Damiel
Male human unchained rogue (scout) 15/Trickster 7 (Pathfinder RPG Advanced Player's Guide 134, Pathfinder Unchained 20)
CG Medium humanoid (human)
Init +15; Senses darkvision 120 ft.; Perception +20 (+24 to hear conversation or find concealed object, +24 to avoid being surprised, +27 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) (+5 vs traps)
hp 136 (15d8+58)
Fort +7 (+2 Luck bonus vs. poison from spiders), Ref +18 (+5 vs traps), Will +8
Defensive Abilities danger sense +5, hard to kill, improved evasion, mythic saving throws
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Offense
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Speed 30 ft.
Melee
. . +2 demon-bane club +14/+9/+4 (1d6+3 plus 8d6 sneak attack and 2d6 vs. Demon) or
. . +2 frost cold iron rapier +21/+16/+11 (1d6+10/18-20 plus 8d6 sneak attack and 1d6 cold) or
. . mwk dagger +20/+15/+10 (1d4+8/19-20 plus 8d6 sneak attack)
Ranged
. . Base Attack
. . . . +2 corrosive composite shortbow (+1 STR) +23/+18/+13 (1d6+3/19-20/×4 plus 1d6 acid)
. . Point-Blank Shot
. . . . +2 corrosive composite shortbow (+1 STR) +25/+20/+15 (1d6+5/19-20/×4 plus 1d6 acid)
. . Point-Blank Shot (Swift action, 1 MP)
. . . . +2 corrosive composite shortbow (+1 STR) +28/+23/+18 (1d6+8/19-20/×4 plus 1d6 acid)
. . Rapid Shot (One extra shot)
. . . . +2 corrosive composite shortbow (+1 STR) +23/+23/+18/+13 (1d6+3/19-20/×4 plus 1d6 acid)
. . Rapid Shot (Two extra shots)
. . . . +2 corrosive composite shortbow (+1 STR) +21/+21/+21/+16/+11 (1d6+3/19-20/×4 plus 1d6 acid)
. . Deadly Aim
. . . . +2 corrosive composite shortbow (+1 STR) +20/+15/+10 (1d6+12/19-20/×4 plus 1d6 acid)
. . Point-Blank Shot, Deadly Aim
. . . . +2 corrosive composite shortbow (+1 STR) +22/+17/+12 (1d6+14/19-20/×4 plus 1d6 acid)
. . Point-Blank Shot (Swift action, 1 MP), Deadly Aim
. . . . +2 corrosive composite shortbow (+1 STR) +25/+20/+15 (1d6+17/19-20/×4 plus 1d6 acid)
. . Point-Blank Shot, Rapid Shot (One extra shot)
. . . . +2 corrosive composite shortbow (+1 STR) +25/+25/+20/+15 (1d6+5/19-20/×4 plus 1d6 acid)
. . Point-Blank Shot (Swift action, 1 MP), Rapid Shot (One extra shot)
. . . . +2 corrosive composite shortbow (+1 STR) +28/+28/+23/+18 (1d6+8/19-20/×4 plus 1d6 acid)
. . Point-Blank Shot, Rapid Shot (Two extra shots)
. . . . +2 corrosive composite shortbow (+1 STR) +23/+23/+23/+18/+13 (1d6+5/19-20/×4 plus 1d6 acid)
. . Point-Blank Shot (Swift action, 1 MP), Rapid Shot (Two extra shots)
. . . . +2 corrosive composite shortbow (+1 STR) +26/+26/+26/+21/+16 (1d6+8/19-20/×4 plus 1d6 acid)
. . Point-Blank Shot, Rapid Shot (One extra shot), Deadly Aim
. . . . +2 corrosive composite shortbow (+1 STR) +22/+22/+17/+12 (1d6+14/19-20/×4 plus 1d6 acid)
. . Point-Blank Shot (Swift action, 1 MP), Rapid Shot (One extra shot), Deadly Aim
. . . . +2 corrosive composite shortbow (+1 STR) +25/+25/+20/+15 (1d6+17/19-20/×4 plus 1d6 acid)
. . Point-Blank Shot, Rapid Shot (Two extra shots), Deadly Aim
. . . . +2 corrosive composite shortbow (+1 STR) +20/+20/+20/+15/+10 (1d6+14/19-20/×4 plus 1d6 acid)
. . Point-Blank Shot (Swift action, 1 MP), Rapid Shot (Two extra shots), Deadly Aim
. . . . +2 corrosive composite shortbow (+1 STR) +23/+23/+23/+18/+13 (1d6+17/19-20/×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 (17/day, surge +1d10), scout's charge, skirmisher, sneak attack (unchained) +8d6, trickster attacks (fleet charge, surprise strike)
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Statistics
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Str 12, Dex 27, Con 12, Int 14, Wis 14, Cha 12
Base Atk +11; CMB +12 (+14 reposition); CMD 33
Feats Clustered Shots[UC], Deadly Aim[M], Extra Path Ability[M], Improved Critical[M], Improved Snap Shot[UC], 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 +31, Appraise +19, Bluff +19 (+21 to feint), Climb +15, Disable Device +35, Escape Artist +25, Fly +10, Knowledge (dungeoneering) +11, Knowledge (local) +11, Linguistics +6, Perception +20 (+24 to hear conversation or find concealed object), Sense Motive +17, Sleight of Hand +12, Stealth +26, Survival +17, Use Magic Device +19
