Race |
|Perc +19 (+23 to avoid being surprised; +23 to overhead conversations/find hidden things; +30 to find traps) |
Classes/Levels |
Darkvision 120' |MP 2/15 |Surge +1d8 | Conditions: |
Gender |
Rogue (scout) 14/Trickster 6 [hp 125(115)/125(115) |AC 25 T 19 FF 19 |F6* R18* W7 |CMD 32 |Init +14 |
About Damiel Morgathain
Male human unchained rogue (scout) 14/Trickster 6 (Pathfinder RPG Advanced Player's Guide 134, Pathfinder Unchained 20)
CG Medium humanoid (human)
Init +14; Senses darkvision 120 ft.; Perception +19 (additional +4 to hear conversation or find concealed object, additional +4 to avoid being surprised, additional +7 to find traps)
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Defense
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AC 25, touch 19, flat-footed 19 (+6 armor, +3 deflection, +6 Dex) (+4 vs traps)
hp 125 (14d8+52)
Fort +6 (+2 Luck bonus vs. poison from spiders), Ref +18 (+4 vs traps), Will +7
Defensive Abilities danger sense +4, hard to kill, improved evasion, mythic saving throws
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Offense
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Speed 30 ft.
Melee
. . +2 frost cold iron rapier +20/+15 (1d6+10/18-20 plus 1d6 cold) or
. . +2 demon-bane club +13/+8 (1d6+3 plus 2d6 vs. Demon) or
. . MW dagger +19/+14 (1d4+8/19-20)
Ranged
. . Base attack
. . +2 corrosive composite (+1) shortbow +22/+17 (1d6+3/19-20/×4 plus 1d6 acid)
. . Point-Blank Shot
. . +2 corrosive composite (+1) shortbow +24/+19 (1d6+5/19-20/×4 plus 1d6 acid)
. . Rapid Shot (1)
. . +2 corrosive composite (+1) shortbow +22/+22/+17 (1d6+3/19-20/×4 plus 1d6 acid)
. . Rapid Shot (2)
. . +2 corrosive composite (+1) shortbow +20/+20/+20/+15 (1d6+3-2/19-20/×4 plus 1d6 acid)
. . Deadly Aim
. . +2 corrosive composite (+1) shortbow +19/+14 (1d6+12/19-20/×4 plus 1d6 acid)
. . Point-Blank Shot, Deadly Aim
. . +2 corrosive composite (+1) shortbow +21/+16 (1d6+14/19-20/×4 plus 1d6 acid)
. . Point-Blank Shot, Rapid Shot (1)
. . +2 corrosive composite (+1) shortbow +24/+24/+19 (1d6+5/19-20/×4 plus 1d6 acid)
. . Point-Blank Shot, Rapid Shot (2)
. . +2 corrosive composite (+1) shortbow +22/+22/+22/+17 (1d6+5/19-20/×4 plus 1d6 acid)
. . Point-Blank Shot, Rapid Shot (1), Deadly Aim
. . +2 corrosive composite (+1) shortbow +21/+21/+16 (1d6+14/19-20/×4 plus 1d6 acid)
. . Point-Blank Shot, Rapid Shot (2), Deadly Aim
. . +2 corrosive composite (+1) shortbow +19/+19/+19/+14 (1d6+14/19-20/×4 plus 1d6 acid)
. . Rapid Shot (1), Deadly Aim
. . +2 corrosive composite (+1) shortbow +19/+19/+14 (1d6+12/19-20/×4 plus 1d6 acid)
. . Rapid Shot (2), Deadly Aim
. . +2 corrosive composite (+1) shortbow +17/+17/+17/+12 (1d6+12-2/19-20/×4 plus 1d6 acid)
Special Attacks force of will, headband of ninjitsu (+2 insight bonus to sneak attacks, can sneak attack creatures with concealment or total concealment, but miss chance applies normally), mythic point-blank shot (+3 to attack and damage for 1 mythic point), mythic power (15/day, surge +1d8), scout's charge, skirmisher, sneak attack (unchained) +7d6, trickster attacks (fleet charge, surprise strike)
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Statistics
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Str 12, Dex 27, Con 12, Int 14, Wis 12, Cha 12
Base Atk +10; CMB +11 (+13 reposition); CMD 32
Feats Clustered Shots[UC], Deadly Aim[M], Improved Critical (Shortbow)[M], Point-blank Shot[M], Precise Shot, Rapid Shot[M], Snap Shot[UC], Toughness, Weapon Finesse, Weapon Focus (shortbow)
Traits Chance Encounter, Poverty-Stricken
Skills Acrobatics +30, Appraise +19, Bluff +18 (+20 to feint), Climb +15, Disable Device +31, Escape Artist +23, Fly +10, Knowledge (dungeoneering) +11, Knowledge (local) +11, Linguistics +6, Perception +19 (+23 to hear conversation or find concealed object), Sense Motive +16, Stealth +25, Survival +17, Use Magic Device +18
