Origin
Faction Dark Archive
-2 PP for CLW wand
Decline of Glory 02-24
Night March of Kalky 4-19
The Segang Expedition 6-08
Tide of Morning 0-23
What the Helms hide 10-16