Languages Abyssal, Celestial, Common, Infernal
SQ additional trick[MA], amazing initiative, debilitating injury: bewildered (-2/-6 to AC for one round), debilitating injury: disoriented (-2/-6 to attacks for one round), debilitating injury: hampered (speeds reduced by half (min. 5'), cannot take 5' step, for one round), extra mythic feat[MA], mirror dodge[MA], pierce the darkness[MA], precision critical[MA], recuperation, rogue talents (canny observer[APG], double debilitation, hide in plain sight[UC] (forest), hide in plain sight[UC] (plains), improved evasion, pierce the darkness, surprise attacks, trap spotter, weapon training), shadow stealth[MA], trapfinding +7, vanishing move[MA]
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), mwk dagger, 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.), speed sheath[UW], speed sheath[UW], 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 +5 (Ex) +5 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 pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-6 (Ex) Foe who takes sneak attack damage takes attack pen (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 (+7 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.
Improved Snap Shot You threaten an additional 5 feet with Snap Shot
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.
Precision Critical (Ex) On critical hit, double extra precision damage dice.
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.
Skill Unlock - Acrobatics
Spoiler:
5 Ranks: You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren’t denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.
10 Ranks: You can attempt an Acrobatics check at a –10 penalty and use the result as your CMD against trip maneuvers. You can also attempt an Acrobatics check at a –10 penalty in place of a Reflex save to avoid falling. You must choose to use this ability before the trip attempt or Reflex save is rolled. With a successful DC 20 Acrobatics check, you treat an unintentional fall as 10 feet shorter plus 10 feet for every 10 by which you exceed the DC, and treat an intentional fall as 10 feet shorter for every 10 by which you exceed the DC.
15 Ranks: You do not provoke attacks of opportunity when standing up from prone.
Skill Unlock - Disable Device
Spoiler:
5 Ranks: Reduce the time required to disarm a trap or open a lock by taking a –5 penalty on your Disable Device check for each step by which you reduce the time required: 2d4 rounds, 1d4 rounds, 1 round, a standard action, a move action, a swift action.
10 Ranks: You can disarm magical traps at a –10 penalty even if you lack the trapfinding ability. If you possess the trapfinding ability, when attempting to disable magic traps, you never trigger them, even if you perform the trigger action (such as looking at a symbol). If you fail the check, you can still trigger the trap, and you can’t use this ability to bypass it.
15 Ranks: When attacked by a trap, you can attempt a Disable Device check as an immediate action (adding your trap sense bonus, if any) opposed by the trap’s attack roll or its save DC. If you succeed, you take half damage (or no damage if you exceed the DC by at least 10).
Skill Unlock - Stealth
Spoiler:
5 Ranks: Reduce the Stealth penalty from sniping by 10.
10 Ranks: Stealth check penalties for moving quickly are halved, including the ability unlocked at 5 ranks, moving full speed, and reaching concealment after creating a distraction.
15 Ranks: If you attack after successfully using Stealth, your target is denied its Dexterity bonus against all attacks that you make before the end of your turn.
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) +8d6 Attacks deal extra damage if flanked foe or if foe is flat-footed.
Surge (1d10) (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 damage.
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 +7 Gain a bonus to find or disable traps, including magical ones.
Vanishing Move (Su) Swift action: become invisible until end of turn. 1 power: acts as greater invisibility.