Languages Abyssal, Celestial, Common, Infernal
SQ additional trick[MA], amazing initiative, debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, extra mythic feat[MA], mirror dodge[MA], pierce the darkness[MA], recuperation, rogue talents (canny observer[APG], double debilitation, hide in plain sight (forest)[UC], hide in plain sight (plains)[UC], improved evasion, pierce the darkness, surprise attacks, trap spotter, weapon training), shadow stealth[MA], trapfinding +7
Combat Gear cold iron arrows (35), potion of cure serious wounds (4), wand of fly (49 charges), wand of invisibility (48 charges), wand of cure moderate wounds (24 charges); Other Gear +2 demon-defiant mithral chain shirt, +2 corrosive composite shortbow (+1 Str), +2 demon-bane club, +2 frost cold iron rapier, arrows (10), boots of elvenkind, bracers of archery, lesser, cloak of arachnida, cracked pale green prism ioun stone (saves), efficient quiver, handy haversack, headband of ninjitsu[UE], ring of feather falling, ring of protection +3, rope of climbing, terendelev's scales (sacred weaponry), belt pouch, belt pouch, candle (2), chalk, climber's kit, everburning torch, hammer, masterwork thieves' tools, piton (14), sack (2), silk rope (150 ft.), sunrod (3), tindertwig (4), ruby gemstone (worth 100 gp) (10), 821 gp, 5 sp
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Special Abilities
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Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Canny Observer (Ex) +4 Perception to overhear conversations or find concealed or secret objects.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Danger Sense +4 (Ex) +4 bonus on reflex saves and AC against traps.
Darkvision (120 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-6 (Ex) Foe who takes sneak attack damage takes AC penalty (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-6 (Ex) Foe who takes sneak attack damage takes attack penalty (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Double Debilitation (Ex) When using debilitating injury, apply 2 effects.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+6 bonus, bypass all DR).
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hide in Plain Sight (Favored Terrain [Forest]) (Ex) In your selected terrain, you can use Stealth to hide, even while being observed.
Hide in Plain Sight (Favored Terrain [Plains]) (Ex) In your selected terrain, you can use Stealth to hide, even while being observed.
Improved Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Failure deals half dam.
Mirror Dodge (Su) When hit by an attack, spend 1 power to teleport 30 ft, leaving behind illusiory duplicate.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Pierce the Darkness (Ex) You have 5' blindsense versus creatures concealed by darkness or your blindness.
Point-Blank Shot [Mythic] As a swift action, use 1 power to add half your tier to Point-blank shot.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot [Mythic] Rapid shot allows 2 extra attacks, or 1 extra attack with no penalties.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Scout's Charge (Ex) Charge attacks deal sneak attack damage as though foe is flat-footed.
Shadow Stealth (Ex) No Stealth penalty for full speed in darkness. Spend 1 power to teleport from darkness to darkness.
Skirmisher (Ex) After move 10 ft, first attack deals sneak attack damage as though foe is flat-footed.
Snap Shot Threaten squares within 5 feet of you when wielding a ranged weapon
Sneak Attack (Unchained) +7d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Surprise Attacks +7 (Ex) In surprise round, foes always flat-footed and add bonus sneak attack dam.
Surprise Strike (Ex) As a swift action, use 1 power to attack foe in 30 ft. They are flat footed and you bypass all DR.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +6 Gain a bonus to find or disable traps, including magical ones.