Coyote Tawa
Male Human Time Thief 1
CG Medium Humanoid (human)
Init +3;
Senses Perception +4
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Defense
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AC 19, touch 13, flat-footed 16 (+4 armor, +2 shield, +3 Dex)
hp 18 (2d8+2) (Campaign rules)
Fort +1,
Ref +5,
Will +0 (+2 vs. mind affecting)
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Offense
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Speed 30 ft.
Melee rapier +0 (1d6/18-20/x2)
Ranged light crossbow +3 (1d8/19-20/x2)
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Statistics
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Str 10,
Dex 16,
Con 12,
Int 13,
Wis 10,
Cha 16
Base Atk +0;
CMB +0;
CMD 13
Feats Point-Blank Shot, Precise Shot
Traits Sound of Mind, Scholar of the Ruins
Skills Acrobatics +7, Bluff +7, Disable Device +7, Escape Artist +7, Knowledge (Dungeoneering) +6, Knowledge (History) +5, Knowledge (The Planes) +5, Perception +4, Stealth +7
Languages Common, Draconic, Elven
Combat Gear rapier, dagger, light crossbow, bolts (10)
Other Gear Chain shirt, Light steel shield, Dagger, Light crossbow, Rapier, Backpack (empty), Belt pouch (empty), Chalk, Ink, black, Inkpen, Thieves' tools, 16 GP, 8 SP, 9 CP
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Special Abilities
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Mote of Time (4/day)
A mote is a tiny split-second of time that a time thief steals from her own future. The motes taken are inconsequential slivers of continuance that even the time thief will not notice being missing from her activities. However, a time thief can use these motes to affect her present timeline, allowing her to re-try actions and slow down time around her so she can act more carefully and alertly in fast-moving situations.
Each day, the time thief has a pool of motes equal three plus her class level. Once a round, as a free action, a time thief can expend a mote to do any one of the following things:
* Gain a bonus to one attack roll, skill check, ability check, or saving throw. The roll must represent a single action that occurs entirely within a single round. (A time thief could use a mote to add a bonus to an Acrobatics check to leap over a chasm, but not to a Craft check made to determine how much progress was made after a day of work.) The bonus gained is equal to +1d4. This increases to +2d4 at 8th level, and +3d4 at 16th level. The time thief can decide to add this bonus immediately after seeing the result of the original die roll.
* Take a swift action that does not count against the time thief’s normal limit of one swift action per round.
* Act in the surprise round when the time thief would not normally be able to do so.