Dairkal Nimblecloak's page

92 posts. Alias of Monkeygod.




Rogue 2








Common, Dwarven, Gnome, Goblin, Halfling, High Elvish.

Strength 10
Dexterity 16
Constitution 9
Intelligence 16
Wisdom 11
Charisma 18

About Dairkal Nimblecloak

Basic Info:
Initiative+3, Senses Perception+7,

AC 18(+3 Dex, +4 Cha[Canny Defense], +1 Size), Touch 18, Flat-Footed 15.

HP 14 (2 HD; LW 3/HW 1/Dead -9); Hero Points 1

Fort+1, Ref+6, Intuition+2, Will+5 Evasion

Speed 20ft, hafling nimbleness

Melee rapier+5(1d4+3/18-20)

Ranged throwing dagger +3 (1d3/19-20)

Special Attacks: Combat Opportunist, Sneak Attack +1d6

Base Attack+1 CMB+3, CMD 12

Feats Alertness(b), Canny Defense(b), Favored Terrain(Urban, b) Feat Mastery(Weapon Finesse), Weapon Finesse(b).

Racial Feats Favored Terrain (Ex): You gain Favored Terrain as a bonus feat, selecting plains if you grew up in
rural areas, or cities if in an urban center.

Halfling Nimbleness: You can move through the
spaces of hostile creatures that are larger than you
without provoking attacks of opportunity.

Racial Traits: Animal Senses (Ex): You receive a +2 racial bonus on Perception checks.

Athletic Prowess (Ex): You gain Skill Synergy (Athletics, Stealth) as a bonus feat.

Practicality (Ex): Halflings are grounded in hard work and common sense. You gain Secondary Skill Synergy (artisan).

Skills Acrobatics+8, Bluff+9, Craft(Alchemy)+9, Craft(Toxicology)+9, Diplomacy+9, Disable Device+8, Escape Artist+8, Knowledge(Linguistics)+8, Knowledge(Lore)+7, Knowledge(The Planes)+7, Perception+7, Perform(Acting)+8, Planar Sense+6, Sleight of Hand+8, Spellcraft+7, Stealth+14, Streetwise+9.

Skill Tricks:
1: Friendly Face, Mage Hand

Class Features:

Combat Opportunist (Ex): Rogues are adept at seizing opportunities in combat. You can use your total rogue level in place of your base attack bonus derived from rogue levels for the following purposes:

*When determining your number of immediate actions in combat (Chapter 7)
*For purposes of qualifying for and determining the effects of [Combat] feats (Chapter 5).

Trapfinding: You are an expert at finding, disarming, and activating traps, and gain the following abilities: You gain a passive Disable Device or Spellcraft check (Chapter 4), as appropriate, to notice any trap, secret door, hidden mechanical gadget, or spell effect within 5 ft. per 2 class levels you possess.

You take no penalties for finding or disabling traps in darkness or while blinded. In addition, you can apply your Dexterity modifier, rather than your Intelligence modifier, to Disable Device checks if
you choose.


Rogue's kit.